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Author Topic: New unique items  (Read 178837 times)

Deathwind

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Re: New unique items
« Reply #525 on: November 14, 2010, 15:13 »

Any invincibility that you can carry will do that so how about just 30 turns berserk and a supercharge? It fits the decription better anyway.

Juggler is almost free with an ammochain build and they mostly use hotkey weapons anyway so no drawback.
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Stormlock

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Re: New unique items
« Reply #526 on: November 14, 2010, 15:41 »

I suppose. I was thinking of Marksmen and Shotty games, since you're weapon restricted there. Any time you can use ammochain you might as well use the thing to hack shit up anyways. Could add a health cost for swapping onto it too. Just 1-2 hp would probably be enough. Alternately, make it drain 1 hp every second or 2, so it's something you'd only want to whip out for combat. Juggler would make it useful for meleeing without weilding it then, but you couldn't abuse it for movement so easily.
« Last Edit: November 14, 2010, 15:45 by Stormlock »
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Captain Trek

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Re: New unique items
« Reply #527 on: November 28, 2010, 21:23 »

Virus Gun
Unique Gun
Damage:1d1;
Acc:+2;
ClipSize: 10;
Description: Hopefully those biologists found the way to kill demons.
Special: Every enemy hit with it receives damage each turn. 1 initial +1 for each action. If it gets hit it gets another +1. Valid for first 50 shots.
AltFire: Fires normal 2d4 round;
AltReload: Resets the countdown of the special.

Another random idea.

I fucking love this thing, but it soooo overpowered. Fire into the darkness, hear a Vile gasp, move away, listen as the Vile slowly dies, rinse and repeat...
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Deathwind

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Re: New unique items
« Reply #528 on: November 28, 2010, 23:25 »

even more fun with int 2...
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v.997 [16/5/2/0/0]

Fanta Hege

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Re: New unique items
« Reply #529 on: January 09, 2011, 22:35 »

Dark Claw
Unique
"..I'm not sure if this was a good idea"

Description; It seems to hunger.

Damage: 7d7
Acc: -2
Clipsize 20/20
Alt reload; Devour corpse, every corpse adds +2 "ammo" to the clip. If no useable corpses are around you, you lose 10hp and 3 ammo is added.


Special; Succesfull kills gives you +2 hp, also this is a MEELEE weapon. Each swing takes 1 "ammo" from clip. This weapon is also cursed in terms that you cannot take it off, but you can switch it to prepared slot.
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ZZ

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Re: New unique items
« Reply #530 on: January 10, 2011, 09:27 »

The EGRR (Enhanced Gamma-Radiation Rifle)
Unique Rifle
Damage: 4d5, ignores armor;
Acc: +4;
ClipSize: 24 cells, 3 per shot;
Description: "They've found the way to kill enemy while not harming self."
Special: Bullets fly through wals.
AltFire: N/A;
AltReload: Explodes the weapon, killing everything in the small radius, like the nuke.

We all hope that this won't hurt the user. The radioactive element is supposedly is inside the gun, and there is enough of it for the energy to be the only issue.
« Last Edit: January 10, 2011, 10:30 by ZZ »
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Deathwind

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Re: New unique items
« Reply #531 on: January 10, 2011, 23:47 »

The fire through walls thing is good but I think that a radiation weapon should function as a directional burst, ignoring accuracy and having drop off for distance, not a machine gun like volley. I'd say shotgun spread with double shotgun drop off for initial tests and adjust from there.

I'm honestly shocked no one has come up with grenades yet, they could be found in packs of 4-5, throw like knives and 2-3 seconds later explode with radius 2.
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thelaptop

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Re: New unique items
« Reply #532 on: January 11, 2011, 00:02 »

I'm honestly shocked no one has come up with grenades yet, they could be found in packs of 4-5, throw like knives and 2-3 seconds later explode with radius 2.
I think that grenades have been suggested, but the mechanics of how to implement it in the context of a rogue-like have not been fully explored.

