Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Kornel Kisielewicz on December 29, 2007, 06:05

Title: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on December 29, 2007, 06:05
I decided to implement Unique Items into the game -- these would be very rare, found in the main "dungeon" and only one of each could appear each game. Now I need to think some up, and I wait for your suggestions :). There was already a topic for that here (http://forum.chaosforge.org/index.php?topic=421.0), but I somehow didn't like the ideas.

Items qualifing for uniques -- weapons (except for the chainsaw, bfg9000, LS which are to be found only in special places anyway), armor (except of course AA), and boots. Implementing special ammo would be a PITA interface-wise, and other items have a too short lifespan :P.

Another question is how to "describe" the item, that is how should it look like -- 'double shotgun "Boomstick"' ? And what color?
Title: Re: Request for Ideas : Unique Items
Post by: Getix on December 29, 2007, 08:49
The Double Shotgun of El Diablo

This shotgun was used by one of your fellow marine, known as "El Diablo" for his lust for blood. More than 400 demons have been killed by this gun, both in melee or in firefights.
The weapon is perfectly balanced, smooth while functioning and nearly impossible to jam (El Diablo made some mod on this weapon to make it better suited for Demon Slaying).

Basic item: Double Shotgun
Double damage Vs lower level demons (imp, demon, formers)
Standard damage against all other enemies
Double Melee damage against all enemies

Speed: fast (maybe like 1 speed mod?)
Magazine increased: 6 (so 3 shot before reloading)

Do mean something like this? This is just a random idea..
Title: Re: Request for Ideas : Unique Items
Post by: RickVoid on December 29, 2007, 08:59
Here's a list of items available for Uniquing (it's a word now, so there).

Weapons:
Knife
Pistol
Shotgun
Combat Shotgun
Double Shotgun
Chaingun
Plasma Rifle
Rocket Launcher

Armor
Boots

My submissions? From the Space Marine Surplus Store:
Bolt Pistol (Pistol): Increased Damage, Speed. Slower reload. Small explosion radius. (Bolt weapons in Warhammer 40K fire explosive bolts) Uses 10mm ammo.
Storm Bolter (Chaingun): Same as above, but fires as chaingun. XD
Adeptus Astartes Mark IV Power Armor: 4 damage reduction, but increased HP (longer time before it gets destroyed) and faster movement speed.

For the bolt gun explosion radius, I recommend the following size:
Code: [Select]
.***.
.***.
.***.

Oh, and make these unique items green. I don't think we have any green items. :)
Title: Re: Request for Ideas : Unique Items
Post by: DaEezT on December 29, 2007, 10:06
How about a unique pistol duo for all those AoMr lovers out there? :D
Ebony and Ivory from Devil May Cry comes to mind. Give them increased knockback and a bit more damage and speed. Or, if you want to add special ability, I'd go with something that sort of stuns or delays the target you are shooting. Only works as a pair ;)

For the knife I'd go with a Butter Knife that turns into a Silver Knife once it was used often enough.

The Double Shotgun has to become either the "El Mariachi" or the "Boomstick". Everything else would be blasphemy ;D Not sure about the bonuses though.
Title: Re: Request for Ideas : Unique Items
Post by: RickVoid on December 29, 2007, 10:15
The Spork! (Knife): It's a Spoon! No, it's a Fork! No, it's a Foon... what? Does less damage than the knife, but enemies become friendly toward you... kind of. They start laughing at you.
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on December 29, 2007, 10:24
Somehow it doesn't seem right for me to add silly uniques :/. I don't wan't DoomRL to turn into another "Let's add everything and Barney, the Dinosaur and Santa Clause too"-kind of roguelike -_-.
Title: Re: Request for Ideas : Unique Items
Post by: Conker on December 29, 2007, 10:38
Oh, and make these unique items green. I don't think we have any green items. :)

Except for Green Armour?

Suggestion for format of names: 'Boomstick' Shotgun
Colour of items: Bright red (same red as visible Special Level stairs) on map - in inventory, make them green.

Uniques should not be moddable, by the way.

I'll include vague descriptions if you want to include some kind of artifacts.txt similar to the Angband one (descriptions are given that give the player clues to the powers of the artifacts they can find).

I've reformatted this to make it more readable, and I've also utilised a couple of DaEezt's ideas because I thought they were neat. Hopefully you won't mind, DaEezt.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gravity Boots
'You know the boys in R&D were working on some fancy footwear... You only got one look, but those boots seemed strong. And HEAVY.'

Prevent all damage from walking in corrosive materials (acid, lava)
Reduce knockback to 0
Lower movement speed by -10%
Increase melee damage +1 (More traction - more force in your swing)
HP (of the item) doesn't degrade - the same applies for all other uniques below, unless otherwise stated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Jet Boots
'Dave had to be joking when he told you about boots with rockets in the heel, right? Sure, you'd be fast, but you'd go flying at the slightest knock!'

Increase knockback by 4 (Make it much likelier to get knocked back, and to get knocked back further).
Increase movement speed by 50%
Same protection as steel boots.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Occultist's Robe
'The robes those Arch-Vile things seem to wear look pretty nifty. If you could just get hold of an undamaged one - but they seem to all get shredded...'

Adds a small (3*3) explosion to any attack you make.
+10 Max (and current) HP
+10% Movement speed, Firing Speed
Protection of Green Armour
Become damaged at the same rate as normal green armour, can't be repaired.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Golden Plate Mail
'Was that Hell Knight wearing armour made of GOLD? I guess even in Hell they can be tacky. Damn... So much light got in your eyes you could barely hit the thing.'

Decreases monster 'to-hit' chance by 30%
-50% Movement Speed.
Protection of Green Armour (Gold's very malleable).
Becomes damaged, but slowly, can't be repaired.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'The Stiehl' Combat Knife
'A knife that can cut through anything would be useful in combat, sure, but you're not sure you'd like to shave with it.'

Damage 3d4
Ignores any armour reduction of the target
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Thor's Hammer' Combat Knife (Yeah, I know...)
'I am... Mighty Thor! But this hammer is still REALLY heavy'

Damage 9d9
Constant Berserk ?
Penalty of -50% speed to all actions just for CARRYING the knife (not equipping it).
+20 HP when it's equipped.
-10% (of your) to-hit chance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Riot Gun' Combat Shotgun
'Who brings a riot gun to space!? Whoever it is, you owe them one hell of a thank-you. Now you just have to work out how to load the damn thing...'

