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K, this is pretty awesome. I chose Herm Injection, Belt, A192 Pressurizer, and Disintegration Suit. I would recommend a different name for the Belt, tho.
My thoughts:Herm Injection: Good idea. It's a classic power-up in many games.Case of Cylinders: Same as above.Map: I think secret areas should remain secret, because that adds replay value.Invinicibility: Again, classic power-up.A192 Pressurizer: I'd just go with an entirely new bonus weapon (maybe with limited ammo that can't be refilled), because IMHO that would pretty much be the same thing and make more sense when you think about it.Tactial Analyzer: I think health bars shouldn't be something "extra" because it's often a necessity when you're dealing with a whole room of enemies.Disintegration Suit: Sounds awesome, but I'd recommend combining it with Invincibility (it makes sense that way).
Map: Secret areas remaining secret do add replay value. I'm kinda torn between revealing secret areas and not doing so, because is there any advantage in finding a map just to reveal stuff you can find by exploring? Although I guess it helps with mazes...hmm...
Pressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses. Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use)
Disintegration Suit: Again, not a bad idea, one I thought about. But then the player would be totally invincible and not have to waste a single bullet. Besides, I thought it be fun for the player to be vulnerable to open fire while running towards a target (and perhaps shooting along the way ) It's like Doom's beserk: Even though fists have great power, you're still not invulnerable
Quote from: Hot_Dog on October 19, 2011, 11:19:58 pmPressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses. Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use)Good point. I just thought it wouldn't make much sense for a gun to suddenly have twice as much firepower, and so I suggested instead making a temporary gun with greater power.