DRL > Requests For Features
Mod Arrays (ie. Mod Runewords)- a simple idea
Kornel Kisielewicz:
More ideas requested! This feature will make it into the game next beta :)
rchandra:
some general comments:
with whizkid 0/1/2 weapons could allow 2/4/6 mods, armours 1/2/4. (allowing 2 in both armour and weapons without whizkid is probably not so good)
to make use of a lot of the ideas above, 2 mods of the same type should be allowed in armour (though BBPP red might let you get from megasphere to megasphere too easily - perhaps other than the "array" effects, duplicate mods in armour do nothing?).
ooh, just had another idea. How about assembling the arrays _before_ putting them in? so if you want an array effect you need to be saving the mods. Then each array takes one slot, and you don't need to change the 1/3/5 and 1/2/3 mod systems.
AStranger:
--- Quote from: rchandra on January 11, 2011, 20:11 ---ooh, just had another idea. How about assembling the arrays _before_ putting them in? so if you want an array effect you need to be saving the mods. Then each array takes one slot, and you don't need to change the 1/3/5 and 1/2/3 mod systems.
--- End quote ---
This sounds like a good idea. Making whizkid better benefits ammochain too much and I think ammochain is fair where it is. Making each array before putting them in the weapon is probably the easiest way to handle it, that way there is no confusion over say T+B+P versus B+P (if those are recipes).
One thing that I hope doesn't get over looked is melee weapons. It'd be awesome to have five mod slots with whizkid instead of one. Then have a melee "runeword" or two that takes the combat knife and makes it awesome. That with a working berserk would be my dream Ao100 game. I wish I could think of a decent melee runeword, maybe something that increases berserk chances, reduces taken ranged damage or maybe even stunned a monster for a turn.
Oh yeah, one runeword per item per household, it's in the fine print.
Thomas:
Agility + Technical (Swift Armor) - Sidestep chance increased by 10%.
Agility + Power (Ironman Boots) - You can run for twice as long as normal without getting tired.
Technical + Power + Bulk (Personal Fortress) - While doing anything other than moving, you gain 1 armor and become immune to knockback.
Agility + Agility + Technical (Jet Boots) - After any action (aside from moving) you move randomly. Also makes you immune to floor damage. Also indestructable.
Agility + Agility + Agility (Sonic Shoes) - You can only run for 25% of the time you normally would before getting tired. Running mode makes acid/lava do 1 damage instead of half damage. Running mode sets your movespeed to 0.1s.
Firestorm + Technical + Technical (Portable Turret) - Any attempt to fire the weapon regularly will do its altfire instead. During the third turn of chainfiring (and every turn afterwards) the weapon will have its firing time halved. (Rapidfire only obviously)
Power + Power + Bulk (Mortar Cannon) - Never misses target, can be aimed at empty space, shot travels over the heads of enemies in the way. (Rocket Launcher Only)
Technical + Technical + Technical + Agility (Runnin' Gun) - Firing time set to 0.1s. (Double Shotgun/Rocket Launcher/BFG)
Technical + Technical + Bulk + Power (Taser) - Stuns non-boss enemies for 1 second, boss enemies for 0.1 seconds. (Any melee)
Agilty + Agility + Technical + Power (Plasma Chainsaw) - Can be loaded with up to 100 plasma cells. Costs 10 cells to attack in melee range, 100 cells to attack something up to 4 squares away. Attacks penetrate enemies a la the railgun. (Chainsaw)
A lot of the advanced/master assemblies could also work (or would perhaps work better) as unique items.
Game Hunter:
Since it is basically how they appear in-game, I'm going to use a different format from the one used before.
Sticky (boots + BT) - -90% knockback
Springloaded (boots + AT) - +50% knockback, move two spaces per step
Sawed-Off (any shotgun + PT) - damage boost (+2d), larger damage spread, faster drop-off rate[1]
Shield Sword (combat knife + AB) - adds 2 armor, -25% knockback, damage stays 2d5
Nuclear (any ranged weapon + NT) - changes alt. reload to "overload", causing a nuclear explosion w/ 10-second countdown sequence.[2]
Piercing (bullet weapon + PTT) - changes damage type to plasma
Flak Shotgun (combat shotgun + PPB) - alternate fire type, burst: fires two shots simultaneously, at 1.5x firing time
Vertigo Cannon (plasma rifle + PAT) - enemies that are hit by shots are "disoriented" for 0.3sec per shot, stacks[3]
Expandable (armor + BBB) - can store extra ammo while equipped[4]
Incendiary (rapid fire/rocket launcher + TTF) - reduces attack damage to 1d1 per shot; adds "fire" damage, dealing four pure damage per second[5]
--rapid fire: hurts for one second per shot, stacks up to 8 seconds
--rocket launcher: lasts five seconds, affects everything in splash
C4 Launcher (rocket launcher + PAA) - precision attack (lands on target tile); shot remains "frozen" until detonated; alternate fire type, detonate: all frozen shots are activated and deal damage
[1]: This will effectively turn a combat shotgun into a normal, a normal into a double, and a double into a VERY close-range shotgun. It doesn't affect the maximum range of the weapon, however, so although you'll be hurting less at farther distances, you'll still hit and probably aggravate stuff the same way.
[2]: With Nano, this turns any weapon into an equivalent "exotic" nuclear weapon. Sometimes you need a nuke: this is just another way to get one.
[3]: Disorientation just means if it tries to move or attack, it will do so in a random direction. Alternatively, to prevent being WAY too awesome (hard to say without testing) attacking could just incur a -50% to-hit penalty (or the number equivalent).
[4]: Not too sure how this would be implemented, whether a Backpack-like effect would work or if if the armor itself just has "storage space" for, say, four or five slots that can only be used with ammo.
[5]: For obvious reasons, fire damage doesn't affect Arch-viles.
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