Holds 10 rounds
Does double the normal shotgun damage
Fires 50% quicker than a normal shotgun.
Doesn't need to be 'pumped' between shots.
+200% (Basically, LONG) reload time of normal full reload for combat shotgun
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Saturday Night Special' Pistol
'There's something about this little pistol that makes you feel... safe.'

+2 Armour
Normal damage
Clipsize of 9
Barrels won't blow up while equipped  <-- (New Addition)
Medkits/healing effect doubled when equipped
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Rotivator' Chaingun
'The speed at which the barrels rotate... It's almost hypnotic... So fast...'

Increase movement speed and firing speed by 30%
Decrease to-hit chance by 25%
Automatically gives you 2 levels of Trigger Happy, even if you didn't already have it (if you did, perhaps it gives you two more? So you fire 13 shots?'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Solar-Powered' Plasma-Rifle
'Not just eco-friendly, but useful!'

Can be reloaded (just once per level ? Or would that make it too weak?) without using power cells.
Damage is only 1d1 (With TH 2 + SoB 3, that's still 44 damage per round, assuming every one hits).
-10% Hit chance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'The Cursed' Chaingun
'You drop the chaingun on the altar. The chaingun glows black.'

2d4 damage x 5
Firing speed + 20%
If you shoot at something and kill it, there's a 50% chance any remaining shots will be redirected to the nearest enemy (it thirsts for blood).
If equipped, you can't leave a level without killing everything on it (We might need a workaround for special levels, as some idiots will inevitably go 'Oh no I accidentally entered The Halls of Carnage with it equipped now I can't get through the walls boo hoo I'm going to sue Kornel').
Once equipped, cannot be removed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Boomstick' Double Shotgun
'Listen up, you primitives. This is my BOOMstick.'

Magazine size of 4 (Can be fired twice before reloading).
Damage of 6d3*5.
+10% Firing Speed.
-20% Reload Speed.
Can only be equipped if you're holding the chainsaw in your prepared weapon slot (So people will have to use an inventory space holding the chainsaw if they want the chance to use this), otherwise it gives the message 'You feel like you're missing something'.
10% Chance on killing something to regain 1 HP (Need to stop this from working with resurrected monsters).
0.1% Chance to go berserk every turn (the berserk disappears if you remove the shotgun, so no 'scumming' with it).
-1 health every 200 turns (and on equip/unequip, again, to prevent scumming).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Demonic' Pistol  - Only starts appearing in games after you've killed 666 enemies (total Doom career, not just 'that game').

2d5 Damage
-10% Firing time
-20% Reload speed
-5 health on Equip

Kill 66 enemies with it, though, and
'You feel yourself bonding... Fusing with your pistol! You understand it much better now.'

'Demon's Claw' Pistol

3d5 Damage
+10% Firing Speed
+10% Reload Speed
Fires fireballs, similar to an imp.
-10 Max HP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Longbolt Rifle' Shotgun
'When all Hell's staring down the barrel of your gun, you better hope it's staring from far away.'

1 Shell capacity
6d3 Damage
'Projects' its blast to the targeted area. E.g, no need for a monster to be right in front of you, you can fire from 'point blank range' from right across the screen.
+2 Ranks of Cateye when equipped
-20% Firing Speed


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A couple of 'Dual-Wield' weapons now, as I liked the concept (credit to DaEezt)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The following pistols only spawn on Ultra-Violent or Nightmare

'Indra's Arrow' Pistol
'The Fire of Heaven that destroyed Sodom and Gamorrah in the Old Testament. The Ramanayah referred to it as "Indra's Arrow." The entire world will once again kneel before the power... This ancient weapon quickly snuffs out artificial abominations of life'

2d7 Damage
Aggravation (Monsters everywhere on the level know where you are, and start coming for you. Quickly).
+20% Fire Speed
Double damage versus Artifical creatures - Arachnotron, Cyber Demon, Spider Mastermind (if it ever goes in).

'Fire of Heaven' Pistol
'The fire of Heaven that destroyed Sodom and Gamorrah in the Old Testament. The Ramanayah referred to it as "Indra's Arrow." The entire world will once again kneel before the power... This ancient weapon burns with holy fire, potent against demonkind.'

2d7 Damage
Aggravation (Monsters everywhere on the level know where you are, and start coming for you. Quickly).
Fires fireballs, similar to an imp (but the player is immune to radius damage, unlike the other examples. 'Holy fire').
Double damage versus Demon creatures - Demons, Cacodemons, Hell Knights/Barons of Hell

If both are wielded:

'Your pistols glow in a silvery light...'

And you're now dual-wielding

'Light of Judgement' Pistol

4d4 Damage
Aggravation
+20% Firing Speed
+30% Reload Speed
+10 HP
+2 Armour
10 Magazine Capacity
Fires Fireball (same as 'Fire of Heaven')
5% Chance of an 'Angel of Death' being generated on the level, coming to reclaim your weapon (Obviously, you have to kill him).

^ Those effects are 'total' - You don't get +10 HP each pistol, just overall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Arm of the Mancubus' Rocket Launcher
'This severed Mancubus arm still has its weapon attached. It makes you feel strong... Durable... Like a Mancubus. Imagine what two would do...'

7d7 Damage
2 Rocket Capacity
-20% Movement Speed
-40% Reload Speed
+1 Armour
+5 HP

(Can be found TWICE - if this happens, and player equips the other one in his prepared slot, the following occurs)

'You feel yourself becoming corrupted with demonic energy... You transform!'

Player becomes a Mancubus.

+50 HP
-60% Movement Speed
+4 Armour
+40% Firing speed
The Arms change from 2 rocket capacity to 3 rocket capacity (You're only firing the 'main weapon', but it reflects not having to reload while you can 'alternate').
Mancubi don't attack you unless you attack them first
Can't remove the Arms

Only problem with this is that I imagine we'd run out of rocket launcher ammunition. Perhaps make Mancubi drop rockets when killed?


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A few 'item' uniques now, mainly just for fun, but they might be useful
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Little Boy' Thermonuclear device
'You can't decide whether it's a really big grenade or a really small nuke. Either way, run like hell!'

Countdown of seven turns - has a radius of the following
    *
   ***
  *****
 *******
****.****
 *******
  *****
   ***
    *

Destroys anything (including walls, monsters, items, and the player) caught in the radius. Could be useful without being overpowering if you can only find it once per game (and rarely that often). Even for something like JC, I wouldn't want to risk getting close enough to use it on him, and then getting out of there, without getting caught in the blast because I paused to use med-kits.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Adrenaline Pump' Large Medikit
'Warning: Not for use by the weak and infirm.'

Rather than healing you, this makes you berserk. Inflicts 5 damage on use.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Improved' Phase Device
'When the only way out is through, sometimes that's the best place to go.'

