Thanks for your reply Xaser:
This is actually something I've been wanting to do for a while, in the form of an inventory item that, when used, replaces the alt-fire fist with a quick shotgun blast
Personally I like the fist the way it is. What I meant was to have shotgun as a separate weapon.
I'd have to slow the fire-rate way down to make this viable, which I kinda don't want to do since there's already plenty of low-firerate, high-power weapons.
Well, it would be quite balanced anyway: H-V, Chaingun and Laser (3 fast weapons), Pod, Cannon, Launcher (3 strong, slow weapons). Add the shotgun to the list and you'll have total of 4 "fast" weapons.
There is some interesting aspect of 20 missiles launched in this pattern - that would be the only weapon with inverted damage radius, sinced damage absorbed in the middle would be lower than on the sides.
I'm using the same puffs for the weapons that Necrodome itself uses, and swapping them would actually further obscure the Cannon's purpose
Ok, let me explain. The shotgun puff looks more like explosion to me (flame shroom etc) the cannons puff looks like just some projectile breaking (visible particles also looks sort like pellets). Secondly the shotgun blast moves up after a while, so player easily can see where the projectile hit. You also asked about hitscan weapon deal 2x rocket damage - there reason is it is a "sniper type" weapon as you said. You see, Doom's rocket launcher was weaker but a lot faster. As far as I know all the sniper guns around the world are slow, but extremally powerful.
Then again, changing it too much might obsolete the Nuke weapon I've added for ST DM, since it does basically what you've described.
Never played ST, sorry.
I can't really add more on-foot weapons anyway because of how morphing works.
So when on-foot player is just morphed? Like a chicken in Heretic or pig from Hexen? That's funny.
But I see your point. When I was talking about on-foot weapons I considered just a few, 4 maybe, but ok if it's impossible.
The decor wouldn't make sense in Doom maps
Most of it, but not all. I can clearly see the Techpillar, Lamps, Candelabra, Barrels replacements in the link I provided. Can post them separately if you want me to clarify.
Now to answer Rangaisia:
What purpose would that serve? H-V Gun, Chaingun and the always available metal fist already offer more than enough firepower for close encounters.
Isn't it obvious? For a long range combat
You see, the shotgun in this mod clearly fire slugs not pellets (green shell, explosion-like puff) which makes the gun useful for accurate long range shooting. Maybe not as powerful as Cannon is, but should be much faster.
Why should be the fairly useful Missile Launcher replaced with a weapon that is either going to be completely overpowered or impractical?
Is BFG impractical? Overpowered for sure, but for some reason it's the most well known video game weapon of all time. Why? Probably becouse when player get tired of all this shotguns and machineguns, he can launch some badass thing and just watch the world burning.
That would probably cause a noticeable framerate drop. the Rocket Pod doesn't really have much in common with the SSG, and personally I don't see why it should.
Maybe but I'm not sure since it's just a bunch of sprites. Why it should act similar to SSG? Well, let's see. It has 20 launch slots total, what for? Let's guess:
1. To launch all 20 missiles at once (in this case it should be low damage projectiles to not overpower the weapon. The upper power limit? Matter of taste in fact, but I couldn't image lower nor higher dmg than SSG's pellet)
2. To launch just a few but very fast. This would make it a sort of Devastator weapon from Duke.
Why is one overscaled missile better than two fairly powerful ones? You seem to operate under the assumption that weapon replacements should be 1-on-1 replicas of whatever weapon they replace.
Let's invert the question: Why are 2 missiles flying so close, that they make almost one better than a single, but powerful one? To obscure the view more? You said 20 Pod missile would lower the framerate (and also obscure the vision I might add) but now you prefer 2 medium power missiles instead of 1 really strong? I don't get it. As for the asumption you've made - you're correct, I think those weapons should be 1 to 0.75-1.5 scale. The most important thing is WHY I think so. You see, this is still a Doom game. If you want the weapons to be balanced for the levels/enemies properly you either:
1. Keep the gun balance as close to the orginal as possible, or
2. Change the gameplay (like BD did): make enemies stronger/weaker, alter some pickups etc
But please take a note I'm not 100% purist - for me it's ok to have a sniper-like Cannon replacing a rocket launcher, or have H-V Guns instead of pistol, as long as it's balanced.
Being able to exit the Necrosuit is intended to be an emergency feature, so it would make little sense to arm your little guy to teeth. How would he fit all those guns in the cockpit anyway? Also, all the weapons are already replaced, so there's no room for new weapons, anyway.
That depends on their balance and amount. I think being able to carry a few (let's say 4) weapons on food would make no harm. It's not true that if all vanilla Doom got replaced there's no room for new (see Brutal Doom), all there is to do is just replace the pickups dropped by monsters (seriously - why they drop the ammo for a NecroSuit, when they carry infantry guns is beyond me..
). But this would require to change morphing method to something else as Xaser noted.
I'd rather have lots of ammo for the Suit. That's another reason why on foot weaponry isn't that great of an idea.
And you think the first excludes the latter? Having more or less ammo is not only a matter of what's replaced but a matter of how much ammo player gets per pickup. Its absolutely possible to have tons of ammo for suit and some ammo for "on-foot" at the same time, with the method I described.
Again, that would only serve to cannibalize ammo from the Suit weapons.
Again, please read above.
You do realize that would make most maps look like shit, especially if they use custom decorations. Again, you could always make maps that use Necrodome textures and decor. I would love to try those too.
No, I do not. This is already explained for Xaser, and I can clarify which replacements I had in mind if asked.
Anyway, thanks for letting me make those changes myself. Do you really think I would ask Xaser for this if I could do it on my own? I wouldn't. And since its a thread about NecroDoom as far as I know, I think that's the mod to have such an improvements.
But you've made the good point Rangaisia: enemy/decor alternations, if done, should be in separate wad/pk3's.
Thank you guys for your opinions.