DRL > Requests For Features
Request for Ideas : Unique Items
Zeb:
--- Quote from: Conker on January 24, 2008, 16:58 ---Some of these things seem very overpowered to me. If we add too many things that powerful, we'll have to make the regular monsters more powerful to compensate. And then on the games that we don't find these nice items, we'll be entirely screwed. So the game becomes less skill-based and more luck-based. Which I'm certainly opposed to, I don't know about the rest of you.
--- End quote ---
I think this is what has been happening in the current release. If you find a halfway decent unique, you're pretty much set for the rest of the game.
Xael:
--- Quote from: Conker on January 24, 2008, 16:58 ---Fate Pistol: Imagine it with intuition. You just stand offscreen of something and shoot wildly in their direction. Hell, JC would be a pushover even without intuition.
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Dreadful accuracy is made to negate the effect of intuition, as it's pretty hard to hit a monster out of LOS nowadays.
Anyway, it can be balanced even more. For example, each time you reload this gun your max hp is decreased by 1.
TFoN:
It seems to me that many of these ideas will have too much in the way of changing player strategy when found, by becoming too worthwhile to pass up. I wouldn't like to see the game control the player that way.
IMO, uniques should have clear disadvantages to counterbalance their advantages. Not enough so to make them no better, but more confusing, than normal weapons - just enough to keep them a consideration rather than a requirement. This'll also add to the "interesting" factor.
Now, for a few of my own ideas:
Name: Neutron shells
Base item: Rocket X10
Abilities: very high damage (X2-3 normal); doesn't harm walls, doors, barrels or items (though radius isn't diminished by walls, either). Both traits are counterbalanced by themselves - high damage includes player if in radius, and by not harming objects it can't shape the battlefield.
Name:Ol' Painless (minigun from Predator, IIRC)
Base item: Chaingun
Abilities: 12-shot (though same speed as CG), 120 clip capacity, 2d2 damage, very long reload (X2-3 normal for CG), recoil (1-3 spaces). Maybe double-handed (blocks secondary slot)? Maybe has 1 turn "warm up"?
Name: Shine On
Base item: Plasma rifle
Abilities: acts as SG for purposes of targeting (ie AOE weapon with 100% hit ratio and damage dissipation by range), but as PR for purposes of damage, clip capacity and number of shots fired.
Name: Faust
Base item: Combat SG
Abilities: Double damage. Doesn't need normal ammo. Reloads by causing player 1-3 points of damage per "shell". Maybe leaves taunting line on mortem if ever used (styled as "soled your soul to defeat Cybie")?
Daqin:
--- Quote from: TFoN on January 27, 2008, 05:11 ---Name:Ol' Painless (minigun from Predator, IIRC)
Base item: Chaingun
Abilities: 12-shot (though same speed as CG), 120 clip capacity, 2d2 damage, very long reload (X2-3 normal for CG), recoil (1-3 spaces). Maybe double-handed (blocks secondary slot)? Maybe has 1 turn "warm up"?
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Yeah, somehow game is not complete without a minigun, I feel. Chaingun is kinda replacement, but classic minigun like one above or something like that seem to me like a 'must'.
Rola:
--- Quote from: Daqin on January 27, 2008, 08:04 ---Yeah, somehow game is not complete without a minigun
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R U sure? ;)
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