Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Angle of Death on January 25, 2009, 00:22

Title: New unique items
Post by: Angle of Death on January 25, 2009, 00:22
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.
Title: Re: New unique items
Post by: Skynet 2.0 on January 25, 2009, 01:21
I like the idea of being able to gain a trait through some other way than a level up, and being able to graft on an arm cannon. The monster corpse thing wouldn't work out though, as then it would have to address if the abilities of the monsters came from their biology, or some hellish influence, which the games left open-ended.
Title: Re: New unique items
Post by: Angle of Death on January 25, 2009, 01:35
For weapon grafting, I was thingking more along the lines of mounting it on the shoulder than the arm (so you could still use big guns logically.) What I don't know is how it would affect dualgunner.
Title: Re: New unique items
Post by: FrostyTheDragon on January 25, 2009, 10:12
Well, now that there's a more recent topic for ideas for uniques, I don't have to resurrect the age-old one.

MP40
-From: Well, there's a lot of games that have MP40s, and it was an actual World War II-era gun last I checked...
-Stats:
Quote
Damage: 1d8x4  
Accuracy: +5
Base Fire Time: 1.0 second
Base Reload Time: 1.2 second
Clip Size:  32
Ammunition: 10mm ammo
Special Reload:  N/A
Quote on pickup: N/A
Ingame Description: An antique infantry weapon.
-Intent: This was designed to be just a more potent chaingun.  Fires one less bullet per volley and has a smaller clip, but is more accurate, more damaging, and most of all, MUCH faster to reload.  (You'd be surprised how important that is.)

Firebomb
-From: Rise of the Triad
-Stats:
Quote
Damage: 8d6
Accuracy: +4
Base Fire Time: 1.0 second
Base Reload Time: 1.5 second
Clip Size: 1
Ammunition: Rockets
Special Reload:  N/A
Quote on pickup: We'll bury them in a lunchbox!
Ingame Description: Nothing short of fiery death.  Make sure it doesn't backfire.
Notes: The explosion for this weapon is quite different.  Instead of a round blast radius, it explodes in an 'X' shape, with one of the 'arms' being focused on the direction the weapon was fired from.  The 'X' is 6 squares in each direction from the point of impact, and anything within 1 square of the actual blast takes partial damage.
-Intent:  Different style of rocket launcher - more damaging (I believe the Firebomb was about twice as damaging as the Bazooka, the equivalent weapon to Doom's Rocket Launcher, in Rise of the Triad, but I had to tone it down in this case) but exploding in a much different and potentially much more dangerous pattern.


Note that I DEFINITELY need better ingame descriptions for these.  I also need to work on the quote on pickup for the Firebomb - the one there now is the first one that came to mind, one alternate was 'Ludicrous gibs!', but neither one feels right.  (But both are quotes - the 'lunchbox' one slightly altered - from Rise of the Triad, the game where this particular Firebomb came from.)
Title: Re: New unique items
Post by: raekuul on January 25, 2009, 14:44
Code: [Select]
Blaster Rifle
From: Might and Magic 6, Might and Magic 7
Damage:    9d3
Accuracy:    +0 (Shotgun)
Base Fire Time:    .75 second
Base Reload Time:   Move speed
Clip Size:    10
Ammunition:    Self-Charging on step.
Special Reload:    N/A
Quote on pickup:    And I thought I had seen it all...
Ingame Description:    It feels like something out of a bad sci-fi/fantasy series...
Intent: Well, we do have a Blaster from the same series...

About weapon grafting... What would happen if you tried to graft a unique weapon?
Title: Re: New unique items
Post by: Captain Trek on January 26, 2009, 08:18
About weapon grafting... What would happen if you tried to graft a unique weapon?

I'd figure it just wouldn't work, like trying to use a weapon mod on a unique... Alternatively, you could of course just make it so grafting worked for uniques as well...
Title: Re: New unique items
Post by: raekuul on January 26, 2009, 15:18
How about something like a hell staff that, instead of teleporting, acts like an on-demand computer map? Maybe the Eyes of Hell?
Title: Re: New unique items
Post by: Angle of Death on January 26, 2009, 18:21
I had intended to make unique weapons graftable. They're so rare anyway that I don't think having one not take a slot would make much difference.
Title: Re: New unique items
Post by: raekuul on February 02, 2009, 18:37
I gots one!

The Golden Gun.