As a normal phase device, but always teleports you to the stairs (normal, not special level). If something is on those stairs, it gets fragged.
That's all for now. They're just rough ideas, feel free to tinker with them.

Also, what about unique monsters? Not to the extent of Barney and Santa Clause, but say, something in-theme that has a chance to appear - and will be difficult to defeat, but has an improved chance of dropping a unique item. If that's approved of, I don't mind putting together some profiles for unique monsters, I already have a few good ideas.
Title: Re: Request for Ideas : Unique Items
Post by: RickVoid on December 29, 2007, 10:49
Yeah, my 40k stuff would be fun, but you sir, win the internet. :)

Seriously, I love those.
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on December 29, 2007, 11:10
Conker, I love your ideas! Some of the names should be made more serious, but I really like the "ups and downs" approach. If you have more, please post!
Title: Re: Request for Ideas : Unique Items
Post by: RickVoid on December 29, 2007, 11:19
Quote
Jet Boots:
'Dave had to be joking when he told you about boots with rockets in the heel, right? Sure, you'd be fast, but you'd go flying at the slightest knock!'

Increase knockback by 4 (Make it much likelier to get knocked back, and to get knocked back further).
Increase movement speed by 50%
Same protection as steel boots.

Where have I heard this before... OH YEAH!

Quote
Hoverboots. You float six inches above the ground. You cannot be harmed by acid or lava.
However, since you can't brace yourself, your knockback skyrockets. Even a pistol shot will send you careeming into a wall. It'd be frigging hilarious. XD
http://forum.chaosforge.org/index.php?topic=1169.0 (http://forum.chaosforge.org/index.php?topic=1169.0)

:)
Title: Re: Request for Ideas : Unique Items
Post by: Conker on December 29, 2007, 11:41
Posted three more ideas, formatted it a bit.

Quote
Jet Boots:
'Dave had to be joking when he told you about boots with rockets in the heel, right? Sure, you'd be fast, but you'd go flying at the slightest knock!'

Increase knockback by 4 (Make it much likelier to get knocked back, and to get knocked back further).
Increase movement speed by 50%
Same protection as steel boots.

Where have I heard this before... OH YEAH!

Quote
Hoverboots. You float six inches above the ground. You cannot be harmed by acid or lava.
However, since you can't brace yourself, your knockback skyrockets. Even a pistol shot will send you careeming into a wall. It'd be frigging hilarious. XD
http://forum.chaosforge.org/index.php?topic=1169.0 (http://forum.chaosforge.org/index.php?topic=1169.0)

:)

Haha, sorry, didn't mean to steal, it was somewhat unconscious (mainly as an 'opposite' to the other boots I did, really). I did like that idea, but it needs some kind of more rounded benefit (e.g. the movement speed) to be useful, I think. Plus mine don't protect from Acid/Lava particularly well - that's what the Gravity boots are for :P
Title: Re: Request for Ideas : Unique Items
Post by: RickVoid on December 29, 2007, 11:59
I wasn't implying that you stole it, I'm quite pleased that somebody else has suggested a similar idea. :)

I'm not an ogre. Really. XD
Title: Re: Request for Ideas : Unique Items
Post by: 007bistromath on December 30, 2007, 12:01
Minor nitpick: since when do Arch-Viles wear robes? One of the main features of that enemy since forever is that when they set you on fire, you can see their junk.

Other than that, I haven't looked at the whole thing, but it all looks cool so far.

Edit: more nitpicking. A Saturday Night Special is a revolver. Those don't have nine shots. -_-

Edit again: I'd solve the Mancubus ammo problem by making those things a plasma rifle variant. More appropriate anyway, when you think about it. Have each fireball take (errrrm) four cells.

Of course, that means there's no unique rocket launcher now. That's easy enough to fix: fly-by-wire! Let's all watch Kornel cry blood trying code that. ;)
Title: Re: Request for Ideas : Unique Items
Post by: maso on January 01, 2008, 11:33
Necroarmor 4/4
'The demonic flesh twists and pulsates. It's stench is unbearable. Only an Archvile could of made something so foul.'
Armor durability slowly regenerates but at the expense of the player's health whilst worn.
Can't be repaired with shards.

Powerarmor 4/4
'It hums with energy. It seems to form a barely visible protective shield whilst worn'.
Use power cells to repair it.
Can't be repaired with shards.

Powerboots
See above

The Mastermind's Chaingun
'Your have heard of this mighty arachnotron armed a with chaingun. The weapon has extra barrels and great mass of wires leads off the body of the chaingun.'
1d8 * 10
Ammo capacity 100
movement -20%
Title: Re: Request for Ideas : Unique Items
Post by: Zeb on January 01, 2008, 15:59
My Ideas:

Maniac's Axe (Chainsaw): 5d6, and every time it hits it has an 8% chance of making the character go berserk.

Untitled (Chaingun): (1d6)*6, ammo capacity 60. Has the ability to be overloaded to spray all 60 bullets at once, however this causes the gun to overheat and not be usable until the player decends two flights of stairs.

Untitled (Double Shotgun) Each shell fired has a 25% of causing one additional square of knockback.

Unmaker (Plasma rifle) Fires 10 bolts per stream (debatable). Ammo capacity is 80. The number of sides on the dice is dependant on the player's health, ranging from d2 if the player is at 100% or better to d12 if the player has less then 10% health. (90-99 would be d3, 80-89 would be d4, etc.)

Golden Gun (pistol): Each bullet has a 25% chance of doing double damage.

Revenant's Flamethrower (Rocket Launcher): Rockets fired from this have 100% accuracy. Alternately, will loop around in a wide arc the next turn to attack again if they miss, but that would be harder to code I imagine.

Hell Boots (Boots): Cannot be damaged and make the user impervious to damage from acid/lava. Knockback resistance is the same at the 8/8 boots.

Eternal Armor (Armor): [3|0], Does not take any damage.

Cloak of Partial Invisibility (Armor): Confers no damage resistance. all attacks have an additional 20% chance of missing if the player is standing in one place, and a 40% chance of missing if the player is moving.

Boots of the Messenger: [4|4] and confers one level of hellrunner. (Even if player already has 3 levels)

Staff of Teleportation (item): stays in inentory like an item. When "used" will teleport player as with the phase device. Using will make the player tired. Cannot be used when tired. Optionally, could disinigrate after certain number of uses if it seems too abusable.

Hell Bomb (item): When used, will immediately destroy everything in the level as with the thermonuclear device, but will not harm the player. Cannot be used on levels 25 and 26.

