[DoomRL] Design Issues - Results

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> It is?? I always thought of it more as a laser... at least how far the
> graphics go...

A railgun is a real device (although not nearly as advanced as in
Quake...the ones that exist now are very large, usually). It uses
powerful electromagnets to propel a metal projectile at extremely high
speeds.

The ammo is called "slugs" in Quake3, and I think that's an apt description.

J. W. McCall
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

> Shotgun -- I finally decided for a variation of David's approach.
> Assault Shotgun will be no more, standard shotgun will have a magazine of 4.
> One pressing of 'r' will pump one shell into the magazine, the second one
> (if in a row with the previous) will reload all shells (longer reload time
> equal to the missing shells in the magazine). Double shotgun will stay as it
> is.

I just discovered DoomRL, but it's quite awesome, I must say. Looking
forward to playing new versions.

Now, about the shotgun...why not just load one shell each time you hit
the "r" key? This give you more control (reloading versus shooting) and
is more realistic. It would balance it, I think, since you must reload
each shell manually. If it only holds 4 shells, then hitting "r" four
times to reload it wouldn't be that tedious, I wouldn't think. Also, 4
shells does seem kind of low; I'm assuming that the shotgun in DoomRL
would be fairly short, but even 14 inch pump shotguns can hold about 6
arounds in the magazine and one in the chamber.

J. W. McCall
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

J. W. McCall .-- .-. --- - . ---...

>> Shotgun -- I finally decided for a variation of David's approach.
>> Assault Shotgun will be no more, standard shotgun will have a magazine of 4.
>> One pressing of 'r' will pump one shell into the magazine, the second one
>> (if in a row with the previous) will reload all shells (longer reload time
>> equal to the missing shells in the magazine). Double shotgun will stay as it
>> is.
> I just discovered DoomRL, but it's quite awesome, I must say. Looking
> forward to playing new versions.

> Now, about the shotgun...why not just load one shell each time you hit
> the "r" key? This give you more control (reloading versus shooting) and
> is more realistic. It would balance it, I think, since you must reload
> each shell manually. If it only holds 4 shells, then hitting "r" four
> times to reload it wouldn't be that tedious, I wouldn't think. Also, 4
> shells does seem kind of low; I'm assuming that the shotgun in DoomRL
> would be fairly short, but even 14 inch pump shotguns can hold about 6
> arounds in the magazine and one in the chamber.

Just wanted to say: me too.

--
Loonie ;-)
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.webpark.pl
 
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J. W. McCall wrote:
>> Shotgun -- I finally decided for a variation of David's approach.
>> Assault Shotgun will be no more, standard shotgun will have a
>> magazine of 4. One pressing of 'r' will pump one shell into the
>> magazine, the second one (if in a row with the previous) will reload
>> all shells (longer reload time equal to the missing shells in the
>> magazine). Double shotgun will stay as it is.
>
> I just discovered DoomRL, but it's quite awesome, I must say. Looking
> forward to playing new versions.

:-D

> Now, about the shotgun...why not just load one shell each time you hit
> the "r" key? This give you more control (reloading versus shooting)
> and is more realistic. It would balance it, I think, since you must
> reload each shell manually. If it only holds 4 shells, then hitting
> "r" four times to reload it wouldn't be that tedious, I wouldn't
> think. Also, 4 shells does seem kind of low; I'm assuming that the
> shotgun in DoomRL would be fairly short, but even 14 inch pump
> shotguns can hold about 6 arounds in the magazine and one in the
> chamber.

This was discussed before. I actually am in the point that I have no
freaking idea what to do ;-)

--
At your service,
Kornel Kisielewicz
DoomRL ( http://chaos.magma-net.pl/doom/ )
 
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quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
[DoomRL Shotguns]
>This was discussed before. I actually am in the point that I have no
>freaking idea what to do ;-)

I thought I'd step back and write something about this. There's a summary
proposal at the end.

First of all, what real guns are like. If you know that, skip ahead a bit.
There are probably some terminology errors, and I don't care. I'm only
going to talk about the kinds of gun in Doom.

