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Author Topic: New unique items  (Read 368600 times)

Sambojin

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Re: New unique items
« Reply #705 on: November 13, 2011, 17:54 »

I tend to think a few more in-game lore style uniques would make a good addition. There's so many anime/wh40k/real-life references that it sometimes feels as though it waters down the coolness that is DoomRL (or even just the Doom universe/potential story). For me it sort of makes the game deeper without necessarily changing a thing. Evoking an atmosphere occaisionally without having to stick to a story-line. The anime/wh40k thing is great, it fits much of what you're doing in-game, but there's no reason you can't have some doom-centric story telling devices chucked in as very viable uniques.....

Speaking of which:

Weapon fuser.

Description:
An circular brace with a label on each end. One says "arm", the other says "weapon". Seems pretty simple.

Style of consumable, used on self.
Gives +2 accuracy, 80% reload time, power-mod effects for weapon. Can never use any other weapon or switch to your prepared slot. -10 max HP.

Description on use:
As you insert your arm and your weapon into it, there is a flash of red light and deathly odours. You feel a searing pain followed by icy chill. Your weapon is now a part of you.

If no weapon is equipped:
Description on use:
You insert your arm into it and press the button. Barbed blades rip through your knuckles. It's boxing time......

Gives +2 accuracy and the effects of a bulk and mod pack to your unarmed attack. Still works for "fists only" badges/medals.

----------------
Just another little daemonifier unique. Again, probably over-powered. But it kind of makes sense. How did knights and barons end up with crap on their arms? Or arachnotrons get plasma guns? This is how. Although, the thought of what part a mancubus inserted in the fuser is somewhat disturbing.......

"Ride my rocket baby!"

Disturbing........
« Last Edit: November 13, 2011, 18:00 by Sambojin »
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raekuul

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Re: New unique items
« Reply #706 on: November 15, 2011, 11:25 »

Disassembler Kit
Why should Technicians have all the fun?

This one-use consumable item found in Hell's Arnory allows you to completely disassemble a weapon, as though you had the trait Scavenger.

Hmm.. that's got me thinking now. Should it have a preference for mod packs when it's disassembling a modded weapon or assembly? Like, Onyx > Nano > Firestorm > Sniper > Power > Technical > Agility > Bulk?
« Last Edit: November 15, 2011, 11:27 by raekuul »
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raekuul

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Re: New unique items
« Reply #707 on: November 18, 2011, 12:08 »

Can we get this thread renamed to "New Special Items"? Uniques are a specific subset of Specials that can (or should, anyway) appear only once in any given game, while Assemblies and Exotics are also specials.

Speaking of, GrimmC suggested we add a Howdah Pistol to the Assembly list. From Wikipedia's description, this would be similar enough to the Elephant Gun that the same set of mods could be used.

And as long as I'm thinking about it, how about this?

Railpistol
(3d6)x2 [10/10]
What the hell is this, a miniature Railgun?
Altfire: Aimed Shot
Altreload: Dualreload
Railgun-type projectiles
Can take 1 mod pack
« Last Edit: November 18, 2011, 15:56 by raekuul »
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Kashi

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Re: New unique items
« Reply #708 on: January 11, 2012, 22:21 »

The Lobotomizer

"A shovel? An axe? There's more than meets the eye"

Stats:
Damage: 6d8 (6-48)
Accuracy: +2
Attack Time: 1.3 sec
Damage Type: Physical
Special Features: Can destroy walls? (Which is technically one of the reasons the Lobo was ever made in-universe)
Source: World War Z
« Last Edit: January 12, 2012, 19:45 by Kashi »
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Klear

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Re: New unique items
« Reply #709 on: January 14, 2012, 01:53 »

I wanted to suggest Half-Life style crowbar, but I see it's been suggested twice before, so I just second that.

Maybe it could give you small acid (and maybe fire) resistance, as a nod to Gordon's hazmat suit.
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snowstorm

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Re: New unique items
« Reply #710 on: January 14, 2012, 03:39 »

Has anybody suggested items that deflect/return projectiles?
It would be really fun to have a chance to throw a revenants missile back at him.
Deflection as, instead of hitting you, it jumps off you into another direction.
Return as in returning into the direction the projectile was shot from.

Makes sense since doomrl is generally a ranged combat game.

Also, doomrl, y u no grenades?
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IGTN

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Re: New unique items
« Reply #711 on: January 29, 2012, 15:15 »

Cybernetic Power Supply
Icon: !

