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Requiem Rune (as it is currently): When you find this rune, do you use it or drop it?
I always use it 0%  0%  [ 0 ]
I sometimes use it 50%  50%  [ 2 ]
I sometimes drop it 0%  0%  [ 0 ]
I always drop it 50%  50%  [ 2 ]
Total votes : 4
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 Post subject: Requiem Rune
PostPosted: Wed Dec 01, 2004 12:28 pm 
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Hi, I had an idea on how the Requiem Rune could be improved. As it is, I think it is not very useful... here's an example...

I'm out of armor, holding the RR, and I grab armor. Instead of getting all the armor I get 5 measly armor points per tick.

Or...

I'm low on health, I manage to get the 100 health box. But instead of getting 100 health, I get 5 measly points per tick and the 100 health sound goes off over and over again, making me a magnet for destruction.

I suggest giving the player full credit for the powerup the first time it is touched, then continue to tick up. For ammo and regular health boxes, you'd get full credit for the box on first touch, then each tick would give you 5 more up to the max. For armor and 100 health boxes, it would be cool if they gave you full credit for the first touch, then 5 more beyond the max for each tick.

I was going to try coding the changes myself and share the code, but I realized that the RR is not included in the public download of RQ 1.0. Doh!


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PostPosted: Wed Dec 01, 2004 4:09 pm 
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Joined: Fri Mar 07, 2003 7:41 pm
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Location: New Jersey, USA
Maybe an increase in the value is all that is needed. I'm not against having a max pickup, but if I did that I would have to slow down the rate at which you get your 5 points. I'll work at it sometime this week/weekend and keep you posted here.

Thanks,

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PostPosted: Wed Dec 01, 2004 10:20 pm 
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Maybe it would work well if the regular health and ammo regenerated quickly, and the armor and megahealth gave you the full powerup then regenerated more slowly when giving you beyond the normal max.

It definitely needs something if it is going to be a factor in the game. Currently it isn't. And not being able to pick up a full armor or megahealth instantly (which isn't a problem if you're not holding the rune) is a problem that definitely makes people want to drop it.


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PostPosted: Thu Dec 02, 2004 4:56 pm 
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OK, the rune no longer gives a max over normal health or armor. The 15 and 25 health boxes will always give 15 health. The megahealth boxes give 25 health. Armor gives 15. Ammo gives 5. The rate is still 0.5 seconds.

Let's see how these new changes work out.

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PostPosted: Fri Dec 03, 2004 6:53 am 
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Armor now gives 1/2 the value for its type if you're not holding any.

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