Code: [Select]
Damage:    16d1
Accuracy:    +99
Base Fire Time:    1.1 second
Base Reload Time:    1.0 second
Clip Size:    1
Ammunition:    10mm ammo
Special Reload:    N/A
Quote on pickup:    "A gun that holds only one bullet... this is madness!"
Ingame Description:    The Assassin's best friend.
Title: Re: New unique items
Post by: rekenne on February 02, 2009, 21:12
Heh. That's cute. Totally and absolutely worthless, but cute.
Title: Re: New unique items
Post by: Visalos on February 03, 2009, 00:25
Madness? THIS...IS...PHOBOS!!!
Title: Re: New unique items
Post by: raekuul on February 03, 2009, 11:04
I was dicking around with T-Search the other day, making a set-damage weapon. Then I thought "Hmm... unlock HP, see how far I can get with a One-Shot-Kill or Run weapon". Got to the fifth floor before getting killed... best used with Cateye(2) and Intuition(3). Reload time's a bitch with something like this, and it's suicide if you don't have a crowd-control weapon as backup. It doesn't even benefit from Shottyman (which would make this overpowered, to be honest).

Ergo, Golden Gun = Awesome, but impractical.

----------------
Now playing: Led Zeppelin - Stairway to Heaven (http://www.foxytunes.com/artist/led+zeppelin/track/stairway+to+heaven)
via FoxyTunes (http://www.foxytunes.com/signatunes/)
Title: Re: New unique items
Post by: skarczew on February 04, 2009, 03:22
GG gun could be nice for AoMr - for shotting behind sight range and hitting monsters there.
Title: Re: New unique items
Post by: Visalos on February 04, 2009, 13:25
tone down the accuracy a bit. in all those bond FPS's, it is a one hit kill(against normal, non-possessed humans), but it's not as if the bullet tracks enemies.
Title: Re: New unique items
Post by: skarczew on February 05, 2009, 13:11
Kornel, is there a chance to miss with +99 accuracy weapon like this ?
Title: Re: New unique items
Post by: raekuul on February 05, 2009, 15:17
I've tested - slight, and always at the worst times. Best at point blank I've seen is 98%, even with a GG-type hack.

Quote from: skarczew
GG gun
Skarczew, you are being paged by the Department of Redundancy Department: paging skarczew.

Visalos: One Hit Kill weapon is bad in Doom RL. Unless it's a Nuke effect. This tradeoff of Damage for Accuracy is better, and you have to remember that it's not the type of weapon you want to be caught in the middle of some enemies with.
Title: Re: New unique items
Post by: rekenne on February 05, 2009, 15:48
Kornel, is there a chance to miss with +99 accuracy weapon like this ?

Short answer: Yes, but only a 4/216 chance.
Long answer: http://forum.chaosforge.org/index.php?topic=1781.msg14169#msg14169
Title: Re: New unique items
Post by: Kornel Kisielewicz on February 05, 2009, 17:09
Yess, the way it is, there's always a 5% chance to miss.
Title: Re: New unique items
Post by: TFoN on February 05, 2009, 18:04
Quote from: rekenne
Skarczew, you are being paged by the Department of Redundancy Department: paging skarczew.
Heheheh, cute :P
Title: Re: New unique items
Post by: rekenne on February 05, 2009, 22:53
Yess, the way it is, there's always a 5% chance to miss.

Wait. I might be reading the code wrong, but wouldn't only the roll results of 17 and 18 result in a miss? Which would be all 6s and then 566, 656, 665, which would be ... 4/216.
Title: Re: New unique items
Post by: skarczew on February 06, 2009, 06:29
Skarczew, you are being paged by the Department of Redundancy Department: paging skarczew.
Thanks for pointing this out - I will try to effectively reduce overused redundancy in my next posts :) .

I think it would be nice to add +99 damage to gun every time the player shots humanoids (former humans, seargants, etc) with it. For the rest of hell horde the damage could be reduced to some sensible value.
Title: Re: New unique items
Post by: raekuul on February 06, 2009, 06:44
At which point we would delve into arguing semantics, up to and including
Spoiler (click to show/hide)
<-- Spoilered to protect those who are easily distracted or have anything that they need done by a deadline.
Title: Re: New unique items
Post by: Kao on February 21, 2009, 10:36
The Mauser 00 (as far as I remember the year in Doom RL is 2200 and Mauser used to designate their rifles with the last 2 digits of the year of introduction)

Mauser 00 scoped prototype newly issued to the Marines for field testing.