Holy Hand Grenade (item): has the same blast radius as a rocket, but cannot be thrown as far. Does 999 piercing damage to everything in it's blast radius. Can be used against bosses.
Title: Re: Request for Ideas : Unique Items
Post by: Malek Deneith on January 01, 2008, 16:16
Quote
Untitled (Chaingun): 6d6
I suspect you meant (1d6)x6, right?

Quote
Untitled (Double Shotgun) Each shell fired has a 25% of causing one additional square of knockback.
Considering that shotguns weaker with distance this would sadly be conuter-productive :(
Title: Re: Request for Ideas : Unique Items
Post by: Zeb on January 02, 2008, 05:03
Quote
Untitled (Chaingun): 6d6
I suspect you meant (1d6)x6, right?

Whoops, good catch.

Quote
Untitled (Double Shotgun) Each shell fired has a 25% of causing one additional square of knockback.
Considering that shotguns weaker with distance this would sadly be conuter-productive :(
I didn't think about that...does knockback still cause additional damage just by happening? Oh well.
Title: Re: Request for Ideas : Unique Items
Post by: 007bistromath on January 02, 2008, 13:57
Eh. I don't really like most of those. "Powerful" and "interesting" aren't synonyms. I think that unique items should only be added to the game if they are somehow interesting.

I can dig the Staff, though. The idea of equipment that confers perks could also be of use.
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on January 04, 2008, 13:03
We really need an idea for some unique shotguns (at least two!)
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on January 04, 2008, 13:08
P.S.1 Many of the suggestions would be very hard to implement without many ugly special cases in the code, so I had to drop them :/.

P.S.2 Zeb, Conker, maso -- some of your proposals made it into the item list, although not un-changed. Thanks, guys! And keep them coming if you have any more ideas :D
Title: Re: Request for Ideas : Unique Items
Post by: 007bistromath on January 04, 2008, 14:10
Quadgun: 6d3x6. This thing is huge and ridiculous. You don't even know how it works, you just keep shoving shells into it and things keep dying. Every time you fire it, you get knocked back three paces and take damage if you hit a wall.

Nastygun: (6d3x2)-1. 5 round magazine. Is it... alive? Where did all the blood on the floor go? Cannot be reloaded; gains one shell automatically everytime you kill something. If you fire all five without killing anything, it gets sick and dies.
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on January 04, 2008, 14:32
Actually, a weapon reloaded with corpses sounds cool :P.
Title: Re: Request for Ideas : Unique Items
Post by: 007bistromath on January 04, 2008, 14:43
That was my original idea, but I didn't want to make it a thing you'd feel pressured to literally do, since I don't know how hard it is to make corpses an item you can do something with.
Title: Re: Request for Ideas : Unique Items
Post by: Chamber on January 04, 2008, 17:44
Shotguns have character, so here are some ideas for unique shotguns.  Enjoy.

Serious ideas:

Furious Blast - combat shotgun.

Shells fired from Furious Blast explode.  Small radius, but several explosions per round would ensue.  It could be used to blow up walls and doors, and of course pulverise enemies.

Igniter - double barrelled shotgun.

This shotgun is so powerful that the gunpowder explosion within the shells that issue from it produces a cone of fire from the barrels, burning any creature that is one square from the player in the direction it is shot, rendering upon them damage roughly comparable with an Arch-Vile's attack.

Skull Flayer - shotgun.

This shotgun fires a single projectile, rather than many.  But what it lacks in quantity it makes up for in raw damage that isn't reduced by distance, rotating and expanding upon impact to tear through flesh and leave the enemy broken.  The shot will go through several enemies, coming to a halt only upon hitting a wall or door.

Speculation:

Beckoner - double barrelled shotgun.

This acts like a normal shotgun, unless you 'R'eload it.  Then it uses its Harpoon attachment, which uses 2 shells to blast a barbed harpoon at a single enemy, sticking into its flesh and pulling it, kicking and screaming, a few squares closes to the player with a chain.

The harpoon attachment is mounted in one of the barrels, and the chain it trails is welded to the gun with a hydraulic winch.  Depending on the size of the enemy and the player level, the gun may be whisked out of the player's hands rather than pull the monster.

Impaler - shotgun.

This brutal shotgun carries a long pointed blade above its barrel, which can be used to make melee attacks.  Once a melee attack has been successful, and the enemy impaled upon the spike, the player can fire the shotgun, which, at such close range, will do terrible damage, such that it overcomes armour, cannot miss, and fires all its projectiles into that one unlucky monster.  If either the player or the enemy moves, the Impaler will come loose from the beast and another melee attack will be required.

Collector Deluxe - shotgun

This is not so much a shotgun as it is a device unto which shotguns can be attached.  There are mounts for up to seven guns to be inserted, be they shotguns, combat shotguns, or double barrelled shotguns.  Each gun needs to be loaded seperately (with the R button), similarly to the combat shotgun's partial reload.  Once all the shotguns are set and loaded, the wielder must turn a crank handle until the mechanism clicks into place.  That done, a pull of the device's trigger will fire off all the attached guns at once, causing all manner of havoc.
Title: Re: Request for Ideas : Unique Items
Post by: 007bistromath on January 04, 2008, 18:42
...Y'know, I've never actually played Painkiller, but for some reason those remind me of it.
Title: Re: Request for Ideas : Unique Items
Post by: Malek Deneith on January 04, 2008, 18:51
Furious Blast - mixed feelings about that one... could be nice, could be annoying, could be broken.
Igniter - That one looks nice... interesting ability, while not too broken at the same time.
Skull Flayer - my first thought was "but it's not shotgunny without spread", but on afterthought this might be a good idea.
Beckoner - ehh... seems a bit to bizzare.
Impaler - one word: Groovy!
Collector Deluxe - as much as I like the hillarity factor, this one is probably too much.

Quote
...Y'know, I've never actually played Painkiller, but for some reason those remind me of it.
Now that you mentioned it... yeah those ideas do have Painkiller-like feel...
Title: Re: Request for Ideas : Unique Items
Post by: RickVoid on January 08, 2008, 18:45
Well, we have unique items now. Not that I'd know, since I'm having my typical RNG luck (see also: None.). Not even the doomprayer is helping... perhaps I offended the RNG in some way, and my piety has dropped below fervent and I've lost the RNG's favor.

