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Author Topic: New unique items  (Read 188359 times)

Thexare

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Re: New unique items
« Reply #645 on: May 12, 2011, 21:01 »

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.
« Last Edit: May 13, 2011, 14:09 by Thexare »
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grommile

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Re: New unique items
« Reply #646 on: May 13, 2011, 02:22 »

Obvious technical questions: Is it a pistol? Is it ammochainable?
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Thexare

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Re: New unique items
« Reply #647 on: May 13, 2011, 02:54 »

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.
« Last Edit: May 13, 2011, 14:05 by Thexare »
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raekuul

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Re: New unique items
« Reply #648 on: May 17, 2011, 20:30 »

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
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Fanta Hege

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Re: New unique items
« Reply #649 on: May 17, 2011, 20:55 »

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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thelaptop

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Re: New unique items
« Reply #650 on: May 17, 2011, 21:00 »

Terror Blade
Knife
1d50
Pickup:Deadly things come in small packages
Inventory: A Poisoned dagger. But how powerful is it, really?
Huh?  1d50 means an average damage of around... 25.5.  Is that a little... too much?
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raekuul

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Re: New unique items
« Reply #651 on: May 18, 2011, 16:32 »

The Terror Blade was the second-best weapon in the game (second only to Dragonsbane), useless only against enemies that could inflict poison on you. As for the high average, it's supposed to be powerful, but not to the point where you'd want it over one of Death's Drops or the Dragonslayer. If I recall correctly, their averages are higher still than Terror Blade's, and they don't occasionally give dud strikes.
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darksergio

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Re: New unique items
« Reply #652 on: May 18, 2011, 19:50 »

raekuul correct me is I am wrong but did using el drinker makes him apparer later on the game for get it back or did we had to take it from him I played darksun 10 year ago I dont recall it is was a random drop or a unique weapon in the game
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raekuul

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Re: New unique items
« Reply #653 on: May 18, 2011, 21:26 »

I was referring to the first game, where you get it after freeing Gedron from Wyrmias; I have no idea how it works in the second.
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Simon-v

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Re: New unique items
« Reply #654 on: May 31, 2011, 16:12 »

Lucky Coin

Icon: $
Melee damage: 1d3 (same as fists)
Description: An old coin that seems to always fall on one side.
Special: When equipped in the prepared slot, it effectively negates streaks of "bad luck". That is, your third shot, following two misses is guaranteed to hit and you are guaranteed to successfully dodge the third shot if you were hit by the previous two. In addition, phase devices have 10% chance to bring you within 5 tiles of the exit and small med-packs have 10% chance to heal you for twice their normal strength.

You're that one guy who seems to always roll the worst possible results in every possible situation? This one is for you.
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thelaptop

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Re: New unique items
« Reply #655 on: May 31, 2011, 18:26 »

You're that one guy who seems to always roll the worst possible results in every possible situation? This one is for you.
Make it such that when this spawns, there is a moat of acid 2-deep surrounding it -- that will fit the theme of that guy.  =P
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Fanta Hege

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Re: New unique items
« Reply #656 on: May 31, 2011, 18:28 »

You're that one guy who seems to always roll the worst possible results in every possible situation? This one is for you.

and watch as it spawns on 24th level when you're about to go fight cybie with 12% health left with no suplies or ammo
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Angles of death

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Re: New unique items
« Reply #657 on: June 05, 2011, 09:08 »

Shock rifle

Damage:    1d4
Accuracy:    +5
Base Fire Time:    .5 second
Base Reload Time:    2.0 seconds
Clip Size:    10
Ammunition:  Cells
Special Reload:    None
Special effect: Stuns enemy for 1d25 turns (when I say turns, I mean how long it takes to have a turn armourless)
Special fire: Charge shot. Takes 1.5 seconds to shoot but fires five of the shots in ONE turn. The shots have a high knockback but do not stun.
Quote on pickup: ???   
Ingame Description: A high voltage weapon. Enough to keep the strongest demon on the floor for quite a while
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General Patton

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Re: New unique items
« Reply #658 on: June 19, 2011, 01:11 »

Portal Gun
Unique
Damage:  0
Accuracy:  +4
Base Fire Time:  1.6 seconds
Clip Size:  4 (Regenerates slowly)
Special effect: Projectile ignores enemies, barrels and doors. When it hits a wall, the player is teleported next to the wall, going to the same side that was shot.
Special fire: Floor shot. Let's you aim at the ground within your LOS, like a Revenant's Launcher, and teleport there. If shot at a square containing an enemy or barrel, they are also teleported to the player's previous position.
Quote on pickup: The device has been modified.
Ingame Description: A handy teleportation device. If only you could get some height...


Tau Cannon
Unique
Damage:  1d10x4 Plasma
Accuracy: +4
Base Fire Time:  .6 second
Base reload Time:  1.8 seconds
Clip Size:  100
Ammunition: Cells
Special effect (if feasible to code): Can reflect off of walls if it hits at a low enough angle, <=45 degrees recommended, number of reflections should be limited.
Special fire: Gauss jump. Takes 3.5 seconds, 12 cells, has +8 accuracy, does 8d8 damage without damaging walls, penetrates through enemies and walls, creates 9d1 damage explosions of radius 2 when it hits walls, launches the player 15 squares in the opposite direction and can still reflect off of walls.
Quote on pickup: I'm a physics-crunching badass.
Ingame Description: An experimental particle beam. Explosively punches through walls when charged.
Works with ammochain.
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Angles of death

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Re: New unique items
« Reply #659 on: July 07, 2011, 15:35 »

Autoloader mod

An exotic mod that will make you reload your gun when you move, just like Shottyman with a combat shotgun. It removes manual reloading, so you WILL have to move to reload. Standing still will NOT reload the gun, neither will getting knocked back.
« Last Edit: July 07, 2011, 15:36 by Angles of death »
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