Most real guns have a magazine full of bullets or shells (henceforth
always "bullet" for simplicity), and a "chamber", an area where a single
bullet can be held ready for firing. The mechanism which transfers bullets
from the magazine to the chamber is the "action".

[An exception is a revolver, where the chamber is whichever hole in the
magazine has rotated into position. But we don't care about that.]

A semi-automatic action is arranged such that when a bullet is fired, a
fresh one is loaded into the chamber - by gas pressure from the fired
round, typically - without human intervention, but the trigger must be
released and pulled again to fire again.

An automatic action will also load a fresh bullet every time one is fired
without human intervention; but will fire this fresh round if the user
continues to pull the trigger without releasing it.

Confusingly, pistols with semi-automatic actions are generally referred to
as "automatics". I will avoid that usage.

Both types of gun will tend to have a mechanical method, manually
operated, for loading the first bullet after the user inserts a fresh
magazine. This is probably part of the "reload" action in DoomRL.

Pump-action shotguns have an slide mounted under the barrel. This slide
loads a fresh shell into the chamber; it is operated by the user. It's
essentially similar to the mechanical method for loading the first bullet
on a semi-automatic or automatic gun. Also, shotguns like the single
shotgun in Doom have a magazine built into the gun, not a separate clip;
this makes it less fiddly, but forces the user to insert shells into it
rather than just putting in a fresh clip - rather like a guy with a big
bag of bullets but only one clip for his pistol would have to do.

Breech-loading guns have no magazine; after each firing the user opens up
the barrel and puts a fresh bullet in. A breech-loading gun might have
multiple barrels, which could be fired and reloaded together or
independently.

Now, about Doom. Doom never models magazines; every gun is belt-fed all
the ammo directly from the ammo butler. (DoomRL does model magazines).
Doom's chaingun is an automatic action; the pump-action shotgun has a
pump-action action (duh); the double shotgun is a 2-barreled
breech-loader. The pistol is an oddity. It can be fired repeatedly by
holding down Fire, like every gun, but I would argue that it is
semi-automatic from the rate of fire; the doomguy is releasing the trigger
even if the player is not.

Now we're down to DoomRL. I think an important question is what the role
of shotguns in DoomRL should be. Is the shotgun expected to be an early
weapon, discarded after you find the chaingun, or is it expected to be a
useful weapon all game with the right traits? The trouble is, it can't do
both.

I don't know how the damage penalty for spread at range affects shotgun
damage compared to missing with any other gun, but it seems likely to me
that DoomRL shotguns don't do enough damage. A chaingun burst does 5d6,
average 17.5; a shotgun a mere 4d4, average 10 - and the chaingun can
continue firing for longer than the proposed 4-magazine shotgun let alone
the current 1-shot. Sure, monster armour enters the picture; but so does
Son of a Bitch. Even the pistol does nearly as much damage as the shotgun,
and can sustain fire for longer.

In Doom, letting off the double shotgun up a pinkbeast's nostrils kills it
every time. I don't think that's an unreasonable thing to be true in
DoomRL (at point-blank range, as in Doom).

I propose the following; add a third shotgun. The shotgun sergeants carry
is the existing 1-shot affair, described as "a shotgun"; it's supposedly a
breech-loading 1-barrel shotgun. This is a weapon that's better than the
pistol, but obviously worse than the chaingun or the proposed submachine
gun. Maybe give it a modest damage boost.

Keep the double shotgun as is, but boost the damage. (Note that the same
ammo already does different damage in different guns - pistol vs chaingun
in DoomRL, shotgun vs. double shotgun in Doom). If you _do_ have the
opportunity to alternate between close-range attacks and reloading in
cover, the double shotgun should be the best weapon. It is in Doom, and
that's not exactly easy to arrange.

As a pickup that occurs before the chaingun and double SG, but maybe after
the submachine gun, add a multi-shot magazine single shotgun. I still like
the "move to ready a fresh shell" idea. I know Kornel doesn't, so I'll
tell you why; as it is, if this shotgun can fire on multiple successive
turns and then reload, it's hard to differentiate it from the chaingun.
One gun will just clearly be better, and you'll use that as long as you
have ammo for it. This works with the plasma rifle, because although it is
always better than the chaingun, there isn't enough ammo to use it all the
time - and you get it so late on it doesn't dominate the game.

