DRL > Requests For Features
New unique items
zenfur:
How about soul-eating skull?
how it works:
when you kill somebody, and you have soul-eating skull in inventory, it eats part of soul (or whatever immortal demons have) of killed (not a must, that killed by you) possesing 1% of dead's health, and accumulating these. If you use it from you inventory, you gain as many health points, as you may get till 200%. Rest, what you can boost into yourself, stays in skull.
To make this item weaker, you may add some limit of accumulating health and/or penalty of 1 max health taking when using.
Note: Yes, if you have 2 soul eating skulls each of them bites the vailing souls to feed themselves, and generate health points.
Source: labirynth of my mind
As some items/powerups free some space in your backpack like ammuniton or blue/green armors are needless, it would do similar thing with med-packs.
Btw. sorry if I'm sometimes not possible to be understood, I am not native English speaker =) forgive me.
Thomas:
Some of those TF2 ideas could be interesting, but the lower-level assemblies are supposed to be more doom-related or based on something in real life. Also, game designers work in NUMBERS!
Blast Boots
Assembled Boots
Recipe: Protective Boots + BT
Protection: Original (2)
Durability: Original + Mod (200%)
Knockback: Original + Mod (-50%)
Movespeed: Original - Mod (-10%)
Special: Reduces Rocket Jump self-damage by 60%, but the knockback is not reduced. Allows players with Badass or Fireangel to rocket jump at regular effectiveness.
Description: Original, unfortunately.
Description (if assembly descriptions are implemented): Seemingly-magical boots that reduce rocket jump damage, rendering stairs (and bridges) forever useless.
High Caliber Pistol
Assembled Weapon
Recipe: Pistol + APP
Damage: 4d6
Damagetype: Physical
Accuracy: Original + Mod (+5)
Firetime: 1.5s
Reloadtime: Original (1.2s)
Clip: Original (6)
Altfire: Hip fire. Takes 1.0s, but has only +2 accuracy.
Altreload: Dualreload.
Description: Original, or "All of those mods create a pistol with quite a kick to it!"
Auto-Sniper Rifle
Unique Weapon
Damage: 2d5 (x4)
Damagetype: Physical
Accuracy: +6
Firetime: 1.0s
Reloadtime: 1.5s
Clip: 32 (10mm ammo)
Altfire: Scoped shots. 2.0s fire time, never misses (like a sniper modded weapon).
Description: This should stop those demons right in their tracks... could they just stand still for a second?
Screwdriver
Exotic Consumable
Special: On use, brings up a menu of all weapons in your inventory. You can choose a modded weapon, at which point you will be prompted "Reclaim weapon or reclaim mods? [w/m]" You get the weapon or the mods back, but the other is destroyed.
Description: You've been looking for one of these! Use it on a modded weapon to reclaim them (or the weapon) for later use.
As for some original ideas, here's one I've suggested before:
Sledgehammer
Exotic Weapon
Damage: 10d6
Damagetype: Physical
Accuracy: +0
Firetime: 2.0s
Altfire: Narrow swing. Deals half damage, takes 1.5s.
Description: Nothing can stand up to a sledgehammer! Swinging the damn thing is a real workout, though.
And another for good measure:
Six-Shooter
Exotic Weapon
Damage: 3d5
Damagetype: Physical
Accuracy: +5
Firetime: 0.5s
Reloadtime: 1.5s (normal reload) 0.5s (see below)
Clip: 6 (10mm ammo)
Altreload: Dualreload.
Special: Between each firing command, you must move or reload as though it were a combat shotgun. These restrictions apply even if it's your prepared weapon and you have dualgunner.
Description: Yeeehaw! You're the quickest draw on phobos, partner!
EDIT: The six-shooter could possibly be a bit more powerful with the restriction that it can't be used with another pistol, because that's just silly.
Ander Hammer:
I don't see a reason for the six-shooter to be unusable with another pistol, even another six-shooter. Just make it necessary to move/reload both chambers if you want to shoot two bullets next attack.
I don't see a reason to make the high-caliber pistol's alt fire 'hip fire' when that could be the normal fire mode and we can tack 'aimed shot' on. I'm under the general impression that normal shooting is from the hip in this game.
Shinji_Ikari_9th:
--- Quote from: Creepy on March 29, 2011, 00:16 ---Bunkerbuster
Melee
Damage: 6d6
Ammo: Rockets
Clip: Single shot
Info:
A heavy melee weapon that uses rockets as ammo and does about the same damage as a rocket launcher (6d6), including the whole "explosion" thing and Fire damage. The shockwave shouldn't hurt the player (Maybe?)
The benefits are that you can deal with crowds by punching them with a point-blank rocket, and with this you can go through walls like the goddamn Kool-Aid Man. The drawbacks are that it's obviously ammo-based whereas other melee weapons are not, and the knockback from the explosion isn't something you generally want happening in melee games.
A utility for melee characters to deal with crowds and walls, but not a replacement for the chainsaw. But it would be hilarious to shove a rocket up the hindquarters of a Baron while berserk'd. Give his colon a good, fire-y cleansing with pure rage.
--- End quote ---
Cybie will be fa#$ing and be#$#ing FIRE!!!
Shinji_Ikari_9th:
Don't know what to call this thing, but here goes.
Fire time: 3.0 sec
Damage: 3d6*3 Physical
Alt-Fire: High Explosive Rounds(9d6*3 Explosive(note: blast radius equal to a rocket launcher.))
Ammo: 90 (10mm rounds)
Reload time: 5.0 sec
Be aware that the shere size of this weapon will slow your movement down by 20%.
-=-
I got the idea for this beast from a model I used in the fifth image I posted on this thread.
http://forum.chaosforge.org/index.php/topic,4052.0.html
Please take a look at things and tell me your thaughts on them.
Thanks.
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