DRL > Requests For Features

New unique items

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Thomas:

--- Quote from: Myself, a month ago ---An exotic/unique that increases dodging would be pretty cool, but if we did get one then we'd also need a regular item that does it. You can't just say "Oh yeah active defense is a possibility on Nightmare! now that we have a 1 in 50 shot at getting the Ninja Garb"

--- End quote ---

Ninja Garb
Exotic Armour
Description: A comfy, stealthy suit. It really is easier to dodge those fireballs with this on.
AC: 0
Durability: 100%, roughly the same 'HP' as blue armor
Move penalty: +5% (that is, you move a tad faster)
Special: Increases the chance of your sidesteps working by 10% (additive, so 50% becomes 60%)


Purple Armor (I guess 'Kevlar Jacket' or something would work?)
Regular Armour
Description: This stuff is even less protective than your standard-issue equipment! Although, it does look good for getting around quickly.
AC: -1
Durability: 100%, roughly the same 'HP' as green armor.
Move penalty: +10%
Special: Increases the chance of your sidesteps working by 5%


White Armor (I don't know a good GRITTY REALISTIC TOTALLY NORMAL name for this one)
Regular Armor
Description: The sides of the armor seem to deflect attacks. Perhaps that will make dodging easier?
AC: 1
Durability: 100%, roughly the same 'HP' as blue armor
Move penalty: -10%
Special: Increases the chance of your sidesteps working by 10%


Jetpack
Unique Armour
Description: You've been trained not to run while shooting. They didn't say anything about flying, though.
AC: 0
Durability: Invincible
Move penalty: +30%
Special: Every time you do a non-movement action, you move in a random direction anyway. This forces you in to 'running mode' forever even if you're tired and unequiping it will make you tired.

EDIT: Added 'White Armor' to the post as a more midgamey alternative to 'Purple Armor'.

rchandra:
those armours are pretty neat!  I'm sure I'd get many Jetpack-related deaths.  I'd hope that the jetpack grants flying (no lava/acid damage) though!

Stormlock:
Hmmm, some ideas:

Monkey Claw
Unique Weapon
Type: Special
Damage: (67d1)
Spread: None, but auto hits what you aim at, like the Revenant rocket launcher.
Firing time: 0.0s (Yes, really)
Clip size: 5 fingers.
Reload time: N/A (Cannot be reloaded)
Damage: Plasma
Alt-Fire: None
Alt-Reload: None
Description: Seems dangerous. Better be careful how you use it...
Special note: Imparts juggler when wielded, so swapping back from it when it's empty doesn't waste any time.

Damage is high enough to kill a Baron in a single shot, but not an Arch-Vile (Though it'll be damned weak.) A cool and very useful item to have, but won't change the rest of your game the way the most powerful uniques do. 0 firing time means it's useful even if you're surrounded, as long as you're willing to burn through your shots or can switch quickly and just need to take out a key enemy.

---

Elixir

Type: Exotic Consumable

Grants Supercharge, 3 turns of invincibility, and 10 turns of berserking. For when you need to take on 40 barons at once with your bare hands.

Description: Just like that flask dad hid in the grandfather clock...

---

Asura

Type: Unique Melee
Damage: (8d5)x1/x2/x3
Firing time: .5s/1s/1.5s
Damage Type: Normal
Alt-Fire: Switches modes between single strike, double strike, and triple strike. Takes no time.
Description: Painful to hold. A frightening sword not of this world.

Special: Drains 1 HP per strike. Increases movement speed 10%

Was inspired by SaGa Frontier and the Grammaton Cleric Barretta. Would be nice to have a unique melee weapon you wouldn't necessarily use for every swing after you pick it up, and switching modes is fun. Technically does more DPS than any other melee weapon. Of course, it has it's drawback.

---

Sat. Linker

Type: Extreme Artillery

Damage: (12d12)
Spread: Radius 12. Or one, for alt fire.
Accuracy: +6
Firing time: 0.0s
Clip size: 50 cells.
Reload time: 4.0s
Damage: Plasma
Alt-Fire: Snipe shot, hits a tiny area target, uses 12 ammo instead of 100.
Alt-Reload: None
Description: Seems to be some sort of artillery targeting system. That's odd, it's showing everywhere you point it as a valid site.

Special: Ammo drains entirely if you don't fire it immediately after loading it. In other words, you have to reload it from a position where you can fire it from. Of course, if your target walks in at just the right time or you can fire it blindly into the distance, it's practically a certain kill on a massive scale. Unless something kills you while you reloaded. Intuition 2 would sure be handy. And reloader 3 would almost make it not suicidal to fire at an enemy that can see you. Almost.

Deathwind:
Those first three sound ok but the last one...

I think the monkey paw thing should be able to kill a vile as one of it's wishes.

The elixir's invincibility should be 5 turns, berserk for 15 (as there is a overlap), if that's too strong make the effect a large med kit.

Asura could be abused for move speed with juggler in a non-melee game.

Your version of an up-link cannon doesn't make sense in an underground base, looks like it was designed for style not function, and doesn't even hold enough ammo for it's std fire.

Stormlock:
Forgot to edit it back when I was toying with how much ammo it should use. Normal shot should be 50 ammo.

And obviously, the satellite simply blasts through all the floors above you. Well, it makes at least as much sense as invincibility orbs anyways. But you're right, it's easily the poorest suggestion of the group. I just had the idea for a weapon you need to wait stationary before firing like that and couldn't think of anything else that fit that premise.

Balancing the elixir is really tricky. Invincibility lets you plant a nuke without having to find the powerup, and berserk on demand is pretty much a free kill if it lasts long enough and you have a chainsaw, especially if it supercharges. The basic function is kind of like the monkey paw too: helps get through those horribly sticky situations, like certain special levels or just using your last phase and ending up in a room with 2 viles and 4 revenants.

Abusing the Asura with juggler seems like a fair trade considering you'd be getting a trait that otherwise is doing nothing for you while blocking off your swap weapon.

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