Hence if we want this shotgun (described as a "pump-action shotgun") to be
genuinely different from the chaingun, it's got to do something else. I'm
definitely warming to 'r' loading one shell into the magazine, to give
long nervous reloading intervals and an incentive to carry two shotguns
for inventory management joy.

Precisely what I propose is this;

This weapon is to do more damage in one turn than the chaingun, but less
during sustained fire-and-reload. Hence if you can use the move-dodging or
cover to your advantage, it's a better weapon; but if you can't, and just
want to crank out damage as fast as possible, it's worse. Of course this
does demand that the odds on move-dodging are good enough to make it
worthwhile!

The gun has about 5 shells in. Really this should be about enough to
deal with one tomato, but any more and you're in trouble. This is total
capacity; magazine and chamber alike.

Design decision; the end result of pressing 'r' should _always_ be a round
in the chamber, and maybe some rounds in the magzine. People expect that
when you press 'r' a gun is ready to fire. Let's not disappoint them.
Also, this means you can't be in the position where the magazine is full,
the chamber is empty, and 'r' refuses to do anything; and _this_ helps the
internal implementation be just a single integer "number of shells in gun"
and a flag "shell readied?".

When you fire the gun, the total number of shells in it is decremented,
and the "shell readied" flag is unset.

When you move while wielding the gun, if the "shell readied" flag is
unset, it is set. "You pump a shell into the shotgun."

When you press 'r';

If the "shell readied" flag is set, increase the number of shells in the
gun by one if it is not at the limit. "You reload the shotgun with a
shotgun shell". This reload should probably be quicker than reloading the
other guns, since you'll have to do it a lot - but after all, 5 lots of it
could still take a while.

If there are no shots in the gun, don't check the "shell readied" flag.
(We should still unset it when unloading a shotgun). Increase the number
of shells in the shotgun by 1, and set the "shell readied" flag. "You
reload the shotgun and prepare to fire." This should maybe be a bit
slower than the reload above.

Otherwise, there are shots in the gun, but the "shell readied" flag is not
set. Set it. "You pump a shell into the shotgun." This should again be a
quick reload - this gun is better than the breech-loader even when you
don't have room to maneuver. Optionally, if this is the first time this
case has come up during the game, print "You may also do this just by
moving."

Monsters with this gun simply fire off shells at a slightly faster rate
than the plain shotgun. They don't fiddle the "shell readied" flag, for
simplicity.

I know this isn't the most straightforward thing to implement, but I do
think it's the way to keep shotguns useful for most of the game, and give
them a flavour that is distinct from chainguns and in keeping with Doom's
shotguns.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is First Monday, February.
 
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David Damerell (damerell@chiark.greenend.org.uk) wrote:
> quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
> [DoomRL Shotguns]
> >This was discussed before. I actually am in the point that I have no
> >freaking idea what to do ;-)
>
> I thought I'd step back and write something about this. There's a summary
> proposal at the end.

<megasnip>

> I know this isn't the most straightforward thing to implement, but I do
> think it's the way to keep shotguns useful for most of the game, and give
> them a flavour that is distinct from chainguns and in keeping with Doom's
> shotguns.

I like.

Kornel, please, at least consider this proposal.

--
JTJ | http://www.kolumbus.fi/j.julkunen/
It is possible that I could fall for such tricks... Then again, it's
also possible that a loaf of banana nut bread could spontaneously
appear in orbit around Mars.
 
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David Damerell wrote:
<snip snip snip>
> If the "shell readied" flag is set, increase the number of shells in the
> gun by one if it is not at the limit. "You reload the shotgun with a
> shotgun shell". This reload should probably be quicker than reloading the
> other guns, since you'll have to do it a lot - but after all, 5 lots of it
> could still take a while.
<snip snip snip>

Nitpick;
Technically it should be "you load a shell into the shotgun", as the
term "reload" implies that you first unload something, as when you
reload a pistol - you take out a magazine (which may be empty) and
replace it with a different magazine. If the pistol has no magazine in
it when you start your action, you "load" it, as you don't have to take
anything out first.

