DRL > Requests For Features
New unique items
Thexare:
Unmaker
Damage: 2d4
Damagetype: Plasma
Accuracy: +2
Firetime: 1.0s
Reloadtime: 2.5s
Clip: 20 (Power Cell)
Pickup: "What the !@#%* is this!"
Description: You don't know what this thing is, how it works, who made it, or why it takes your power cells.
Special 1: Has three mod slots, regardless of Whizkid investment.
Special 2: All weapon mods have an additional effect of +1 shot per burst. Bulk mods add 20 to the clip instead of their normal value.
Special 3: Does not take assemblies.
Valid Weapon-Specific Traits: Triggerhappy (even unmodded), possibly Ammochain.
I believe this is the third proposed version of the Unmaker.
I got the idea at work, remembering that the Unmaker in Doom 64 was the only weapon in the official series that was capable of upgrading on its own, but was rather crappy without any upgrades. Since almost everything in DoomRL can be modded, I decided to make the Unmaker heavily reliant on mods.
Edit: grommile's comments made me redo my math and see that the original was kinda... really weak for a Unique. This one may be a bit too strong instead, but given how Ammochain used to require Whizkid, I always took it to mean you were modifying your weapon; that's far harder when it wasn't made by humans. This could therefore, logically and for balance reasons, not work with MAc.
grommile:
Obvious technical questions: Is it a pistol? Is it ammochainable?
Thexare:
Counts as an automatic for the purposes of Triggerhappy, and maybe ammochainable (but that's for the balance people to consider).
Although the Tech mod being +1 shot is more of a balance concern for me. Maybe drop it down to 2d4, still automatic for TH, and make it so every basic mod counts as +1 shot in addition to the normal benefits instead. Hrm... that would max out at, for maximum power with common mods, 5d4x4, 20-100 damage, +2 accuracy. Current version is 2d4x5, or 10-40... hell that's weaker than the Plasma Rifle.
*rushes to edit post*
Edit, after waking up: In fact, the new version is more true to the original anyway, since every upgrade either made it fire faster or fire more shots at a time.
raekuul:
Terror Blade
Knife
1d50
Pickup:Deadly things come in small packages
Inventory: A Poisoned dagger. But how powerful is it, really?
El's Drinker
Melee Weapon
3d7
Pickup: A Chill runs through your arm...
Inventory: A weapon left over from the last dimension Hell tried to conquer.
Special: Recover 2 HP for each successful kill (stacks with Vampyre)
Sources for both: Dark Sun: Shattered Lands
Fanta Hege:
Arcanite Reaper
"True Warriors rite of passage"
Damage; 7d7
Altfire/reload; Deals double damage at cost of tiring you out, if berserked, triple damage at the cost of your berserk state.
Firespeed; 1.4
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