Hmm... guess I'll have to start offering sacrifices... where'd karry go...
Title: Re: Request for Ideas : Unique Items
Post by: Malek Deneith on January 10, 2008, 04:44
Okaaaay, some ideas from me... starting with Painkiller references ;P

(no idea for name)
Class: Double Shotgun
Special: Alternate fire with "freezing effect" instead of damage. The spread should be thinner (as shotgun perpahs), the range limit the same and the duration of freeze should detoriate with range. Perhaps tires out after shot to prevent overusing?

Painkiller
Class: Melee Wea..


Okay so that one might not have been the brightest idea, moving away from painkiller.

Plasma Shotgun
Class: Combat Shotgun or Double Shotgun (preferably the later)
Special: Fires "plasma pellets" instead of normal pellets - those are spread in normal con, but should be visible not "hitscan" like normal shotgun blast... either one "wave" of strong pellets or 2-3 of weaker ones. Should not penatrate unless they kill the monster. Works on cells. Yeah I know, this is not straightforword to do :P

Kalin Ann (anyone 'cept DaEezT caught the reference? :P)
Class: Rocket Launcher
Special: Rocket Launcher for more close-quarters fighting. Smaller blast, maby lower accuracy, but doubles as melee weapon (somwehere between knife and chainsaw I'd say), and  - if it would not be broken - should have grappling hook, as proposed in one of shotgun ideas before. Don't even get me started on "Hysterics"... that would be totally broken.

"Fireworks"
Class: Double Shotgun
Special: Can be "overloaded" with 8 shells - if done so next shot will fire a blast in each of four cardinal directions. Tires out the user afterwards?

Pancor Jackhammer
Class: Combat Shotgun
Special: 12-15 shells in a mag fires in 3-shot bursts.

Hey I know! We should introduce Walter's Dental Floss of Death as a tribute to Hellsing too! Now would it be ranged or melee weapon, hmmm.... ;)

----------------------------------------------------------------------------------------

I think I had more ideas, but managed to forgot them. Also a little pool for the people - somewhere during the weekend I'll probably start updating the wiki pages - should I include spoilers page with detailed uniqes stats or should there only be page with general info on what they are?
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on January 10, 2008, 04:56
One thing is for sure -- do not start to include Unique info until some reasonable time after the unique release.
Title: Re: Request for Ideas : Unique Items
Post by: Potman on January 16, 2008, 04:21
Oi, unique mods! Can't be used on unique items (obviously), and the item they're used to will lose any mods it had before, and can't be modded any more. Some ideas:

Auto-Load mod - When your weapon goes empty it'll reload itself.

Incendiary mod - Only goes to (advanced) rocket launcher. When the rocket blows up, it leaves behind a lava pool everywhere to its destruction range. The lava will be around for several turns, and you will receive EXP out of all monsters dying in it.

Blind mod - Aim to the eyes! Whenever an enemy is hit, it has 50% chance of going blind, resulting in a vision and accuracy loss (kinda like negative Eagle Eye and Cateye). Cacodemons and pain elementals have 100% chance of losing their sight. In any case, using a medikit will restore vision.

Barrier mod - Adds damage threshold to armor: For instance, when used on red armor, all damage that's less than 4 will be stopped compeletely and won't deal any damage. Compatible with TaN.
Title: Re: Request for Ideas : Unique Items
Post by: Conker on January 16, 2008, 20:15
Oi, unique mods! Can't be used on unique items (obviously), and the item they're used to will lose any mods it had before, and can't be modded any more. Some ideas:

Auto-Load mod - When your weapon goes empty it'll reload itself.

Incendiary mod - Only goes to (advanced) rocket launcher. When the rocket blows up, it leaves behind a lava pool everywhere to its destruction range. The lava will be around for several turns, and you will receive EXP out of all monsters dying in it.

Blind mod - Aim to the eyes! Whenever an enemy is hit, it has 50% chance of going blind, resulting in a vision and accuracy loss (kinda like negative Eagle Eye and Cateye). Cacodemons and pain elementals have 100% chance of losing their sight. In any case, using a medikit will restore vision.

Barrier mod - Adds damage threshold to armor: For instance, when used on red armor, all damage that's less than 4 will be stopped compeletely and won't deal any damage. Compatible with TaN.

Incendiary mod and Blind mod (particularly the former) sound like too much coding for it to be likely implemented, though that's just my initial uneducated reaction.

Barrier Mod sounds overpowered (TaN 3 + Red Armour (I'll assume AA counts as a unique here), that means monsters have to do at least 7 damage to hurt you. No more former foos on the edge of the screen chipping away at your health, no more quandries of 'Do I melee that arachnotron with my last 16% health and hope it doesn't do enough damage to kill me, or do I stand here and hope it'll spend the turn walking toward me instead of firing'). Maybe if it wasn't compatible with TaN.

As for Auto-Load... Do you mean it instantaneously reloads itself? Or, it'll take as much time as it normally would, only you won't have to hit the 'r' key? If the latter, it sounds a bit pointless. If the former, it sounds overpowered. Imagine it with a rocket launcher and a good supply of rockets. Even with pistols I can see it having drastic consequences.
Title: Re: Request for Ideas : Unique Items
Post by: Kornel Kisielewicz on January 17, 2008, 02:23
Well the problem is that unique or not, with the current system they'd be counted as another mod class anyway :/
Title: Cell-gun
Post by: Jorge Alonso on January 17, 2008, 09:00
Cell-gun: It's like a plasma gun, but when R-eloaded, its next shoot will be like a BFG shoot. (So you get a plasma gun, that also works like a BFG with only one shoot; but if you R-eload and don't shoot, you know that when you need to use it like a plasma gun, you must wasted a BFG shoot.)
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 23, 2008, 05:51
I missed this post. Since there are so many wonderful ideas i'd like to propose something too.
----------------------------

Hunting Rifle of Grandfather

aka Rifle for Hunting *EVERYTHING*

It is rifle from times where you had to put some powder into the barrel through the top, throw metal ball in, block it with piece of cloth by long strokes with loading pole.

Your grandfather of grandfather of.. ,it goes long, was very talented inventor and loved rifles. He constructed this HUGE barrel rifle for hunting *EVERYTHING* which at that time was unmatched. Even now, crude but amazingly devastating, it makes you wonder of who your Grandfather was.

Damage: 14D4
To Hit: 5  (as already mentioned grandfather was very talented inventor)
Reload time 10sec. Uses normal pistol ammo but need to be split up and apply.

-----------------------------

Ladies Small Pistol

There was time when fashion made it custom for women to carry small pistols, as for self-defense. Aka 'Strong Woman', was avoided by men even though, ironically, it had unexpected power.