Also, rather than "You pump a shell into the shotgun", you may want to
change it to "you pump a shell into the chamber", as it is already in
the shotgun, not just in a position where it can be fired.
 
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> I thought I'd step back and write something about this. There's a summary
> proposal at the end.

Overall a very good post. Let me add a few comments if I may.

> Both types of gun will tend to have a mechanical method, manually
> operated, for loading the first bullet after the user inserts a fresh
> magazine. This is probably part of the "reload" action in DoomRL.

Something that most games (and most movies) get wrong is the fact that
if you swap magazines *before* you're completely empty, there is no need
to use the manual mechanical method, such as racking the slide on a
pistol, or pumping a shotgun. Either of these are only necessary if you
completely empty a weapon before reloading. If you have at least one
round in teh chamber, you can just take out the old magazine and slide a
new one in, or pop in a shell on a shotgun. Pumping a shotgun or
pulling back a slide while a round is in the chamber would do nothing
but shoot a unused round out the side of the weapon, which is a waste.
I don't know if this is something you want to mess with, but it IMO adds
some tactical elements as well as realism.

> Pump-action shotguns have an slide mounted under the barrel. This slide
> loads a fresh shell into the chamber; it is operated by the user. It's
> essentially similar to the mechanical method for loading the first bullet
> on a semi-automatic or automatic gun. Also, shotguns like the single
> shotgun in Doom have a magazine built into the gun, not a separate clip;
> this makes it less fiddly, but forces the user to insert shells into it
> rather than just putting in a fresh clip - rather like a guy with a big
> bag of bullets but only one clip for his pistol would have to do.

I would personally like to see realistic implementing of magazines...you
only have as many as you've collected, and if you only have one, you
have to load up the magazine before you can use it each time. Of
course, you'd rarely have only one magazine, even after you start. I
realize this is probably too complicated and would annoy 99% of players,
but I'm just saying what *I* think would be super-cool. :)

> Now we're down to DoomRL. I think an important question is what the role
> of shotguns in DoomRL should be. Is the shotgun expected to be an early
> weapon, discarded after you find the chaingun, or is it expected to be a
> useful weapon all game with the right traits? The trouble is, it can't do
> both.

In the spirit of the original Doom, I think the shotgun should be a
workhorse weapon that is useful throughout much of the game.

> I propose the following; add a third shotgun. The shotgun sergeants carry
> is the existing 1-shot affair, described as "a shotgun"; it's supposedly a
> breech-loading 1-barrel shotgun. This is a weapon that's better than the
> pistol, but obviously worse than the chaingun or the proposed submachine
> gun. Maybe give it a modest damage boost.

I personally don't understand the point of a 1-shot breech loading
shotgun. They're a pain to have to reload after every shot, IMO.
They'd also be completely out of place on Mars/Phobos/Deimos, wherever.
Single shot shotguns like that are pretty much only used for hunting.
They're a pretty old-fasioned design. Any sort of security, police,
or military use will have a pump-action or semi-auto shotgun. I don't
see the need for any shotguns beyond a pump-action (regular) shotgun and
a double-barrel (super) shotgun. To be fair, the double-barrel breech
loading style is also fairly primitive and not used in the military, but
it is in Doom, so what the heck.

> Hence if we want this shotgun (described as a "pump-action shotgun") to be
> genuinely different from the chaingun, it's got to do something else. I'm
> definitely warming to 'r' loading one shell into the magazine, to give
> long nervous reloading intervals and an incentive to carry two shotguns
> for inventory management joy.

I definately like 'r' loading a single round into the magazine at a time.

> Precisely what I propose is this;
>
> This weapon is to do more damage in one turn than the chaingun, but less
> during sustained fire-and-reload. Hence if you can use the move-dodging or
> cover to your advantage, it's a better weapon; but if you can't, and just
> want to crank out damage as fast as possible, it's worse. Of course this
> does demand that the odds on move-dodging are good enough to make it
> worthwhile!

Sounds good.

