sidav wrote: ↑Mon Oct 14, 2024 5:52 pm
Currently they're the same thing with different base stats, as in vanilla. I'm still thinking of a way to make them different. Maybe blue armor should have very low max durability? This way you either have long-lasting green, or very protective but short-lasting blue.
Another idea is to make blue armor more like an energy shield (low durability compared to the green, but quick self-repair after a delay).
The third idea is the following: the damage absorption percentage for blue armor is always equal to its current durability percent (so the less durability you have, the worse the armor itself is). Don't know if this should be an affix...
Not a huge deal at the moment I'd say. After thinking about it for a bit, I'd personally lean towards one the first two options a bit more, though I also like the idea of the third one. Like you said, maybe it should be an affix instead.
That aside, been doing a more thorough playthrough of Doom 2. Got to Tricks and Traps and cleared the Baron/Cyber room and was absolutely swarmed with weapons and armor. Because of the close proximity, it was a bit difficult to get to them all and see what they were, and for that matter, it was a bit difficult remembering which ones I'd already looked at. I feel either implementing some kind of pushing mechanic to shove them out of the way, or, better yet I feel, maybe a way to completely remove a weapon/armor/item from the map, scrapping it if you will. This could even lead to some kind of parts/scavenging mechanic in the future.
Have you thought of adding the ability to "upgrade" weapons/armor/items? It might be neat to be able to at least boost an item's level, if not anything else.
Again, having a lot of fun with this! I haven't tried the progressive mode yet, but I'm looking forward to trying it.