Plundering ideas from DoomRL

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Plundering ideas from DoomRL

#1 Post by Mithril »

While waiting for B36 I have been trying out DoomRL. While it is very different from ToME by being a SF game that you can complete quickly, I think it has several interesting ideas that may or not be interesting also for ToME generaly or in new classes or mods.

* Destructible environment. Area effect weapons can destroy walls. Gives a nice, powerful feeling when done.

* Explosive barrels that explode if hit. Can also be pushed around. Creates some interesting strategies.

* If you move forward straight at a monster having a distance weapon you have a much higher chance of getting hit than if you zigzag when going forward against it.

* Weapon: Gatling gun type weapon that does not do much damage while the weapons warm up but after several turns of consecutive firing do a lot. Uses a lot ammo.

* Weapon: Flamer. Creates a moveable wall of flame. Differs from a ray by persisting until cancelled and creating an a fire obstacle also during monster movement.

* Weapon: Shotgun. Damage in a cone shaped area that decrease with distance. High knockback chance. Slow reloading that with an upgrade can occur while moving. So what in effect happens is that you try to get close, fires a shot that kills or knocks the monsters back, you move forward again (and reloads automatically), knocks the monsters back again... Just like in the movies.:mrgreen:

* Complex upgrading of equipment. Somewhat similar to gems but much more complex. Many different upgrade packs can be combined, if you have the necessary skill, into very advanced equipment.
http://doom.chaosforge.org/wiki/Assemblies

* Gore. Lots of blood and corpses when killing things. :wink: Gore sells! Just look at Hollywood! A gore mod would be very nice. :mrgreen:

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Plundering ideas from DoomRL

#2 Post by bricks »

I love DoomRL, here are my thoughts:

Destructible terrain would be very cool, and there's already some support for it. Shotgun-style cone damage would make fights with wyrms much more interesting, and would make Wyrmic more unique of a class. Explosive barrels as such are obviously hard to justify thematically, but there are a lot of things that could be done with movable-destructible cover like crates, and traps that can be interacted with/activated beyond just stepping on them would add a lot of tactical value. A general rework of ranged weapons would be swell. Replacing the Imbue talent's functionality with "upgrade kits" would add a lot to the game, though I don't relish the idea of a consumable upgrade kit, unless they are widely available and interchangeable like inscriptions. Actually, equipment inscriptions sound awesome.
Sorry about all the parentheses (sometimes I like to clarify things).

Jarjar0x2a
Yeek
Posts: 10
Joined: Mon Aug 22, 2011 6:42 am

Re: Plundering ideas from DoomRL

#3 Post by Jarjar0x2a »

Mithril wrote: * If you move forward straight at a monster having a distance weapon you have a much higher chance of getting hit than if you zigzag when going forward against it.
ToME already has this, you zigzag to dodge arrows/spells

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Plundering ideas from DoomRL

#4 Post by Mithril »

Jarjar0x2a wrote:
Mithril wrote: * If you move forward straight at a monster having a distance weapon you have a much higher chance of getting hit than if you zigzag when going forward against it.
ToME already has this, you zigzag to dodge arrows/spells
If they are slow and take several turns to hit. In DoomRL it applies also to rapid bullets that you cannot see and hit instantly.

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