Damage:    6d20
Accuracy:    +10*
Base Fire Time:    1.0 second
Base Reload Time:    1.3 second (3.5 second for full reload)
Clip Size:    5 (70 max per inventory slot)
Ammunition:    30mm Mauser***
Special Reload:   Fully loading the clip**
Quote on pickup: "An AT Rifle, no tanks here unfortunately"
Ingame Description: A prototype Mauser anti-materiel rifle issued to the Marines for field testing.

*Yes it is made in a way that would still require EE to get 100% accuracy, because I believe a good sniper rifle is worthless without a trained marksman

** This is a bolt action sniper rifle so normal reload would be repeating the mechanism. It is also impossible to repeat with move-reload this beast is just too f'*in' big to be repeated  this way.

*** The ammo itself should be VERY rare, because this is only a prototype issued in very small numbers.
Title: Re: New unique items
Post by: rekenne on February 21, 2009, 12:23
It's both useless and too powerful. With both the ammo *and* the gun being rare, who would ever pick up the ammo if they saw it? It's a waste of inventory space. Same with the gun. Unless the gun and ammo spawned on the same floor, I don't see anyone using it.
On that note, though, it would kill Cybie in an average of four shots. Three if you got even slightly lucky.

It's pretty much the Railgun, but more obtuse.

... Though, it does give me an idea for a unique Sniper Rifle that could work. Fueled by either 9mm or cells, where the normal fire mode is nothing special, but the Special fire Mode would increase accuracy, give a +1 or +2 bonus to sight range, and up the damage -- But would take a few seconds to get into or out of, and you couldn't move while in.
Title: Re: New unique items
Post by: Kao on February 21, 2009, 16:19
it would kill Cybie in an average of four shots. Three if you got even slightly lucky.

but then again you're a sitting duck even while repeating the thing and this takes more than enough for a shot or two even for the Cybie,  also after 5 shots you have to fully reload  the thing. This takes even more time and there's no way you can do it on the move.

Unless the gun and ammo spawned on the same floor, I don't see anyone using it.


Yea that's a good idea.

It's both useless and too powerful.

Ok I wanted to compensate for it's slow firing speed and being a sitting duck while reloading with power, guess I've overdone it, then again I don't know the exact hp of enemies so it was more of a wild guess. I'd be grateful if anyone could post a table with hp values for enemies, this would help me avoid overpowering ideas.
Title: Re: New unique items
Post by: rekenne on February 22, 2009, 03:02
Ok I wanted to compensate for it's slow firing speed and being a sitting duck while reloading with power, guess I've overdone it, then again I don't know the exact hp of enemies so it was more of a wild guess. I'd be grateful if anyone could post a table with hp values for enemies, this would help me avoid overpowering ideas.

http://doom.chaosforge.org/wiki/index.php?title=DoomRL_Wiki
Title: Re: New unique items
Post by: raekuul on February 22, 2009, 14:50
More of me dicking around.

Assault shotgun with a magazine of 64 that deals 1 damage per bullet and shoots in lots of 16. I call it... the BeeBee Gun.

Spoilered out for non-hexers:
Spoiler (click to show/hide)
Title: Re: New unique items
Post by: Kao on February 22, 2009, 20:06
Zeliska .600 Nitro Express aka the reason why Dirty Harry was wrong.

Damage: 7d4
Accuracy: +1
Base Fire Time:    1.5 second
Base Reload Time: 1.8 second (2.8 second for full)
Clip Size:    5 Revolver cylinder
Ammunition: 10mm ammo
Special Reload: Fully loading   (Normal loads 1 bullet at a time)
Quote on pick-up: If Harry only knew this beast existed.
Ingame Description: THE handgun of choice for those compensating something.

It's heavy, it's slow, but the gigantic bullet combined with an insane charge, (normally used in elephant hunting rifles in the 19th and early 20th century), packs one helluva punch. Although sadly the recoil kills the accuracy. (and sometimes the user :P)
Title: Re: New unique items
Post by: Melon on February 22, 2009, 23:39
Hm, those sniper rifles of yours are very powerful.

I think that letting the sniper rifles into the game would be a cool idea with one little catch:

If you want to shoot the sniper rifle, you have to stand still for one turn. This way it won't be the ultimate slaughter machine. Also, welding a sniper rifle slows you down (it is really hard to run with 1,5m metal pipe attached to your hands)
Title: Re: New unique items
Post by: Kao on February 23, 2009, 10:11
Hm, those sniper rifles of yours are very powerful.

