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Author Topic: New unique items  (Read 188300 times)

Kg

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Re: New unique items
« Reply #780 on: April 20, 2012, 16:22 »

I thought maybe special attack would consume all ammo and gib all corpses in certain range (like skulls). It would be nice.
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skarczew

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Re: New unique items
« Reply #781 on: April 21, 2012, 04:22 »

Now we would only need a kitchen sink in DoomRL :) .
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raekuul

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Re: New unique items
« Reply #782 on: April 27, 2012, 13:14 »

Kitchen Sink
/

Pickup:"...you've got to be fucking kidding me."
Inventory:Heavy. Slow. Packs a punch. Why are you carrying this, again?
6d6 damage
1.8s Attack time
does not count as a blade
if you get any sort of win while carrying one, you get the "Overprepared Pendant"
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Klear

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Re: New unique items
« Reply #783 on: April 27, 2012, 13:25 »

You could throw toilets in Doom RPG (mobile game) so it's not entirely without precedent...
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Kahvi

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Re: New unique items
« Reply #784 on: April 27, 2012, 22:17 »

Caseless Depleated Uranium Chaingun: PPBT
Damage +1 die, +2 sides, Burst -2
Ammo: 100
Move: -25%
+5% dodge each turn you stand still (caps at +25%) (*Covering Fire*)
---------------------------------------

Sasha (Unique chaingun)
Pickup: "...I think someone is gonna sue."
Nanomanufacture ammo every round
2d6, burst 6, acc +0, move-5%
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pacmanus

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Re: New unique items
« Reply #785 on: April 28, 2012, 22:21 »

Amplifier Pack
-------
It works only in a pair with at least one out of the ordinary or exotic mod-pack.
It is natural to want to use it at least Whizkid1.
Effect - amplifies the effect of other mod-pack twice.
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raekuul

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Re: New unique items
« Reply #786 on: April 29, 2012, 13:30 »

Doubler Machine
"
Unique Consumable
On Use: Duplicates any one item in inventory, except for Artifacts, which then appears underneath you for you to pick up.

Examples: Doubler Machine used on an unloaded pistol yields an unloaded pistol. Doubler Machine used on a fully-loaded BS Chaingun yields a fully-loaded BS Chaingun. Doubler Machine used on Dragonslayer is impossible as Dragonslayer never actually enters the inventory. Doubler Machine used on a stack of 51 bullets produces a stack of 51 bullets. Doubler Machine will not work on Azrael's Scythe, Angelic Armor, Loningus Spear...
« Last Edit: April 29, 2012, 13:34 by raekuul »
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thelaptop

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Re: New unique items
« Reply #787 on: April 29, 2012, 16:06 »

Doubler Machine on itself.

FFFFF-

(By "consumable" you mean you can lug it around, right?)
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raekuul

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Re: New unique items
« Reply #788 on: April 29, 2012, 17:40 »

Right... though using the doubler machine on the doubler machine has the same effect as dropping it...
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thelaptop

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Re: New unique items
« Reply #789 on: April 29, 2012, 18:42 »

I mean, the bigger problem is: does the DoomRL engine remove an object that is consumed before applying the effect or after?

In most cases this is not a problem, since things that work by application don't access the inventory screen.
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Ander Hammer

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Re: New unique items
« Reply #790 on: May 08, 2012, 01:33 »

I mean, the bigger problem is: does the DoomRL engine remove an object that is consumed before applying the effect or after?

Would it matter?

If it removes it before, feels like it would just throw an error.
If it removes it after, it copies the duplicator pack, then destroys the first.

By the way, this is the Duplicator Pack. The concept already works; the only difference is that this one is trying to call something from the inventory for duplication, whereas the Duplicator Pack already functions more or less perfectly.
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GinDiamond

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Re: New unique items
« Reply #791 on: May 14, 2012, 08:47 »

I have a couple of ideas for unique items.

1. Grafter

This is a mod that lets you graft any single item into your own body. The effects would vary by the individual item. Suggestions: (Remember, this is a one-time only thing)

Armor: Gives you permanent armor 1 + half of the current value of the armor used, plus any other effects.

Weapon: Allows the weapon to remain available without taking up inventory space.