> Design decision; the end result of pressing 'r' should _always_ be a round
> in the chamber, and maybe some rounds in the magzine. People expect that
> when you press 'r' a gun is ready to fire. Let's not disappoint them.
> Also, this means you can't be in the position where the magazine is full,
> the chamber is empty, and 'r' refuses to do anything; and _this_ helps the
> internal implementation be just a single integer "number of shells in gun"
> and a flag "shell readied?".

This sounds good. It's a balance of simplicity, pedantic detail, and
realism. To me, realism with regards to weapons adds to the
survival-horror aspect and makes you feel more vulnerable and adds to
immersion. That's my opinion, though...and I guess you could call me a
gun-nut. :)

> If there are no shots in the gun, don't check the "shell readied" flag.
> (We should still unset it when unloading a shotgun). Increase the number
> of shells in the shotgun by 1, and set the "shell readied" flag. "You
> reload the shotgun and prepare to fire." This should maybe be a bit
> slower than the reload above.

Yes, this would be the time to load a round plus the time to pump the
action.

> Otherwise, there are shots in the gun, but the "shell readied" flag is not
> set. Set it. "You pump a shell into the shotgun." This should again be a
> quick reload - this gun is better than the breech-loader even when you
> don't have room to maneuver. Optionally, if this is the first time this
> case has come up during the game, print "You may also do this just by
> moving."

I would change the message to "You chamber a round" or "You pump the
shotgun". Pumping a shell into the shotgun sounds more like you're
loading it to me. Also keep in mind that a experienced shotgunner can
fire about 2-3 shots from a pump-action shotgun a second. It's pretty
quick to shoot, pump, shoot, pump, etc. The automatic pumping when
moving sounds good, though. It lets you pop around the corner, shoot,
then take cover while chambering another round and maybe topping off the
magazine.

Overall good post with some good ideas. It's good to see someone who
actually knows more about firearms than appears in video games and
movies. :)

J. W. McCall
 
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quoting Elethiomel <kkkk@lllllll.mmmm>:
>David Damerell wrote:
><snip snip snip>
>>If the "shell readied" flag is set, increase the number of shells in the
>>gun by one if it is not at the limit. "You reload the shotgun with a
>>shotgun shell". This reload should probably be quicker than reloading the
>>other guns, since you'll have to do it a lot - but after all, 5 lots of it
>>could still take a while.
><snip snip snip>
>Technically it should be "you load a shell into the shotgun",

Yes.

>Also, rather than "You pump a shell into the shotgun", you may want to
>change it to "you pump a shell into the chamber", as it is already in
>the shotgun, not just in a position where it can be fired.

Yes.

Kornel, both these message tweaks are quite sensible.
--
David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
Today is First Tuesday, February.
 
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quoting J. W. McCall <jmccallNOSPAM@houston.rr.com>:
>DAvid Damerell:
>>Both types of gun will tend to have a mechanical method, manually
>>operated, for loading the first bullet after the user inserts a fresh
>>magazine. This is probably part of the "reload" action in DoomRL.
>Something that most games (and most movies) get wrong is the fact that
>if you swap magazines *before* you're completely empty, there is no need
>to use the manual mechanical method, such as racking the slide on a
>pistol, or pumping a shotgun.

True. Indeed, a lot of action movies have more gratuitous racking that
that, such that the characters must necessarily have dropped half a dozen
bullets before the shooting starts. However, since they often have
infinitely large clips anyway in this kind of movie, I guess that doesn't
matter to them.

>I don't know if this is something you want to mess with, but it IMO adds
>some tactical elements as well as realism.

I don't think it would help DoomRL. The doomguy is assumed to be
competent; if you give him bullets and tell him to load the gun, he loads
the gun and doesn't drop any.

>I would personally like to see realistic implementing of magazines...you
>only have as many as you've collected, and if you only have one, you
>have to load up the magazine before you can use it each time. Of
>course, you'd rarely have only one magazine, even after you start. I
>realize this is probably too complicated and would annoy 99% of players,
>but I'm just saying what *I* think would be super-cool. :)

I think you can count me in that 99%; just adds a lot of dicking about in
inventory between fights.