If you mean my ideas, the second one is technically a high calibre revolver. On this note though, forget dual-wielding it with anything, if it is ever wielded with one hand the recoil would:

- twist or brake your wrist.
- break your arm. (if the grip was not proper.)
- jump out of your hand and smack you on the face with enough force to break your nose.
- result in a combination of 2 or more of the injuries listed above.
Title: Re: New unique items
Post by: raekuul on February 23, 2009, 18:06
- twist or brake your wrist. -5 HP, can only use healing items and powerups until S/LHP or Berserk Pack or Supercharge is used or floor change. 20%
- break your arm. (if the grip was not proper.) -10 HP, and firing speed is doubled until healing item is used or floor change. 30%
- jump out of your hand and smack you on the face with enough force to break your nose. - 5 HP, and gross accuracy bonus = 0 until healing item or floor change, trail blood for five steps. 40%
- Accidentally drop 'z' weapon - 10%
- result in a combination of 2 or more of the injuries listed above.

Happens if there is a 'z' weapon equipped when firing at a varying rate:

Just the 'cannon' = 1 per 1000 shots
Cannon main, Knife secondary = 2% (1% with Juggler)
Cannon main, Pistol-type or Butcher's Cleaver secondary = 10% (100% with Dualgunner) (85% with Juggler and Dualgunner) (5% with Juggler)
Cannon main, Shotgun-type secondary = 20% (15% with Juggler)
Cannon main, Rocket Launcher-type or Chainsaw secondary = 25% (15% with Juggler)
Cannon main, Chaingun-type or Plasma Rifle-type secondary = 30% (10% with Juggler)
Cannon main, BFG-type or Loningus or Jackhammer secondary = 40% (30% with Juggler)
Cannon main, Dragonslayer secondary = 100% (100% with Juggler)
Cannon main, anything else secondary = 20% (10% with Juggler)
Title: Re: New unique items
Post by: Kao on February 24, 2009, 05:41
- twist or brake your wrist. -5 HP, can only use healing items and powerups until S/LHP or Berserk Pack or Supercharge is used or floor change. 20%
- break your arm. (if the grip was not proper.) -10 HP, and firing speed is doubled until healing item is used or floor change. 30%

I'd add "cannot use 2 handed weapons i.e. shotguns, chainguns plasma rifles, butcher's cleaver, dragonslayer, BFG etc"
Title: Re: New unique items
Post by: raekuul on February 24, 2009, 06:19
That would be anything that's not a pistol or knife, then.
Title: Re: New unique items
Post by: Kao on February 24, 2009, 16:07
That would be anything that's not a pistol or knife, then.

Exactly, and even this with a penalty due to pain.

As undoomish as it might sound I think it would be fun to adapt a more complex injury and targeting system into Doom RL.

Including things like not being able to run while being leg-shot, or not being able to run and rapidly loosing health while lung-shot, not being able to use certain weapons with an arm severed by a shotgun shell, etc.

All of course still healable with all the healing items, plus we could add medical traits just too balance the fact that this would make it much easier to die.
Title: Re: New unique items
Post by: raekuul on February 24, 2009, 17:56
Well, now, hold on. The twisted/borked wrists already requires healing before more attacking. I haven't fired a gun with a borked arm, but shooting with the wrong hand should cause  Since I haven't discouraged the double injury mechanic, anything more might be more dangerous and difficult...and yes, that is wrists in plural now ;P

Besides, this all only applies while shooting that cannon-pistol with a 'z' weapon equipped.
Title: Re: New unique items
Post by: Kao on February 25, 2009, 10:27
Since I haven't discouraged the double injury mechanic, anything more might be more dangerous and difficult...

And that is the whole fun don't you agree? How about we start a topic on more realistic injuries in Doom RL just to increase the difficulty a few notches? I'm saying we cause I have the ideas for injuries and you are good in converting them into game mechanics, so we might work something reasonable out of this.

If you want to contact me just send me a PM with your skype, gg or msn.