But since we have asynchronous display updates, I can foresee this as being a possibility.
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Re: New unique items
« Reply #533 on: January 20, 2011, 10:54 »

Neutron Bomb
""50 kilotons". And how much in BFG's?"

Before use: %
After use: 0

Sister (perhaps, elder) of Thermonuclear Bomb. Destroys everything living (and undead), but leaves all the items, walls and stuff. Same 5000 damage, but more careful. So, needs to be more rare.
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metroidRL

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Re: New unique items
« Reply #534 on: January 20, 2011, 14:21 »

Lucky Shotgun
You'll need some serious luck to use this

Acc: ignored
Damage: (1d7)x7 (average: 28 damage)
Icon: {
Clip size:7
Alt reload: full reload.
Alt fire: "N/A".

Description:"Do you dare to use this weapon? If you are lucky you could deal massive damage, if not.... well......"

Its time for luck-based weapons.
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raekuul

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Re: New unique items
« Reply #535 on: January 20, 2011, 15:14 »

I'd rather have more crowd-control weaponry. I suggested the Bee Bee Gun a long while back, lemme refresh it. I just had an idea to make it much more practical.

Bee Bee Gun
S-Class Weapon
Assault spread
Clip Size 16
Damage: As assault shotgun
Alt reload: Full Reload
Alt fire: (4d1)x16


This way, you're not wasting entire stacks of Shells against one or two lesser enemies, and it can still have its 16 damage burst for when you've got a ton of weaker enemies or have shells to burn. It's still painfully wasteful, though.

Now, I need to do some research into the Former Whatevers in order to find out what the minimum damage for the Golden Gun would have to be in order to be a one-hit kill on them...
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Thomas

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Re: New unique items
« Reply #536 on: January 20, 2011, 16:08 »

Former humans/sergeants/captains have 10 HP and can wear armor.

Former commandos have 20 HP, 1 natural armor and can wear additional armor.
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ParaSait

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Re: New unique items
« Reply #537 on: January 20, 2011, 17:48 »

Lucky Shotgun
You'll need some serious luck to use this

Acc: ignored
Damage: (1d7)x7 (average: 28 damage)
Icon: {
Clip size:7
Alt reload: full reload.
Alt fire: "N/A".

Description:"Do you dare to use this weapon? If you are lucky you could deal massive damage, if not.... well......"

Its time for luck-based weapons.
Acc: Ignored? Then what would be the odds that you'd actually hit an enemy? If it's an accuracy field of like 180 as I am imagining, I don't think the 28 damage would really be worth it. Especially for a shotgun-type, which has the property of losing damage with distance.

As a comparistion, I think you could as well just take a slightly muscled-up rocket launcher and take 2d6 dice. Rule is, if you get 6 on both, you are ALLOWED to hit the enemy. Just seems kind of... weak to me, and that's an understatement.
« Last Edit: January 20, 2011, 17:52 by Mrazerty »
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Deathwind

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Re: New unique items
« Reply #538 on: January 20, 2011, 23:27 »

Mrazerty: hate to break it to you but all current shotguns ignore accuracy

metroidRL: It would just get insane with SoaB
« Last Edit: January 21, 2011, 03:27 by Deathwind »
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metroidRL

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Re: New unique items
« Reply #539 on: January 21, 2011, 00:08 »

Which has the property of losing damage with distance.

[...]Just seems kind of... weak to me, and that's an understatement.

It has the same damage distance as Assault shotgun.

Also... Weak?.... Check this out:

Shotgun (8d3) (average: 16/distance)
Combat shotgun (7d3) (average: 14/distance)
Double shotgun (8d3)x3 (average: 48/distance)
Lucky shotgun (1d7)x7 (average: 28/distance)

So its weak huh?
« Last Edit: January 21, 2011, 00:24 by metroidRL »
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