DRL > Requests For Features
Request for Ideas : Unique Items
Malek Deneith:
Furious Blast - mixed feelings about that one... could be nice, could be annoying, could be broken.
Igniter - That one looks nice... interesting ability, while not too broken at the same time.
Skull Flayer - my first thought was "but it's not shotgunny without spread", but on afterthought this might be a good idea.
Beckoner - ehh... seems a bit to bizzare.
Impaler - one word: Groovy!
Collector Deluxe - as much as I like the hillarity factor, this one is probably too much.
--- Quote ---...Y'know, I've never actually played Painkiller, but for some reason those remind me of it.
--- End quote ---
Now that you mentioned it... yeah those ideas do have Painkiller-like feel...
RickVoid:
Well, we have unique items now. Not that I'd know, since I'm having my typical RNG luck (see also: None.). Not even the doomprayer is helping... perhaps I offended the RNG in some way, and my piety has dropped below fervent and I've lost the RNG's favor.
Hmm... guess I'll have to start offering sacrifices... where'd karry go...
Malek Deneith:
Okaaaay, some ideas from me... starting with Painkiller references ;P
(no idea for name)
Class: Double Shotgun
Special: Alternate fire with "freezing effect" instead of damage. The spread should be thinner (as shotgun perpahs), the range limit the same and the duration of freeze should detoriate with range. Perhaps tires out after shot to prevent overusing?
Painkiller
Class: Melee Wea..
Okay so that one might not have been the brightest idea, moving away from painkiller.
Plasma Shotgun
Class: Combat Shotgun or Double Shotgun (preferably the later)
Special: Fires "plasma pellets" instead of normal pellets - those are spread in normal con, but should be visible not "hitscan" like normal shotgun blast... either one "wave" of strong pellets or 2-3 of weaker ones. Should not penatrate unless they kill the monster. Works on cells. Yeah I know, this is not straightforword to do :P
Kalin Ann (anyone 'cept DaEezT caught the reference? :P)
Class: Rocket Launcher
Special: Rocket Launcher for more close-quarters fighting. Smaller blast, maby lower accuracy, but doubles as melee weapon (somwehere between knife and chainsaw I'd say), and - if it would not be broken - should have grappling hook, as proposed in one of shotgun ideas before. Don't even get me started on "Hysterics"... that would be totally broken.
"Fireworks"
Class: Double Shotgun
Special: Can be "overloaded" with 8 shells - if done so next shot will fire a blast in each of four cardinal directions. Tires out the user afterwards?
Pancor Jackhammer
Class: Combat Shotgun
Special: 12-15 shells in a mag fires in 3-shot bursts.
Hey I know! We should introduce Walter's Dental Floss of Death as a tribute to Hellsing too! Now would it be ranged or melee weapon, hmmm.... ;)
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I think I had more ideas, but managed to forgot them. Also a little pool for the people - somewhere during the weekend I'll probably start updating the wiki pages - should I include spoilers page with detailed uniqes stats or should there only be page with general info on what they are?
Kornel Kisielewicz:
One thing is for sure -- do not start to include Unique info until some reasonable time after the unique release.
Potman:
Oi, unique mods! Can't be used on unique items (obviously), and the item they're used to will lose any mods it had before, and can't be modded any more. Some ideas:
Auto-Load mod - When your weapon goes empty it'll reload itself.
Incendiary mod - Only goes to (advanced) rocket launcher. When the rocket blows up, it leaves behind a lava pool everywhere to its destruction range. The lava will be around for several turns, and you will receive EXP out of all monsters dying in it.
Blind mod - Aim to the eyes! Whenever an enemy is hit, it has 50% chance of going blind, resulting in a vision and accuracy loss (kinda like negative Eagle Eye and Cateye). Cacodemons and pain elementals have 100% chance of losing their sight. In any case, using a medikit will restore vision.
Barrier mod - Adds damage threshold to armor: For instance, when used on red armor, all damage that's less than 4 will be stopped compeletely and won't deal any damage. Compatible with TaN.
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