DRL > Requests For Features
New artifacts
Potman:
Got some ideas. Will share them here. Feel free to share yours if ya got any. All these items would only be found once during the game, from some special levels.
---Armor---
Power armor:
- Armor: 5
- +20% to firing speed
- +5 chance to hit
- +2 to ranged damage
- +20% to movement speed (i.e. 20% slower)
- Immunity to berserk
Spirit armor:
- Armor: 4
- Will be merged with your body: Meaning that it's always on, and can't be taken away.
- Its effectiviness is inversely proportional with your hit points: The less HP, in better condition the armor. On max HP, it's armor value is 1, on 50% or less, it's 2, and on 25% or less, 4.
- Is compatible with other armor.
Cursed armor:
- Armor: 7
- +5 to melee damage
- 5% chance to go berserk on each melee attack (works together with Berserker)
- Each time the player takes damage, there's a 10% chance that he will be immobilized for several turns, and can't move or do anything else. This effect will be negated if the player's wielding Spoiler (click to show/hide)Longinus Spear.
---Weapons---
Straight Silver:
- Type: Combat Knife
- +4 to melee damage
- -50% to attack speed
- -40% to movement speed
- Gives +1 to Inituition
(Can anyone guess the reference?)
Excalibur:
- Type: Sword
- Damage: 1d8 + 1d10 + 1d12 / 3-30
- -20% to attack speed
- -30% to movement speed
- Enemies will always know the location of the player (i.e. they have Inituition x3)
Demon Flare:
- Type: Plasma rifle
- Fits 50/50 plasma shots
- Fires 10 shots per round instead of normal 8
- +2 to damage
- +10% to attack speed
- +1 to vision range
- -2 to armor
---
So, that's it, for now. Comments?
Psion:
Most of those aren't very doom-ish and they'd throw off the balance.
TFoN:
Mostly agreed with Psion.
But I do think "Spirit Armor"'d make an excellent adrenaline rush-type trait. But, since with TaN there isn't much room for a trait of this sort, I think this presents an interesting challenge, one where you can't use armor or take levels of TaN, but where your AC, melee damage and reactions (i.e. energy costs for all actions) improve with the fewer HPs you have. All bonuses are calculated on the begining and end of the player's round, making multiple attacks on the same round cause a healthy char full damage, regardless of how much health each one reduces. The way I see it, some people'd either use medkits frantically to keep themselves healthy as they take full damage from most sources, while others try keeping themselves as low on health as possible to keep challenge bonuses as high as they can, making small medkits necessary over large ones in the process.
Kornel Kisielewicz:
Actually I like the idea of the Spirit Armor as a way to make Angelic Armor more unique :D
Malek Deneith:
--- Quote ---Straight Silver:
- Type: Combat Knife
- +4 to melee damage
- -50% to attack speed
- -40% to movement speed
- Gives +1 to Inituition
(Can anyone guess the reference?)
--- End quote ---
Googled it and it seems to be reference to Gaunt's Ghosts... gaaaah, hate, hate, HATE (as an explanation: here in poland only First&Only, Ghostmaker and Necropolis got released and I managed to miss the last one... havn't had mony when it was available and it was gone when I checked recently)
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