Damage: 3D5 or 5D3
(actually it is little shotgun revolver pistol with 4 ammo in round magazine)
To Hit: 2
Wielding it makes all former soldiers laugh at you, which can sometimes give you little time extra.
On the other hand sometimes you may lose some confidence and hesitate for a moment in contemplation if you still make right impression..
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 23, 2008, 08:17
Quote from: Conker
Also, what about unique monsters? Not to the extent of Barney and Santa Clause, but say, something in-theme that has a chance to appear - and will be difficult to defeat, but has an improved chance of dropping a unique item. If that's approved of, I don't mind putting together some profiles for unique monsters, I already have a few good ideas.

I second that. Unique monsters are really interesting (for example, Dungeon Crawl has many, and it was always adventure to meet one, Edmund, Sigmund etc..). They say something unique, have unique descriptions and do unique things.. beside drop unique things too sometimes (actually some uniques could be only dropped by matching unique monster). But IMO most beneficial they add atmosphere, when you only see formerers, souls, titled ones (barons, knights) and sorts of demon all the time. They add character to game, adventure.

Yeah, my 40k stuff would be fun..

I like 40k too. It seems weapons would fit DoomRL perfectly, just as would, say, terminator armor with stormbolter and power glove equipped.. ;)
(by the way, I wonder how SpaceHulkRL would work..)
-----------------------------

more uniques:

AC-Accelerated Pistol

Looks like normal pistol, however it uses high-tech particle acceleration technology for high velocity projectile speed.
Requires both: normal pistol ammo and recharging from power pack for reloading.

Damage: 3D4
Magazine: 7 Shots (being high-tech it has space for one more bullet due to miniaturization)
Special reload: Overcharge. Uses up triple power pack energy for 4D4 damage.
Chance for depleting  power pack completely (since it is still hard to control such high energies this kind of charging is optional)
------------------------------

DC-Accelerated Dual Shotgun

Elegant mix of conventional simplicity and high-end technology.
Similar to pistol above except it used different energy flow for single discharge damage.

Damage: 6D4 X3
Requires both: Shotgun ammo and power pack energy for reloading.
Special reload: Overload. Uses triple times more power pack energy for 8D4 X3 damage. However, there is chance for malfunction, due to high energy involved, that causes weapon to explode when releasing (firing) damaging everything in the area.
-------------------------------

Hell Survival Armor Set

Made by well known adventurer and explorer, nowadays forgotten, it has everything you need to survive in depths and vast lands of hell (and so at Phobos): built-in vision enhancements and target motion tracking, field mini-medical kit, is lava and acid proof, and is light and durable.

Protection: 4
Increases range of view by one space.
Adds 1 to ranged hit.
Can be used for small-med pack effect once per dungeon level.
Protects from acid and lava.
Can be damaged, can be repaired, can't be destroyed.
-------------------------------------

*updated
Title: Re: Request for Ideas : Unique Items
Post by: packrat on January 23, 2008, 15:43
Inspired by comment about weapons reloaded with corpses, most of these weapons probably make no sense, but anyway:

Staff of Pain [3/3]: summons lost souls, reloaded with former human corpses

Holy Cross: attack damages everyone (every demon and undead) around, reloaded with medikits

Acid Launcher: like rocket launcher, but reloaded with barrels [ why do "barrels of acid" explode BTW? ]

Acid Gun: shotgun which can be reloaded from acid pools

And maybe this...

Reflector: uses power cells, when used, all fireballs and plasmaballs aimed at you this turn will return to their authors
Title: Re: Request for Ideas : Unique Items
Post by: commodorejohn on January 23, 2008, 15:52
[ why do "barrels of acid" explode BTW? ]
'Cause they did in DOOM. It's probably the oldest FPS cliche - barrels explode when you shoot them. Sometimes it has to be certain kinds of barrels, but they're in basically everything post-DOOM.
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 24, 2008, 00:21
I believe there could be much more uniques implemented than planned, except these would be not so powerful and so rare uniques, but more simple ones that can appear more frequently and give a payer feel of having some non-common weapon. For example:

Apo's Pistol

Apo is retired veteran of heroic reputation in marine corps. He often customized his favorite gear for slight improvements.

It has everything like normal pistol except 5 to hit rating.
----------------------------

Apo's Combat Shotgun

Just like normal combat shotgun except 6 shell magazine.
----------------------------

Apo's Double Shotgun

Like normal one except 1 to hit rating.
----------------------------

Apo's Chaingun

Like normal one except 1D7 damage.
Title: Re: Request for Ideas : Unique Items
Post by: Malek Deneith on January 24, 2008, 03:43
What you proposed is not unique-worthy -those just are normal items with one mod pre-built. And DShotgun is useless as shotguns ignore to hit. Anyway my proposals:

Blade's Malicious Knife [5d4]
The knife that Blade used to prove his worthiness to powers that be. It is said that seeing decided that he can't go further into he plunged into hells wall so that it would await a worthy successor of his greatness
Has a 5% chance to fire up a short-lived invulnerability when attacking and low on health (10-15?)

Paladin Arturius' +5 Armor [5/5] (105%)
Like it's wearer, great Paladin Arturius, this armor has +5 to everything!
+5% move
-20% knockback (when +5 to all is disadvantegous, Palading Arturius has -20 to everything)
+5% dodge chance

Note: Don't worry if you don't get the second one ;)
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 24, 2008, 04:46
What you proposed is not unique-worthy -those just are normal items with one mod pre-built. And DShotgun is useless as shotguns ignore to hit. Anyway my proposals:

Unique means that something is rather unique, or am I wrong. If you make pistol that does 1d2 damage and drains you health 5 per turn, it is also unique even if it is not worthy of using at all. Some little enhanced weapons (as if with one mod) that can be modded, with some name, cold be nice alternative to common ones and little bet more difference in the game.
Apo's Double Shotgun could have slightly better reloading speed then.
Title: Re: Request for Ideas : Unique Items
Post by: Malek Deneith on January 24, 2008, 05:13
When it comes to games "unique" is a word to describe powerfull and rare items items - we could call them Artifacts, Rare Items or Special Items the effect would be the same - it's just that Unique sounds better and anyone that played games a bit will know right away what this is about. Yes beeing one-of-a-kind a.k.a beeing unique is one of their traits, but not exactly one that is defineing - uniques are meant either to have awe inspering stats, or at least something that will make you think "I don't need that but it's cool". "Apo's items" aren't that - they are the power level of a fastload/rapid/extended weapon and if I found out that one of 1-2 uniques that I'll find in a game would be something like that I'd probably strangle someone... And if they'd appear more commonly they would just be taking the niche that "yellow" weapons are put in now.
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 24, 2008, 05:23
When it comes to games "unique" is a word to describe powerfull and rare items items - we could call them Artifacts, Rare Items or Special Items the effect would be the same - it's just that Unique sounds better and anyone that played games a bit will know right away what this is about. Yes beeing one-of-a-kind a.k.a beeing unique is one of their traits,

Does the game says that item is unique or you just guess ?
Quote
uniques that I'll find in a game would be something like that I'd probably strangle someone... And if they'd appear more commonly they would just be taking the niche that "yellow" weapons are put in now.