That said, I did find it amusing that in Half-Life you can remove a
partly used magazine and insert a fresh one which, because of the number
of bullets you have, must necessarily contain some of the bullets from the
removed magazine. The ammo butler obviously works like lightning.

>>I propose the following; add a third shotgun. The shotgun sergeants carry
>>is the existing 1-shot affair, described as "a shotgun"; it's supposedly a
>>breech-loading 1-barrel shotgun. This is a weapon that's better than the
>>pistol, but obviously worse than the chaingun or the proposed submachine
>>gun. Maybe give it a modest damage boost.
>I personally don't understand the point of a 1-shot breech loading
>shotgun. They're a pain to have to reload after every shot, IMO.

To add a shotgun that can be got early on, but that isn't overly effective
then. It's just about gameplay. It's difficult to have a shotgun like
Doom's shotgun that's a workhorse weapon all game, because the difficulty
curve in DoomRL is completely different; in Doom, once you're good enough
at dodging, you can take your time killing monsters and don't need the
plasma rifle. Hence, two single shotguns; one bad one to be got early on,
and one that's good enough to remain useful until the plasma rifle
dominates.

>They'd also be completely out of place on Mars/Phobos/Deimos, wherever.

So is a double-barrel breech loader.

>Also keep in mind that a experienced shotgunner can
>fire about 2-3 shots from a pump-action shotgun a second.

When it comes down to it, the rate of fire has to be balanced for
gameplay, though; and there's no "real" timescale in DoomRL at all.
--
David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
Today is First Tuesday, February.
 
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David Damerell wrote:
> quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
> [DoomRL Shotguns]
>> This was discussed before. I actually am in the point that I have no
>> freaking idea what to do ;-)
>
> I thought I'd step back and write something about this. There's a
> summary proposal at the end.

M'kay. As you know I already agreed on more-less this system.

> First of all, what real guns are like. If you know that, skip ahead a
> bit.

I know ;-). We had military training at school, I know even how to
dissassemble and assemble again an AK-47 ;-).

> Both types of gun will tend to have a mechanical method, manually
> operated, for loading the first bullet after the user inserts a fresh
> magazine. This is probably part of the "reload" action in DoomRL.

Reload action basicaly meand "putting in a new magazine". There is an
abstraction that I wanted to follow because of simplification of the UI,
that the loose shells are assumed to be ready in magazines.

In the case of shotguns though I assumed reload meaning taking out a single
(or two) shells, puting them into the chamber, and cocking the shotgun. Of
course this assumes a shotgun with place for only one shell (which I agree
is unrealistic).

> I don't know how the damage penalty for spread at range affects
> shotgun damage compared to missing with any other gun, but it seems
> likely to me that DoomRL shotguns don't do enough damage. A chaingun
> burst does 5d6, average 17.5; a shotgun a mere 4d4, average 10 - and
> the chaingun can continue firing for longer than the proposed
> 4-magazine shotgun let alone the current 1-shot. Sure, monster armour
> enters the picture; but so does Son of a Bitch. Even the pistol does
> nearly as much damage as the shotgun, and can sustain fire for longer.

I want to enhance the shotgun damage after I add the range penalty.

> In Doom, letting off the double shotgun up a pinkbeast's nostrils
> kills it every time. I don't think that's an unreasonable thing to be
> true in DoomRL (at point-blank range, as in Doom).

Agreed.

> I propose the following; add a third shotgun. The shotgun sergeants
> carry is the existing 1-shot affair, described as "a shotgun"; it's
> supposedly a breech-loading 1-barrel shotgun. This is a weapon that's
> better than the pistol, but obviously worse than the chaingun or the
> proposed submachine gun. Maybe give it a modest damage boost.

Hmm, so basicaly that would mean keeping the assault shotgun but changing it
to the new mode of fire?

> As a pickup that occurs before the chaingun and double SG, but maybe
> after the submachine gun, add a multi-shot magazine single shotgun.

