DRL > Requests For Features

New unique items

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Sambojin:
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........

raekuul:
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?

raekuul:
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

Kashi:
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

Klear:
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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