DRL > Requests For Features

New unique items

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UnderAPaleGreySky:

--- Quote from: Thomas on December 15, 2009, 21:33 ---An odd weapon. It doesn't seem to have any way of inserting ammo, just two metal handles.

--- End quote ---
Now where have I heard something like that before.. :P

Xander Morhaime:
Perhaps a Power Fist of some sort, for a melee exotic or unique? Give it some solid damage and a knockback, for example...

Fanta Hege:

--- Quote ---Perhaps a Power Fist of some sort, for a melee exotic or unique? Give it some solid damage and a knockback, for example...
--- End quote ---
Killing Gloves of Boxing.

"My fists, they are made of STEEL!"

Damage: 7d4
Swing speed; 1.2

Special; Each kill you make gives you a chance to go berserk, if you allready have berserk trait, it increases the chance further. If the enemy does not die, it will receive knockback similiar to that of shotguns.

felttippen:
power fist sounds great!
exotic weapon
uses 1 cell per punch directly from inventory
7d4 sounds ok
appears after dlvl 10-12
alt fire will use, lets say 4 cells , takes 1,5 secs to swing and asks you to confirm destination of knockback of 2-3 squares like this:[color=][/color]

                 ===
                =X=
                  X   B@
                  X

i think the optional knockback feature will make it obviously interesting for players of N! difficulty or to piss of viles.So it will still be worthy to keep prepared after getting LS with
8d8.
please comment about balancability and gamebreakishness


edit: I hereby oficially approve of the one unique suggested by ,err, someguy on like page 10 or so in this thread: the Lasergun from contra/metal slug.He he everytime you shot it in Metal slug your guy had an extremely evil grin on his face and his hair stood up straight.
Also i continue to throw out half baked ideas for uniques while hoping that at least one of my suggestions will make it to the new version.Ill donate soon, i SWEAR!

M203 grenade weapon Pack

damage 10d2 or 4d4
fire time 1,3 secs
uses rockets-blast radius 2 squaares smaller than RL
reload time 1,6 secs
when attached to any weapon itll remove its alt fire and alt reload abilities so it can be operated.(ohno! i cant shoot only one shell anymore from my dualshotty!noooo!)

Spider mines
obviously ripped from SC
comes in packs of threes
damage 6d6
when deployed , mine will burrow and lay waiting, also provide player sight of deployment area in an 4 square radius.
if monsters step near 3 squares of it, itll unburrow and suicide into enemy with blast radius of 4 squares
this weapon maybe undoomish but its just a continuation of my ideas for uniques that divert fire from the player.Passive- aggressive tacticaluniques we might call em.
Spider mines may also work as exotics found after d lvl 16

drugon:
Maybe "The Guyver - Bio-Booster Armor"? Armor with high level protection (no less than 4), high regenerative ability (no less than 1hp per move or to 2% per move) and bonus to speed (at least 20%). It can be destroyed, but regenerate by itself and player can't die while it not destroyed. Disadvantages: can not be dismounted and when it will be destroyed (also there can be little possibility of hitting of control module, in this case armor destroying instantly), it will fast kill it's owner. For example - 1hp per turn or 2% per turn. To make it not so brutal: after 100hp or 200% destroyed Guyver stop hurting it's owner and disappear. So, if you have some medkits or if there will be health globes (megasphere or invulnerability globes) near you, it can safe your life.

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