What about the name for it? The one you spelled is way too long. Assault
shotgun seems fine :-D

> still like the "move to ready a fresh shell" idea. I know Kornel
> doesn't, so I'll tell you why; as it is, if this shotgun can fire on
> multiple successive turns and then reload, it's hard to differentiate
> it from the chaingun. One gun will just clearly be better, and you'll
> use that as long as you have ammo for it. This works with the plasma
> rifle, because although it is always better than the chaingun, there
> isn't enough ammo to use it all the time - and you get it so late on
> it doesn't dominate the game.

True.

> Precisely what I propose is this;
> This weapon is to do more damage in one turn than the chaingun, but
> less during sustained fire-and-reload.

M'kay.

** huge snip **
> I know this isn't the most straightforward thing to implement, but I
> do think it's the way to keep shotguns useful for most of the game,
> and give them a flavour that is distinct from chainguns and in
> keeping with Doom's shotguns.

There's only one problem with this I see -- many times while using this
people will hit 'r' repedately one after another. I already can hear those
unsatisfied people who cry -- why do we have to press this 'r' so much
(probably the same people that want ammo-auto-reload-pickup).

Maybe add another reload command (SHIFT-R) that reloads the shotgun
completely? (of course it would take time equal to the amount of missing
shells?


I don't like the number 5 -- it's so uneven... ;-). Maybe 4 or 6 instead?

--
At your service,
Kornel Kisielewicz
DoomRL ( http://chaos.magma-net.pl/doom/ )
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>David Damerell wrote:
>>quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>>[DoomRL Shotguns]
>>Both types of gun will tend to have a mechanical method, manually
>>operated, for loading the first bullet after the user inserts a fresh
>>magazine. This is probably part of the "reload" action in DoomRL.
>Reload action basicaly meand "putting in a new magazine". There is an
>abstraction that I wanted to follow because of simplification of the UI,
>that the loose shells are assumed to be ready in magazines.

I think this assumption is absolutely reasonable for guns with external
magazines (into which category we will assume the plasma rifle falls).

>>I propose the following; add a third shotgun. The shotgun sergeants
>>carry is the existing 1-shot affair, described as "a shotgun"; it's
>>supposedly a breech-loading 1-barrel shotgun.
>Hmm, so basicaly that would mean keeping the assault shotgun but changing it
>to the new mode of fire?

This is the existing single shotgun. Load it, it has one shell in. Fire
it, it's empty. It's called "a shotgun".

>>As a pickup that occurs before the chaingun and double SG, but maybe
>>after the submachine gun, add a multi-shot magazine single shotgun.
>What about the name for it? The one you spelled is way too long. Assault
>shotgun seems fine :-D

"pump-action shotgun", because that's what it is and that's what we had in
Doom.

>>I know this isn't the most straightforward thing to implement, but I
>>do think it's the way to keep shotguns useful for most of the game,
>>and give them a flavour that is distinct from chainguns and in
>>keeping with Doom's shotguns.
>There's only one problem with this I see -- many times while using this
>people will hit 'r' repedately one after another. I already can hear those
>unsatisfied people who cry -- why do we have to press this 'r' so much
>(probably the same people that want ammo-auto-reload-pickup).

Well, I was one of those people, but on reflection with the existing
shotgun one has to 'r' once for each shot fired...

>Maybe add another reload command (SHIFT-R) that reloads the shotgun
>completely? (of course it would take time equal to the amount of missing
>shells?

That would be useful. It should also first chamber a shell if that has not
been done.

>I don't like the number 5 -- it's so uneven... ;-). Maybe 4 or 6 instead?

Well, I would say 6, because I'm a shotgun fan. Generally I think the
magazine should be about big enough to dispatch a tomato without loading
fresh shells, but not a baron.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is Second Tuesday, February.
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

David Damerell wrote:
> quoting Elethiomel <kkkk@lllllll.mmmm>:
>> David Damerell wrote:
>> <snip snip snip>
>>> If the "shell readied" flag is set, increase the number of shells
>>> in the gun by one if it is not at the limit. "You reload the
>>> shotgun with a shotgun shell". This reload should probably be
>>> quicker than reloading the other guns, since you'll have to do it a
>>> lot - but after all, 5 lots of it could still take a while.
>> <snip snip snip>
>> Technically it should be "you load a shell into the shotgun",
>
> Yes.
>
>> Also, rather than "You pump a shell into the shotgun", you may want
>> to change it to "you pump a shell into the chamber", as it is
>> already in the shotgun, not just in a position where it can be fired.
>
> Yes.
>
> Kornel, both these message tweaks are quite sensible.