Don't say someone would be unhappy by finding uncommon pistol that is little better than normal one..
If you like you may call these rares or uncommons, and reserve 'unique' for big artefacts you mentioned. However if the game doesn't say 'unique item' or other we are just having pointless conversation about is it proper to call something by some name..
Generally, IMHO little things like that would only make game richer, because I don't see the way they could work otherwise.
Title: Re: Request for Ideas : Unique Items
Post by: Rola on January 24, 2008, 05:38
Mommy, can I play too? Can I? Can I?

E-11 Blaster Rifle

Damage: 11d8
Clip Size: [10/10], uses plasma cells, 1 per shot
Base Fire Time: 2.0s
Base Reload Time: 2.5s
Accuracy: 0
Quote on pickup:  Here they are, blast them!

This standard issue military weapon packs a punch, but on the other hand it isn't known for rapid or accurate fire. Dangerous in the hands of a skilled marksman, but can be more of a problem for an average trooper.
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 24, 2008, 07:06
E-11 Blaster Rifle

Hehe..

----------------------------------
BlasTech DL-44 heavy blaster pistol

Generally illegal, preferred by figures of questionable reputation.

Damage: 4D4
Magazine: 25 shots (charged with power pack)
Base fire time: 1.5s
To hit: 2
Quote on pickup: I'll bet you have..
Title: Re: Request for Ideas : Unique Items
Post by: Conker on January 24, 2008, 08:17
Okay, what the hell is the 'power pack' you keep talking about? Did I sleep and miss a new release?
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 24, 2008, 08:23
Okay, what the hell is the 'power pack' you keep talking about? Did I sleep and miss a new release?

I ment Power Cell.
Title: Re: Request for Ideas : Unique Items
Post by: Potman on January 24, 2008, 09:31
Here's one more:

Pariah [20d4]
It is said that the marines are quite fond of Russian Roulette, and that for countless decades they had used only this particular pistol, called Pariah, for the twisted game. It is said that the weapon feeds upon the souls of those countless who have fallen to it, and no sane marine would even think about using it in battle. However, your mates often said that you never were quite right in your mind.
Of the six bullets loaded to the gun, only one actually fires. The rest just go "The weapon says "Click"! Nothing happens!".

Edit: Also, by special reloading, you could aim the gun at yourself and fire. If it goes "Click", you'll get some experience and bonus in score. If it really fires, you're dead, no questions asked (bypasses even Invulnerability). Can only be done if the weapon's fully loaded.
Title: Re: Request for Ideas : Unique Items
Post by: Xael on January 24, 2008, 12:09
Some more ideas for uniques:

Quicksilver: a double shotgun which has high firing and reload speed, but  slightly decreased damage.

Whirl: a chaingun powered by a gravity device. Shots are more powerful and cause knockback on contact, but there is less ammo in the magazine.

Fate: a pistol which holds only one bullet. Instantkill if it hits, but that is tricky as the accuracy of the weapon is dreadful.
Title: Re: Request for Ideas : Unique Items
Post by: Potman on January 24, 2008, 13:07
Fate: a pistol which holds only one bullet. Instantkill if it hits, but that is tricky as the accuracy of the weapon is dreadful.

Make it six bullets and guaranteed hit, but no reload.
Title: Re: Request for Ideas : Unique Items
Post by: Conker on January 24, 2008, 16:58
Some of these things seem very overpowered to me. If we add too many things that powerful, we'll have to make the regular monsters more powerful to compensate. And then on the games that we don't find these nice items, we'll be entirely screwed. So the game becomes less skill-based and more luck-based. Which I'm certainly opposed to, I don't know about the rest of you.

Fate Pistol: Imagine it with intuition. You just stand offscreen of something and shoot wildly in their direction. Hell, JC would be a pushover even without intuition.
Title: Re: Request for Ideas : Unique Items
Post by: Zeb on January 24, 2008, 21:33
Some of these things seem very overpowered to me. If we add too many things that powerful, we'll have to make the regular monsters more powerful to compensate. And then on the games that we don't find these nice items, we'll be entirely screwed. So the game becomes less skill-based and more luck-based. Which I'm certainly opposed to, I don't know about the rest of you.

I think this is what has been happening in the current release. If you find a halfway decent unique, you're pretty much set for the rest of the game.
Title: Re: Request for Ideas : Unique Items
Post by: Xael on January 25, 2008, 07:51

Fate Pistol: Imagine it with intuition. You just stand offscreen of something and shoot wildly in their direction. Hell, JC would be a pushover even without intuition.

Dreadful accuracy is made to negate the effect of intuition, as it's pretty hard to hit a monster out of LOS nowadays.

Anyway, it can be balanced even more. For example, each time you reload this gun your max hp is decreased by 1.

 
Title: Re: Request for Ideas : Unique Items
Post by: TFoN on January 27, 2008, 05:11
It seems to me that many of these ideas will have too much in the way of changing player strategy when found, by becoming too worthwhile to pass up. I wouldn't like to see the game control the player that way.

IMO, uniques should have clear disadvantages to counterbalance their advantages. Not enough so to make them no better, but more confusing, than normal weapons - just enough to keep them a consideration rather than a requirement. This'll also add to the "interesting" factor.


Now, for a few of my own ideas:

Name: Neutron shells
Base item: Rocket X10
Abilities: very high damage (X2-3 normal); doesn't harm walls, doors, barrels or items (though radius isn't diminished by walls, either). Both traits are counterbalanced by themselves - high damage includes player if in radius, and by not harming objects it can't shape the battlefield.

Name:Ol' Painless (minigun from Predator, IIRC)
Base item: Chaingun
Abilities: 12-shot (though same speed as CG), 120 clip capacity, 2d2 damage, very long reload (X2-3 normal for CG), recoil (1-3 spaces). Maybe double-handed (blocks secondary slot)? Maybe has 1 turn "warm up"?

Name: Shine On
Base item: Plasma rifle
Abilities: acts as SG for purposes of targeting (ie AOE weapon with 100% hit ratio and damage dissipation by range), but as PR for purposes of damage, clip capacity and number of shots fired.

