#962
Post
by Rarsonic » Mon Dec 23, 2013 10:32 pm
The fact is that there are not that many differences between what I've seen in Gardevoir's addon and what I had in mind.
The only discrepancies between his(her?) idea and mine for Strifeguy are the starter (I'd rather use the Crossbow with electrobolts, with the poison bolt mode available as soon as a slot II pickup is taken), the use of P-Grenades (I was thinking about drastically reducing the burning time in order to avoid excessive area denial, especially for DM) and the weapons and items in slots I and VII and the unique (I'd propose consecutive Sigil pieces, Mauler, and random Stamina and Accuracy upgrades, respectively). Furthermore the idea of having separate ammo types for some weapons like Ranger has could also be a good idea for Strifeguy, and a way to stay truer to the source material. Also I was thinking about switching weapon modes the original way, by pressing the slot key number, but I believe Gardevoir's idea, using the secondary fire key, is way better.
Also, I think the jokes Gardevoir wrote for the pickup messages are generally better than what I had in mind. :-P
As for the role Strifeguy could have, I thought about something on the lines of "Guerrilla warfare" or just "Guerrilla" for short, with an extra emphasis on character building owing to its pseudo-RPG origins, becoming what it's called a "momentum character", hence the Stamina, Accuracy and Sigil upgrades.
In fact, I'm just going to paste here my post at ZDoom:
[spoiler]I imagined Rebel Merc as a Stealth/Ambush type of character (the obvious choice, given his silent weapons and lack of effective range, at least early on) and/or as a character of momentum, that means he starts out weak (for whatever definition of "weak", given Ijon's post) but gets more powerful the longer it stays alive.
Right in health item autoapplication has to go, since none of the other classes that can hold health items can do it. Also reduce his maximum pickup limit so he gets away from Corvus' place.
Slot 0: Punch Dagger, of course. With damage values ranging from normal fist to berserker'd fist when fully upgraded. The fact that all starter melee weapons in Sam-Sarah are silent kind of dilutes its utility, though.
Slot 1a: Crossbow with Electrobolts: No ammo used. No major changes might be needed, since its slow rate of fire and the fact it's not hitscan can compensate its 10 to 40 damage range.
Slot 2: Crossbow with Poison Bolts: Rebel Merc's main stealthy weapon. Using type 2 ammo. Damage reduced to about that of a point blank shotgun or maybe a little bit more, due to non-hitscan nature. Although it would be a slot 2 pickup it would actually reside in slot 1, thus giving Rebel Merc no actual slot 2 weapon.
Slot 3: Mini-missile launcher: Using either type 2 or type 3 ammo, although the latter would be more sensible.
Slot 4: Assault Rifle: Using type 1 ammo. Maybe add plasma cannon-like cooldown to avoid abuse of intermitent firing to compensate inaccuracy.
Slot 5: HE/P Grenade Launcher: Using type 3 ammo. Drastically reduce duration of phosphorus grenades' flames to 5 to 10 seconds, no inflamed enemy area damage.
Slot 6: Flamethrower: Using type 4 ammo. Again, no inflamed enemy area damage.
Slot 7: Mauler: Using type 4 ammo. I would've thought that the fact that this is a slot 7 weapon might compensate its Supershotgun-clone status. Also, no autohealing could make its secondary fire more dangerous to use in tense situations.
Now, for the controversial elements:
Special: Random Stamina/Accuracy upgrade: Up to ten for each. Now, to keep with the role I set for the character (momentum-gaining) I thought about losing all gained upgrades upon dying in competitive gametypes and possibly cooperative ones too. Persistence of upgrades in non-strife SP games could also be disputed.
Slot 1b: Sigil, in successive upgrades. I know you might think that I'm completely nuts for placing a BFG in the chainsaw's place (Doom II comes to mind) but the fact that it consumes health for ammo, that there would be no autoheal, that most WADs do not include many chainsaw pickups and that the sigil doesn't quite function as a weapon of mass destruction until tier 3 (nova) might make this choice a bit more sensible. The main problem is that it might completely wreck DM.
Alternatively those last two slots could be swapped.[/spoiler]
EDIT: I feel completely stupid now.
Last edited by
Rarsonic on Tue Dec 24, 2013 12:51 am, edited 1 time in total.