Like a Power Battery, but 250 shots. Cursed. Doesn't destroy when it runs out. Might also give you a speed boost, or regenerate (if it's feeling really nice). Possibly make the regeneration a set bonus if you equip both it and the Cybernetic Armor

Streak SRM 6
Assembly: Missile Launcher + BBSF
Damage: (6d6)x6/126, radius 3
Accuracy: Autohit
Fire time: 2.0s
Reload time: 1.2s
Ammo: Rockets
Clip Size: 6
Alt reload: Full reload (standard reload reloads one rocket at a time)
Special: Shots after the first will target the original target instead of flying on the same path (if knocked back by previous shots). If the original target is killed, remaining rockets are revenant-targeted on its corpse/where it died (just shoots off in a straight line if not targeting a creature)
Source: Battletech
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Klear

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Re: New unique items
« Reply #712 on: January 30, 2012, 04:33 »

I think there needs to be The Good Samaritan from Hellboy. Oversized four-round revolver with high damage and poor accuracy. Not sure about the stats, but I think it should be in the game, especially since it's tailor made for shooting demons and such.

Also, whenever I find the Anti-Freak Jackal, for some reason I always think it is this gun.

Edit: Something like 9d2 damage, +0 accuracy, Base Fire Time: 1.5 (it takes quite an effort to pull the trigger), reload time probably more than average as well, clip size 4, obviously.
« Last Edit: January 30, 2012, 04:38 by Klear »
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Deathwind

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Re: New unique items
« Reply #713 on: January 30, 2012, 16:52 »

How does a universal regenerating ammo pack sound, the drawback? It's cursed, doubles reload times and only holds 40 rounds with a long regen delay.
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Melon

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Re: New unique items
« Reply #714 on: February 03, 2012, 13:19 »

Skull of the Deceiver

Looks like any skull. Except that when used it reveals it's nature and causes the player to hallucinate. Now every monster appears to be actually another one...

Lasts for 2k2 levels
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Uitë

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Re: New unique items
« Reply #715 on: February 03, 2012, 20:39 »

Devastator
Damage: (4d5)x2, radius 1
Damage type: fire
Accuracy: +3
Fire time: 0.6 seconds
Reload time: 1.0 seconds
Ammunition: Rockets
Clip size: 8
Alt. fire: none
Alt. reload: none
The Devastator reloads its entire clip at once and fires the rockets in sequence.
Source: Duke Nukem 3D

Shock Rifle
Damage: 5d3
Damage type: plasma
Accuracy: +6
Fire time: 1.0 seconds
Reload time: 1.5 seconds
Ammunition: Power cells
Clip size: 6
Alt. fire: Shock combo (5d5 radius 3, costs 5 cells, hits the targeted spot)
Alt. reload: none
Source: Unreal Tournament
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raekuul

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Re: New unique items
« Reply #716 on: February 06, 2012, 07:00 »

I see Devastator and I immediately think of the nuclear-powered TANK from Dune 2.

Speaking of, how about this?

Sonic Shotgun
Pickup Description: When the fear has gone there will be nothing - Only I will remain.
Inventory Description: Boom for the Boom God
Depth: 10+
Damage: 4d6
Damage Type: Plasma
Cone Type: Focused
Fire Time: 0.5 Seconds
Clip Size: 3
Recharges 1 shot/second OR 1 shot/move (depending on the upcoming revamp to recharging ammunition)
Alt Fire: Fires with Wide Cone as opposed to Focused Cone
Source: Dune
Edit: Made an unique instead of an exotic, as it's technically more powerful than the SSG
« Last Edit: February 06, 2012, 11:48 by raekuul »
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Klear

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Re: New unique items
« Reply #717 on: February 06, 2012, 07:15 »

Since there is only one unique shotgun in the game right now, how about

The Boomstick

Unique double shotgun, with standard shotgun spread. Damage and stats should perhaps be a little worse than those of the Super shotgun.
When equipped or in your prepared slot, and if your other prepared/equipped weapon is chainsaw, it allows you to instantly swap between them (as if you had juggler) and gives you either damage or to hit bonus with melee (or both, not sure what would be balanced)

Source: Army of Darkness, obviously.
« Last Edit: February 06, 2012, 07:17 by Klear »
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Bloax

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Re: New unique items
« Reply #718 on: February 06, 2012, 11:21 »

I think it should be stronger than the SSG, because honestly - the SSG is a exotic, whilst this is a unique.

Might want to make the name "The BOOMstick", too.
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Klear

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Re: New unique items
« Reply #719 on: February 12, 2012, 09:11 »

Well, I was thinking along the lines that the additional weapon switching bonus would compensate, which would preserve balance, but... whatever works.
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