DRL > Requests For Features
New unique items
Fanta Hege:
Imagine that gun, a firestorm mod, 50 rockets and mortuary.
No survivors.
Also while we're at it..
Devastator
"When one missile just ain't enough"
Damage: 4d5
Accuracy: +1
Blast radius: 3
Firetime: 1.5s
Reload time: 1s
Magazine; 9
Fires 3 rockets at a time, lowering accuracy for each and a change to slightly off to otherdirection.
Alt fire; Explodes the other 2 rockets prematurely giving the first rocket +3 to accuracy, 5 extra damage and a powerful explosive trail... which will also hurts the user.
ElectroMagnetic"waver"
"Out of all the things you can find.."
Damage: 2d2
Damage type; Plasma
Accuracy: N/A
Firetime: 1
Reload time: 1s
Magazine; 50, uses cells.
Fires a electric wave infront of the user up to 6 tiles, with a spread of 3 - 5 tiles damaging all enemies hit. The special thing to compensate for the weakness? It can pierce walls without damaging the walls themselves. Each shot costs 5 cells.
Alt reload consumes 25 cells and causes a shock wave to all directions with same power and length.
And now for something completely different
The DemonologyPhysiologisticsTachyonCompasator
"...You lost me"
Damage: ???
Accuracy: ???
Firetime: ???
Reload time: 4.
Magazine; 100, uses cells.
The most weirdest thing you ever picked up. Instead of fireing anything, this weapon fires what ever you last got hit by! Consuming 5 ammo.
Should use the Alt fire you will find all corpses within 2 tiles of you to explode with a power of a fuel barrel consuming 20 cells.
Should you use alt reload you will find yourself in a completely different place in the map, consuming 70 cells.
ZZ:
Virus Gun
Unique Gun
Damage:1d1;
Acc:+2;
ClipSize: 10;
Description: Hopefully those biologists found the way to kill demons.
Special: Every enemy hit with it receives damage each turn. 1 initial +1 for each action. If it gets hit it gets another +1. Valid for first 50 shots.
AltFire: Fires normal 2d4 round;
AltReload: Resets the countdown of the special.
Another random idea.
Madtrixr:
--- Quote from: Gargulec on October 02, 2010, 15:51 ---Shotgun unique, eh?
Chain-Shot-Gun
'And here I thought I was insane'
Type: shotgun, chain weapon
Damage: (3d5)x4
Spread: like normal shotty
Firing time: 1.0s
Clip size: 40 shotgun shells
Reload time: 2.0s
Damage: shrapnel
Alt-Fire: chainfire
Description: Chaingun that fires like a shotgun... okay, now this is weird.
Why? Why not.
--- End quote ---
Oh god...All I can think of is the Shotcycler, and that is not good.
Eightball
Unique Rocket Launcher
Damage:6d8
Acc:+1
Clipsize:8
Description: For when one rocket just isn't enough...
AltReload: Put one rocket into the chamber, up to 8
AltFire: Switch to Grenade mode (rockets bounce for a couple turns and explodes when they hit something or a few seconds after firing)
Just throwing out a UT weapon. We could also tone it down to the Tri-Barrel from UT03, 04, and III, but whatever.
ZZ:
Immortailty Kit
Unique Consumable
Heals you up to 5 HP. Used automaticaly when you're below 1 HP. Makes you invulnerable for 3 moves after use.
C4Cypher:
Boomstick
'The twelve-gauge double-barreled Remington. S-Mart's top of the line. You can find this in the sporting goods department.'
Type: Unique Double Shotgun
Damage: (8d5)x3
Spread: Tighter spread than Double shotgun, only double damage reduction, rather than triple
Firing time: 1.0s
Clip size: 2 shotgun shells
Reload time: 2.0s
Damage: shrapnel
Alt-Fire: Fire Single barrel
Alt-Reload: Reload Single barrel
Description: The preferred weapon of the greatest warrior ever known in the fight against the army of darkness, this hunting shotgun inflicts double the knockback that one would expect ... gotta love seeing them tumble like rag-dolls. Groovy.
Edit: I made a pitiful attempt of making this in the sandbox. I don't think the current engine has base modifiers for modifying knockback modifiers (aside from the damage) ... like it does with the armor's knockback reduction. I think this might be scriptable, but I'm not yet comfortable with lua or the engine's hooks. I also struggled with the weapon flags, as to which combination would produce the primary and alternate fire and reload actions to emulate the double shotty, but I'll still submit what I have here for the sake of completeness.
Ignore the stats and flags, just the game text ... I was hoping for something with a little more damage than the doubleshotty, with a little bit tighter spread, just wider than the combat shotgun. (not quite so much damage as the super) That and double the knockback effect per damage as other weapons.
Spoiler (click to show/hide)
--- Quote from: Code ---Shotgun{
sID = "boomstick",
range = 9,
spread = 1.5,
reduce = 0.06,
--strength = STRENGTH_SHOTGUN,
knockmod = 0.010,
damage = DAMAGE_SHARPNEL
}
Items{
name = "Boomstick",
sID = "boomstick",
color = LIGHTGREEN,
level = 2,
weight = 90,
type = ITEMTYPE_RANGED,
ammoID = ITEM_SHELL,
ammomax = 2,
missile = SHOTGUN_BOOMSTICK,
desc = "The twelve-gauge double-barreled Remington. Shop smart, shop S-Mart.",
damage = "8d5",
reload = 20,
fire = 10,
shots = 3,
shotcost = 2,
group = "weapon-shotgun",
altreload = RELOAD_SINGLE,
--altfire = ALT_SINGLE,
altfire = ALT_WHIRLWIND,
flags = { IF_SHOTGUN, IF_DUALSHOTGUN, IF_UNIQUE },
firstmsg = "Groovy."
}
--- End quote ---
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