DRL > Requests For Features

Request for Ideas : Unique Items

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Conker:
Posted three more ideas, formatted it a bit.


--- Quote from: RickVoid on December 29, 2007, 11:19 ---
--- Quote ---Jet Boots:
'Dave had to be joking when he told you about boots with rockets in the heel, right? Sure, you'd be fast, but you'd go flying at the slightest knock!'

Increase knockback by 4 (Make it much likelier to get knocked back, and to get knocked back further).
Increase movement speed by 50%
Same protection as steel boots.
--- End quote ---

Where have I heard this before... OH YEAH!


--- Quote ---Hoverboots. You float six inches above the ground. You cannot be harmed by acid or lava.
However, since you can't brace yourself, your knockback skyrockets. Even a pistol shot will send you careeming into a wall. It'd be frigging hilarious. XD
--- End quote ---
http://forum.chaosforge.org/index.php?topic=1169.0

:)

--- End quote ---

Haha, sorry, didn't mean to steal, it was somewhat unconscious (mainly as an 'opposite' to the other boots I did, really). I did like that idea, but it needs some kind of more rounded benefit (e.g. the movement speed) to be useful, I think. Plus mine don't protect from Acid/Lava particularly well - that's what the Gravity boots are for :P

RickVoid:
I wasn't implying that you stole it, I'm quite pleased that somebody else has suggested a similar idea. :)

I'm not an ogre. Really. XD

007bistromath:
Minor nitpick: since when do Arch-Viles wear robes? One of the main features of that enemy since forever is that when they set you on fire, you can see their junk.

Other than that, I haven't looked at the whole thing, but it all looks cool so far.

Edit: more nitpicking. A Saturday Night Special is a revolver. Those don't have nine shots. -_-

Edit again: I'd solve the Mancubus ammo problem by making those things a plasma rifle variant. More appropriate anyway, when you think about it. Have each fireball take (errrrm) four cells.

Of course, that means there's no unique rocket launcher now. That's easy enough to fix: fly-by-wire! Let's all watch Kornel cry blood trying code that. ;)

maso:
Necroarmor 4/4
'The demonic flesh twists and pulsates. It's stench is unbearable. Only an Archvile could of made something so foul.'
Armor durability slowly regenerates but at the expense of the player's health whilst worn.
Can't be repaired with shards.

Powerarmor 4/4
'It hums with energy. It seems to form a barely visible protective shield whilst worn'.
Use power cells to repair it.
Can't be repaired with shards.

Powerboots
See above

The Mastermind's Chaingun
'Your have heard of this mighty arachnotron armed a with chaingun. The weapon has extra barrels and great mass of wires leads off the body of the chaingun.'
1d8 * 10
Ammo capacity 100
movement -20%

Zeb:
My Ideas:

Maniac's Axe (Chainsaw): 5d6, and every time it hits it has an 8% chance of making the character go berserk.

Untitled (Chaingun): (1d6)*6, ammo capacity 60. Has the ability to be overloaded to spray all 60 bullets at once, however this causes the gun to overheat and not be usable until the player decends two flights of stairs.

Untitled (Double Shotgun) Each shell fired has a 25% of causing one additional square of knockback.

Unmaker (Plasma rifle) Fires 10 bolts per stream (debatable). Ammo capacity is 80. The number of sides on the dice is dependant on the player's health, ranging from d2 if the player is at 100% or better to d12 if the player has less then 10% health. (90-99 would be d3, 80-89 would be d4, etc.)

Golden Gun (pistol): Each bullet has a 25% chance of doing double damage.

Revenant's Flamethrower (Rocket Launcher): Rockets fired from this have 100% accuracy. Alternately, will loop around in a wide arc the next turn to attack again if they miss, but that would be harder to code I imagine.

Hell Boots (Boots): Cannot be damaged and make the user impervious to damage from acid/lava. Knockback resistance is the same at the 8/8 boots.

Eternal Armor (Armor): [3|0], Does not take any damage.

Cloak of Partial Invisibility (Armor): Confers no damage resistance. all attacks have an additional 20% chance of missing if the player is standing in one place, and a 40% chance of missing if the player is moving.

Boots of the Messenger: [4|4] and confers one level of hellrunner. (Even if player already has 3 levels)

Staff of Teleportation (item): stays in inentory like an item. When "used" will teleport player as with the phase device. Using will make the player tired. Cannot be used when tired. Optionally, could disinigrate after certain number of uses if it seems too abusable.

Hell Bomb (item): When used, will immediately destroy everything in the level as with the thermonuclear device, but will not harm the player. Cannot be used on levels 25 and 26.

Holy Hand Grenade (item): has the same blast radius as a rocket, but cannot be thrown as far. Does 999 piercing damage to everything in it's blast radius. Can be used against bosses.

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