Ohhh yes, I've been waiting for this part more than ever!Balancing - how do you balance from the previous version? Too soft or normal? At that stage, I copied the value of damage \ lives from the original game.
Needless to spread fashion now?)
Does anyone have a desire to see an additional pack with additional enemies?
1. Since this is going the classic/enhanced route, I recommend additional options in the main menu when starting a new game:
-Classic Mode: Dark Forces content with original weapons, gear, enemies, and statistics.
-Enhanced Mode: Dark Forces content with altered weapons, gear, enemies, and statistics.
-Monster Mode: Dark Forces weapons and gear with default IWAD enemies.
2. I would also add a menu inside the options menu to change variables like:
-Enable enhanced weapons for Classic Mode
-Enable enhanced enemies for Classic Mode
(Only one of the above options can be picked)
-Enable enhanced weapons for Monster Mode (this is on by default)
-Enable classic weapons for Monster Mode
3. The weapon balance for enhanced mode will definitely need to altered. We would also need to find a median to where the weapons can work effectively against the enhanced enemies, and the Doom/Heretic/Hexen enemies without altering them. Here is a list of things I recommend you change:
-Slot 1 Weapon - I would modify this to use both fists when attacking at double the speed.
-Slot 2 Weapon - Could use a small damage increase and double the RoF to make some map starters more viable. I would also recommend adding in its charged shot feature used in the later games as an alt-fire.
-Slot 3 Weapon - Primary fire could use a small ROF reduction, but with a slightly tighter spread. Alt-Fire would be the weapon's default ROF, but with slightly more spread.
-Slot 4 Weapon - Timer throw alt-fire could use additional damage to be more useful. In Monster mode, this should kill a Pinkie and Sabreclaw in 1 direct hit.
-Slot 5 Weapon - Needs double the ROF increase and some spread. Alt-fire could use a ricochet effect instead of a tri-shot.
-Slot 6 Weapon - Could use more damage, but at the cost of more ammunition consumed.
-Slot 7 Weapon - Needs a damage increase. In monster mode this should kill a Revenant, Ophidian, and Slaughtaur in 1 hit. I would also add a hotkey to detonate all mines placed with the alt-fire.
-Slot 8 Weapon - Blast radius damage should be equal to impact damage, and I would modify the projectile arc to make it travel twice as far. For the alt-fire, it should allow the mortars to bounce on surfaces, after the first bounce it should detonate automatically. In monster mode this gun should kill a Revenant, Ophidian, and Slaughter in 1 hit.
-Slot 9 Weapon - This gun needs to consume at least 25 ammo per shot to prevent spamming it. The alt-fire could use its railgun-like attack used in later games.
-Slot 10 Weapon - Primary fire ROF should be doubled, and the damage should be able to 1 shot any low tier enemies in monster mode. Missile alt-fire needs a faster travel speed, and in monster mode this should be able to 1 shot a Hell Knight, Ophidian, and Serpents.
4. The game could use more enemies, such as the Hoth Trooper armed with a repeater rifle that was used in other MODs (would make a good Chaingun Zombie spawn). I would also nerf some enemies to preserve balance, here is some ideas I can suggest for balance changes in enhanced mode:
-Hoth Trooper - If added, they should only deal 3 damage per bolt and have the same ROF as the default Repeater Rifle.
-Imperial Officer - Should do half the damage, but have pin-point accuracy.
-Imperial Commando - Should have more movement speed.
-Gamorrean - Should have the same speed as a Pinkie.
-Gran - Should be removed from the Baron of Hell spawn points.
-Exoskeleton - Should also spawn in the place of Pinkies and removed from all ranged enemy spawns. Also increase movement speed.
-Interrogation Droid - Should have more movement speed.
-Probe Droid - Add the explosion on death. (Currently missing from MOD)
-Kell Dragon - Should have more movement speed.
-Mandolorian - Fix his attack so that he is not spamming rockets when up close.
-Dark Trooper - Fix it so that they only take flight when they see you.
-General Mohc - Significantly lower his pain chance and speed up his explosive orb wave attack. Fix him so that he does not fly unless he sees you.
-Add footsteps and/or banter to all enemies when they are awakened.
-Reduce ammo gained from Concussion Rifle drops on Trandoshans to 25 ammo.
-Reduce ammo gained from E-11 Blaster pickups from imperials to 8-15 ammo.
-Reduce Energy Cell Pickups from Officers to a 25% chance.
-Remove Missile Pack drops from Dark Troopers.
-Increase ammo gained from Cell pickups to 50 ammo.
-Increase non-enemy dropped Power Cells to 50 ammo on pickup.
-If Hoth Trooper is added, set Repeater Rifle ammo pickups to 10 ammo.
-Allow Mandolorians a 25% chance to drop a shield booster on death.
-Imperials should be removed from all Pinkie spawn points.
-Gamorrean, Kell Dragon, and Exoskeleton melee attacks should pierce armor. (Currently missing from MOD.)
-Remove Exoskeleton's ability to reflect explosives. (Thermal Detonators, Mortars, and Missiles.)
-Allow Mouse Droids a 25% chance to spawn in place of stimpack spawn points.
-Add a new item to take place of the Megasphere.
-Allow Interrogation Droids a 25% chance to drop a battery on death.
5. If you get around to modifying all of the monster spawn locations for Heretic and Hexen compatibility, I recommend the following list:
Gargoyle - Imperial Officer/Storm Trooper/Remote/Interrogation Droid
Fire Gargoyle - Imperial Officer/Storm Trooper/Imperial Commando/Hoth Trooper/Remote/Interrogation Droid
Golem - Gammorean
Ghost - Gran
Undead Warrior - Probe Droid
Sabreclaw - Endoskeleton
Ophidian - Trandoshan, Dark Trooper
Disciple - Mandolorian
Weredragon - Kell Dragon, Dark Trooper
Iron Lich - General Mohc
Maulotaur - General Mohc
D'sparil - General Mohc
Hexen: (May have to spawn enemies in clusters to compensate for poor mob density)
Ettin - Imperial Officer/Storm Trooper/Imperial Commando/Gran
Centaur - Imperial Commando/Gran
Afrit - Remote/Interrogation Droid/Probe Droid
Wendigo - Gamorrean/Endoskeleton
Stalker - Dianoga
Green Chaos Serpent - Kell Dragon
Brown Chaos Serpent - Kell Dragon
Slaughtar - Hoth Trooper
Dark Bishop - Trandoshan
Reiver - Remote/Interrogation Droid/Probe Droid
Maulotaur - Dark Trooper
Death Wyvern - Dark Trooper x5
Zedek - Mandolorian x3
Menelkir - Mandolorian x3
Traductus - Mandolorian x3
Herisiarch - Dark Trooper x 10
Korax - General Mohc x 10