WeaponsIn Duke3d each weapon has its own ammo, which sounds like a bad idea for DukeRL, so I propose having the same four ammo types as in DoomRL: Bullets, Shells, Rockets and cells or something. Here's a list of most of the weapons in the Duke games:
Duke's Mighty Boot- the only melee weapon
- I'd like to see different boots giving bonuses to damage
- in DoomRL, choosing boots pretty much falls down to deciding between speed and protection, possibly with knockback as well (though I never really consider it at all). Adding melee damage to the mix would make things more interesting, I think.
Pistols:Pistol- the Duke3d version held 12 rounds before it needed reloading.
- other than that, I feel the stats should be similar to combat pistol in DoomRL
Golden Eagle- from Manhattan project and some others
- more powerful version. Might even be unique
M1911 and Golden M1911- these are in DNF, and also in the N64 port
- not sure if it's worth it including them, since they sound pretty similar to the first two
Laser gun (Atomic Pistol)- from Duke 1
- either cell-based or recharging, since in Duke 1 you don't have any ammo.
- in the original game you could collect up to 5 rate of fire upgrades. I'm not sure how, or even if it is worth it including this.
Shotguns:Shotgun- pump action and pretty much the same throughout all the games
- should be based on combat shotgun from DoomRL
- in DNF it holds 7 shots before needing reloading
Combat shotgun- used in Land of the Babes
- looks like this:
http://www.3drealms.com/babes/images/sgun.jpg- no idea about its stats =)
Super Shotgun- this is an upgrade to the previous one
- shoots 3 shots at a time
- I guess it would work similar to the Jackhammer
- might be a unique
Double Shotgun- this ubiqtuous weapon doesn't seem to be featured in any Duke game so far, but then DoomRL has a lot of made up weapons
- description and/or pick up quote could hint that it's been lifted from Redneck Rampage. Yeeeeeehhhhaaawwww!!!
- there's also a Sawed-off shotgun in DN: Zero Hour, but I know nothing about it at this time
Chainguns:Chaingun Cannon- eh, a chaingun. Not sure what more can be said about it, except that with the absence of plasma rifle, this should be the main rapid-fire weapon.
Ripper- this is what the chaingun was originally called and it is called that in DNF
- more powerful exotic variant? That would work.
Sub Machine Guns- this is what replaces the chaingun in DN64
- less accurate at a distance.
- allow single and double wield? Depends on what we decide to do with traits I guess
Laser Gatling- from Time to Kill
- should eat cells
- should be quite powerful and rare
Explosives:RPG- should be easier to gib with than in DoomRL
- no rocket jumps, trying that is a suicide in Duke
- should eat one rocket per shot, pretty good accuracy
Devastator- pretty much the same in DN3D and DNF
- rapid-fire rocket lanucher
- it makes little sense for this to use the same ammo as the RPG, but who gives a shit, right?
- fires two rockets with each shot
- inacurate on long range
- should eat up ammo like crazy - 0.5 fire time?
- each rocket deals 1/4 of the damage of the RPG, at least in DN3D
Pipebomb- these will work best if they are used from the inventory
- Allow them to stack in the inventory? I like the idea of allowing Duke to carry excessive ammounts of these, since they are one of his signature weapons.
- in Duke3d, they are found single or in a pack of 5, so maybe have them stack up to five
- I'm not sure how to implement the detonator though
- should be possible to throw out several and detonate all of them at once
- allow duke to pick up thrown pipebombs
- when laying on the ground - either after being thrown by duke, or generated with a level - they should explode when hit
- synergy with holoduke
Laser Tripbomb- also should be used from the inventory
- shouldn't stack; in DN3d you can only carry 10 of them
- might be tricky to code, but laying traps with these and pipebombs would be nice.
- synergy with holoduke
Exotic/alien/other weapons:Shrink Ray- one-hit kill of anything smaller than a boss - if you can reach them and stomp on them
- will require some way to represent shrunk enemies in console mode
- maybe use only capital letters for enemies and shrink them down to lower case?
- slow rate of fire and should eat ammo like crazy (somewhat less than the BFG?)
- the shrunk enemies should flee (at at least half their normal speed). That could make it somewhat less gamebreaking, especially when used against groups.
- The mini-battlelords in Duke3D could be shrunk in one shot, but a bug (or maybe a feature?) of the engine made it very hard to hit their origin. So maybe we can get away with the shrink ray having no effect on them
- absolutely no effect on bosses and mechanical enemies
- since there definitely won't be any mirrors in the game, I think we don't have to worry about shrinking Duke, unless we include the Protectors from the Atomic Edition. I'd hold it off for now.
Microwave Expander- expansion weapon. Hehe.
- fast rate of fire
- causes enemies to explode once it depletes their HP
- I only played the atomic edition once, so I'm gonna have to do some more research
Freezethrower- another tricky one
- should be able to bounce from walls twice
- does half the original damage after each bounce
- the bouncing might be hard to implement (no idea here), but it could be hilarious and/or dangerous to player, so I think it's worth it
- doesn't kill enemies, leves them with 1HP and freezes them for a while, allowing you to shatter them
- Dukes killed by this (in Dukematch) drop Atomic Health. Maybe there could be a small chance for that happen with normal enemies in DukeRL?
Railgun- only in DNF
- pretty much sniper rifle
- copying the railgun from DoomRL sounds good to me, if we want to include this at all
There are some extra weapons from the games I'm not familiar with (including DNF, which I don't want to include, at least initially since they drop from DNF versions of some enemies) which are best kept as extras should we decide to expand the arsenal.