Name: Faust
Base item: Combat SG
Abilities: Double damage. Doesn't need normal ammo. Reloads by causing player 1-3 points of damage per "shell". Maybe leaves taunting line on mortem if ever used (styled as "soled your soul to defeat Cybie")?
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 27, 2008, 08:04
Name:Ol' Painless (minigun from Predator, IIRC)
Base item: Chaingun
Abilities: 12-shot (though same speed as CG), 120 clip capacity, 2d2 damage, very long reload (X2-3 normal for CG), recoil (1-3 spaces). Maybe double-handed (blocks secondary slot)? Maybe has 1 turn "warm up"?

Yeah, somehow game is not complete without a minigun, I feel. Chaingun is kinda replacement, but classic minigun like one above or something like that seem to me like a 'must'.
Title: Re: Request for Ideas : Unique Items
Post by: Rola on January 27, 2008, 08:47
Yeah, somehow game is not complete without a minigun
R U sure? ;)
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 28, 2008, 01:42
Yeah, somehow game is not complete without a minigun
R U sure? ;)

I am sure that I want it. Any 'but's are second probem.
Title: Re: Request for Ideas : Unique Items
Post by: Mr_Dead on January 28, 2008, 05:36
Yeah, somehow game is not complete without a minigun
R U sure? ;)

I am sure that I want it. Any 'but's are second probem.
What he means daqin, is that there quite possibly is such a gun already in the game.
Title: Re: Request for Ideas : Unique Items
Post by: Daqin on January 28, 2008, 05:47
Yeah, somehow game is not complete without a minigun
R U sure? ;)

I am sure that I want it. Any 'but's are second probem.
What he means daqin, is that there quite possibly is such a gun already in the game.

Ah..I missed that ";)" and skipped other things, heheh..:) Well, if so.., ..interesting :>
Title: Re: Request for Ideas : Unique Items
Post by: Zarin on January 28, 2008, 20:39
I know I'm late to the party, but here it goes:

Lance - melee weapon:
5d6, long range - can be used against enemies two steps away.  In order to hit a non-adjacent enemy, you press 'f' (fire) and direction, otherwise you just walk towards the adversary :)  Or you press 'f' and then aim as usual (makes 'knight move' hit possible).
This one would be great against demons - and even AoD when berserkering.

I just started playing again, and uniques are a great addition!  Thus I decided to give Kornel some ideas for the future :)
Title: Re: Request for Ideas : Unique Items
Post by: Dawgas on February 07, 2008, 21:03
OH YEAH? I'M MORE FASHIONABLY LATE

Power Glove
Spoiler (click to show/hide)
Title: Re: Request for Ideas : Unique Items
Post by: squashysquish on February 26, 2008, 16:39
I think that it would make sense if unique weapons had a (2-3x maybe?) larger clip, (unless of course it was a ridiculously strong one) but couldn't be reloaded. they would be like "one time use" weapons, which would make people more likely to save them for a sticky situation. just an idea...
Title: Re: Request for Ideas : Unique Items
Post by: Potman on February 28, 2008, 02:31
Bad idea.
Title: Re: Request for Ideas : Unique Items
Post by: Sachiko on March 28, 2008, 12:08
My own suggestions on unique items:

] Sachiko Kotobuki's shirt.
'Just a shirt... or so it seems. It belonged to a female soldier who, apparently, was fond of nuclear weapons'.

It offers no damage reduction. Its durability is laughable, and it can't be repaired.

HOWEVER, if you detonate a thermonuclear bomb while wearing it... Surprise! You don't blow up!

\ Halkonnen Cannon.
'Eat Halkonnen, monster!'

It uses shells as ammo... But the shells, somehow, do a LOT more damage than normal shotgun shells.
It can only carry one at a time, though, and reloading takes AGES.

\ Vampire Gun
'For some reason, I feel this sting in my arm when I pull the trigger...'

Contrary to what the name could lead to, it is a melee weapon.
Every time you hit an enemy with it, you drain life points from an enemy.
BUT, if you miss, you lose some life points yourself.
Title: Re: Request for Ideas : Unique Items
Post by: Chris_Lv255 on April 09, 2008, 06:50
Derringer
Weapon 'class': Pistol
Base Ammo: 10mm Ammo
Clip size: 6
Ammo consumed per shot: 6
Damage: (Moderate-High)*6
Shot speed: VERY FAST
Reload speed: moderate-slow
Shot Accuracy: Foolproof at point-blank, decreases over distance until unreliable at about 9 paces

Based on a historical singleshooter gun type that survives as a personal defense weapon in this modern age.

Flametongue
Weapon Class: Energy Weapon
Ammo type: Power Cells
Clip size: large
ammo consumption: Greedy (fires several flamelets per shot, each flamelet is made of a lot of cell's worth of power)
Damage: Very high, Shotgun-style - has 'splash' and more devastating up close
Accuracy: very high
Shot Speed: moderate-slow
reload speed: very slow

DooM-rl has yet to see a 'true' flamethrower weapon. Nothing like cremating zombies and toasting demons with their own hellfire before I've had my milo first thing in the morning.
Title: Re: Request for Ideas : Unique Items
Post by: Psion on April 09, 2008, 18:21
Nanotech Smart Rifle - A weapon that uses nanotechnology to reshape the bullets on the fly.  It has two modes that can be switched around with special reload.  The first is a three shot burst of regular pistol shots.  The second uses three bullets and fires one massive shot that causes 4d4 damage and has a small blast radius.

Disruptor - An energy gun that fires greenish beams capable of vaporizing enemies and walls.  Fires a single shot that does 2d10 damage and eats walls like a blast.  The disintergration effect ignores an enemies armor rating when determining damage.
Title: Re: Request for Ideas : Unique Items
Post by: Sachiko on April 17, 2008, 12:08
Yet another suggestion. Tell me what you think about it, and my other ones.

% The Cube of Souls:

'Death is only the beginning...'

This weapon is a ripoff of the Cube of Souls in Doom 3. It works like the original one. Every demon you kill has its soul devoured by the cube, with stronger demons giving away souls that fill the cube more.

When the cube is filled to '100%', you're able to 'activate' it, like you would activate a nuke. It wipes all monsters into oblivion, by using the souls it has devoured to open a portal to The Void, from which nothing ever comes out. The Cube is sacrificed to destroy all the monsters on the level, with no other things being touched a bit.

There's a catch, though. Only minor and medium demons can be banished to The Void this way. Bosses (The Angel, Cyb-kun, John 'Romero' Carmack) are major demons, and thus are not subject to the same rules as the lesser ones.