DRL > Requests For Features

New unique items

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Aki:
That would depend on exactly how much health is drained. 2 hp for 10d8? Yeah, no.

Vestin:

--- Quote from: Aki on August 19, 2009, 22:31 ---That would depend on exactly how much health is drained. 2 hp for 10d8? Yeah, no.

--- End quote ---
Well - it shouldn't drain half of your health for one shot either. It's obvious that it shouldn't be overpowered. I'm more worried about it becoming underpowered.

Another idea:
Pendant of Retribution
While wearing (i.e.: having in the inventory) the PoR the player cannot lose sight of his opponents (once a monster is in his LOS, he cannot move in a direction that would change that and, obviously, cannot descend to the next level). PoR can only be dropped when there are no enemies in sight.
When the player receives fatal damage he gets supercharged instead (see: limit break), while the PoR gets destroyed in the process (although the 'cannot-run-away' effect lasts until the end of level regardless).
If that's too little for too much - the general idea is to give the player a second chance ONLY IF he can maul down everything around him. As such - the "no-escape" rule might simply apply ONLY after the limit break and not while just wearing the pendant.

On the other hand - we could have an Angel of Retribution where you'd have all the drawbacks of the pendant... without the pendant :>.

Edit:
RNGun
Targets anything (like Revenant's Launcher). Everything within its effect radius changes to a random object (anything, really - floor, ammo, lava, door, wall, weapon, barrel, powerup...). Extensive use would be highly dangerous, as it is likely to block the way to the exit. Also - CD, JC (and, perhaps, the player) are immune to the randomization effect.

Jimmy:
Concerning the necrogun idea, If you make the health cost something connected with reloading, and it's bfg-like in power, it could easily be useful even if it cost half of your health.  There are many, many times in doomrl when you run across things like large health globes, invulnerability artifacts and berserk globes when at well over 50% health- any of these times you could reload the gun and then grab the item.  Not to mention the small medkits that are often not worth inventory space later in the game.

Melon:

--- Quote from: Aki on August 19, 2009, 22:31 ---That would depend on exactly how much health is drained. 2 hp for 10d8? Yeah, no.

--- End quote ---

I think that Necro gun shouldn't be reloaded. It takes energy directly from you, that's the Necro gun power. Also, it doesn't take the same amount health from you all the time, so it is possible to kill yourself in the whole process.

Necro gun would take a random amount of your health. The more health it takes, the more damage it can deal.

What we mean by 2hp? 2hp or 2% of health? If 100% health is 50hp(without any traits). Then the gun would take 2d4hp and deal (hp_taken) * 2 dmg.

No reload time! The only thing to discuss here is how fast the Necro gun can drain health from you.

Also, detaching the Necro gun deals 2d3 damage to you.

Krok:
About the necrogun it really depends of what you want it to be. It could be a BFG-like, backup situational wep or a good main wep you use in replacement to a chaingun for example. My idea was to make a good main wep, so low health drain and decent-but-not-BFG-like damage.

It's a bit themed with necro armor that also give speed boost and drain a low continuous amount of health to repair, altho my version may be a bit underpowered. Bigger speed boost, better damge, shorter fire time, 1hp instead of 2hp drain, are options to improve it ; also bigger clip or instant reload (no need to move a tile) but it's less fun imho :P

@ Melon : Your version takes way too much health compared that what it deals. To take down a major monster (vile, BoH, mancubus...) that got 60hp you'd need 30+ hp (more because they are armored) i.e. something like 70% of your health for only double damage of a pistol.

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