Noted.
--
At your service,
Kornel Kisielewicz
DoomRL ( http://chaos.magma-net.pl/doom/ )
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

David Damerell wrote:
> quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>> Hmm, so basicaly that would mean keeping the assault shotgun but
>> changing it to the new mode of fire?
>
> This is the existing single shotgun. Load it, it has one shell in.
> Fire it, it's empty. It's called "a shotgun".

M'kay.

>>> As a pickup that occurs before the chaingun and double SG, but maybe
>>> after the submachine gun, add a multi-shot magazine single shotgun.
>> What about the name for it? The one you spelled is way too long.
>> Assault shotgun seems fine :-D
>
> "pump-action shotgun", because that's what it is and that's what we
> had in Doom.

I would prefer the name "assault shotgun" actually :-/

>> Maybe add another reload command (SHIFT-R) that reloads the shotgun
>> completely? (of course it would take time equal to the amount of
>> missing shells?
>
> That would be useful. It should also first chamber a shell if that
> has not been done.

I have a few additional ideas for that ;-).

>> I don't like the number 5 -- it's so uneven... ;-). Maybe 4 or 6
>> instead?
>
> Well, I would say 6, because I'm a shotgun fan. Generally I think the
> magazine should be about big enough to dispatch a tomato without
> loading fresh shells, but not a baron.

I wanted four, because shells in original Doom came in packs of four ;-).
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Invalid thought detected. Close all mental processes and restart body."
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

"Kornel Kisielewicz" <kisielewicz@gazeta.pl> wrote:
>David Damerell wrote:
>> "pump-action shotgun", because that's what it is and that's what we
>> had in Doom.
>
>I would prefer the name "assault shotgun" actually :-/

"Assault shotgun" would lead me to expect something like the drum-magazine
semi-automatic shotguns sometimes used by police forces. It certainly
wouldn't make me expect something that behaved like a pump-action shotgun.
--
Martin Read - my opinions are my own. share them if you wish.
My roguelike games page (including my BSD-licenced roguelike) can be found at:
http://www.chiark.greenend.org.uk/~mpread/roguelikes.html
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Martin Read wrote:
> "Kornel Kisielewicz" <kisielewicz@gazeta.pl> wrote:
>> David Damerell wrote:
>>> "pump-action shotgun", because that's what it is and that's what we
>>> had in Doom.
>>
>> I would prefer the name "assault shotgun" actually :-/
>
> "Assault shotgun" would lead me to expect something like the
> drum-magazine semi-automatic shotguns sometimes used by police
> forces. It certainly wouldn't make me expect something that behaved
> like a pump-action shotgun.

So maybe Combat Shotgun?
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"A random group of people is useless for anything except statistics" --
Anubis
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>David Damerell wrote:
>>quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>>>Hmm, so basicaly that would mean keeping the assault shotgun but
>>>changing it to the new mode of fire?
>>This is the existing single shotgun. Load it, it has one shell in.
>>Fire it, it's empty. It's called "a shotgun".
>M'kay.

It's not very useful, but it's not meant to be very useful; you find it on
that first sergeant, and you discard it once you find a better weapon.

>>"pump-action shotgun", because that's what it is and that's what we
>>had in Doom.
>I would prefer the name "assault shotgun" actually :-/

That definitely conveys a sense of a semi-automatic "street sweeper",
which this is not. "Combat shotgun" is tolerable, since pump-action
shotguns are used by the military.

>>That would be useful. It should also first chamber a shell if that
>>has not been done.
>I have a few additional ideas for that ;-).

I know you like to surprise us, but _please_ let us know how this is going
to work. I don't fancy another round of proposals and gripes. 🙂

>I wanted four, because shells in original Doom came in packs of four ;-).

If it's enough to be useful, is what I'd say. (But, 5 is a 4-round
magazine plus one chambered...)
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is Second Friday, February.