Medkits: Adds 10% small/20% large to max health. (So you would go to 110 % or 120% without decaying.

Weapon mods: Gives one level of the appropriate trait.

Damage:  Son of a bitch
Accuracy: Eagle Eye
Reload: Reloader
Magazine: ??

Nuke: The nuke will detonate if you are killed

Alternatively, it could be used when standing on a corpse to gain the ranged attack of that corpse. (By grafting part of the monster onto yourself)
--------------------------------------------------------------
Submachine Gun

This is based on the "Submachine Gun" from Red Faction

Damage:    2d4x3 OR 1d8x3
Accuracy:    +0
Base Fire Time:    1.0 second
Base Reload Time:    2.0 seconds
Clip Size:    20
Ammunition:  10mm OR Cells
Special Reload:    Loads cells instead of 10mm
Quote on pickup:    Death: Now in bite size!
Ingame Description:    A compact weapon for any situation.

Basically, it's a combination Chaingun/plasma rifle. I figure that it would be most useful as a secondary weapon to take advantage of otherwise useless ammo. (In other words, shotgun users)
-------------------------------------------------------------------------------------------------------------------------------

Target pistol

Damage:    2d4
Accuracy:    +20
Base Fire Time:    1.0 second
Base Reload Time:    1.2 second
Clip Size:    6
Ammunition:    10mm ammo
Special Reload:    N/A
Quote on pickup:    They'll never see it coming!
Ingame Description:    A scoped 10mm pistol.

The perfect long-range weapon.

I've got a couple other ideas, but I need to work on them.


Good ideas.
I was also thinking about a unique weapon, the Weedwhacker!

It's a melee weapon with (8d4)x2 (the x2 is the two nylon line blades, 1 bulk will give it 3 nylon blades, x3), but with a twist: It has a 2-unit range. It can hit only something that is 2 spaces away from you, if the enemy is right up next to you, you're screwed unless you have a different melee weapon.

I just thought that would be pretty cool.
You could have a whole assortment of lawncare weapons!
Mower-destroys corpses/barrels
Bush pruner- like a chainsaw, but a nerfed attack damage but REALLY fast attack speed

Just some cool ideas!
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raekuul

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Re: New unique items
« Reply #792 on: May 14, 2012, 10:22 »

Hello, welcome to Chaosforge, here's your BFG 8000.

BFG 8000
Pickup: It looks wrong, but it feels oh so right.
Inventory: A prototype to the BFG 9000 you know and love.
7d8
holds 40 cells
each shot takes 5 cells
acts like a rocket launcher, deals plasma damage.
Alt Reload: Overcharge - Consumes 40 cells to fire a standard BFG blast; weapon is destroyed afterwards.
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Hamster

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Re: New unique items
« Reply #793 on: May 14, 2012, 22:58 »

That's like BFG from some early beta versions of Doom...
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dougjoe2e

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Re: New unique items
« Reply #794 on: July 14, 2012, 23:57 »

Semi-formed random thoughts...

Personal Hologram Pack (unique consumable)
"If you can't beat 'em..."
You are now, at least in appearance, one of *them*. When used, the effect will last some number of turns (maybe half an Inv powerup?).  Monsters who can see you when you use the item only have a 25% change of being affected.  Any other monsters will not attack you until the effect ends *unless*:
You do something that causes a monster to be damaged (always) or
You are seen by monster A doing damage to monster B (50/50 chance that the effect ends for the monster A).

(Side note:
I also had the idea of having the hologram(s) be
-of the player
-trail behind the player by some number of moves
-some times targeted by monsters instead of the player
I'm not sure which of the two is better.)

Flash Grenade (exotic weapon)
Damage:0d0
Once fired, disappears from inventory.
Effect:When fired, it will land on the exact square that is targeted (unless that square is out of sight, in which case it has some chance to land on an empty adjacent square instead). 
It will then create a radius 6 blast.
Any monster caught in the blast will be prevented from taking any action for some number of turns (perhaps with a dropoff dependent on distance from the center of the blast).
If the player is in the blast, the player's base vision range is decreased to 4 for some number of turns, unless the player is wearing light-amp goggles, in which case it is reduced to 1.

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