I haven't fired a gun with a broken arm

With a heavier rifle (Anything more powerful than 5.56 NATO) this pretty much equals breaking or seriously injuring your other arm because of heavy recoil and the fact that the gun can move freely while held with only one hand.
Title: Re: New unique items
Post by: Visalos on February 25, 2009, 15:39
Health is measured as a percentage. If you want realism, just pretend that Doomguy's wrists and ribs and organs DO break, but all the supernatural hell healing items fix that. Otherwise, realistically, it takes days or weeks for broken things to heal; would YOU want to be stuck in hell for days or weeks, with a broken wrist, wielding the gun that broke your good wrist in your off hand? Note: 10mm is somewhere between .44 and .50 caliber. Doomguy pops those off ALL DAY LONG. if your 'cannon' packs such a kick, just express it as slow firing time; one still has to go 'wooooo...!' like will smith with the noisy cricket. (side note: NO) Besides, it's really not necessary. If you've ever faced a new dlvl with 36% health, no armor or health items, two phase devices and that combat shottie you picked up two levels ago because you ran out of power cells, you know how tense DoomRL can get. And don't give me any crap about inventory management. i already know, and you already know it doesn't always help.
Title: Re: New unique items
Post by: Kao on February 25, 2009, 16:42
Health is measured as a percentage. If you want realism, just pretend that Doomguy's wrists and ribs and organs DO break, but all the supernatural hell healing items fix that.

Well that was the point, as Raekuul said, yes healing items WOULD FIX ALL THAT IN A SNAP. As for 10mm in terms of power it all depends which 10mm we are talking about. I mean 10mm pistol, 10mm intermediate, or 10mm full rifle cartridge. then again Doom RL doesn't clarify this although I do assume that a chaingun is more likely to fire full 10mm than pistol 10mm don't you think? Although that wold be too much realism.
Title: Re: New unique items
Post by: Melon on March 08, 2009, 07:00
Hm, just came to me.
Why didn't anyone proposed sawed-off shotgun? It has wider spread, but shorter reload time (it's less cumbersome).
That would be easy to implement and would be well suited to the DooM universe.
Title: Re: New unique items
Post by: Kao on March 08, 2009, 10:41
It has wider spread, but shorter reload time (it's less cumbersome).

Don't forget it has significantly shorter range even shorter than the DB shotgun.
Title: Re: New unique items
Post by: raekuul on March 08, 2009, 19:50
That'd be interesting to hack around with...

And the bee-bee gun idea is a good one for early game, not so much for late-game...
Title: Re: New unique items
Post by: Melon on March 09, 2009, 15:38
It has wider spread, but shorter reload time (it's less cumbersome).

Don't forget it has significantly shorter range even shorter than the DB shotgun.

I think it has shorter effective range (chance to hit a target). The shorter the barrel, the longer the range, but less accurate is the gun.
Title: Re: New unique items
Post by: Visalos on March 09, 2009, 23:31
the caster gun from Outlaw Star. pistol, takes rockets, low accuracy, smaller blast radius, more damage. or something.
Title: Re: New unique items
Post by: Kao on March 10, 2009, 05:18
I think it has shorter effective range (chance to hit a target). The shorter the barrel, the longer the range, but less accurate is the gun.

Actually the shorter the barrel the shorter the range and the worse the accuracy. That is one of the reasons a rifle has a longer range and is more accurate than a pistol. Longer barrel means the powder combustion gases propel the bullet longer. (after leaving the barrel they go whichever way they want.)
Title: Re: New unique items
Post by: Melon on March 10, 2009, 06:46
I think it has shorter effective range (chance to hit a target). The shorter the barrel, the longer the range, but less accurate is the gun.

Actually the shorter the barrel the shorter the range and the worse the accuracy. That is one of the reasons a rifle has a longer range and is more accurate than a pistol. Longer barrel means the powder combustion gases propel the bullet longer. (after leaving the barrel they go whichever way they want.)

Sounds reasonable, I always thought the other way. Still, I am waiting for such gun to be implemented (although I am a chaingun person).
But now when I look at howitzers or sniper rifles they all have long barrels, one exception I found is the Karl Gerat 60 artillery (http://pl.wikipedia.org/wiki/60-cm_Karl_Ger%C3%A4t_040). But that's just a little off-topic [;
Title: Re: New unique items
Post by: skarczew on March 11, 2009, 03:11
But now when I look at howitzers or sniper rifles they all have long barrels, one exception I found is the Karl Gerat 60 artillery (http://pl.wikipedia.org/wiki/60-cm_Karl_Ger%C3%A4t_040). But that's just a little off-topic [;
This is not an exception. Karl Gerat is more of a self-propelled mortar rather than howitzer.
Title: Re: New unique items
Post by: Melon on March 11, 2009, 04:08
But now when I look at howitzers or sniper rifles they all have long barrels, one exception I found is the Karl Gerat 60 artillery (http://pl.wikipedia.org/wiki/60-cm_Karl_Ger%C3%A4t_040). But that's just a little off-topic [;
This is not an exception. Karl Gerat is more of a self-propelled mortar rather than howitzer.

Now that makes sense. Maybe in new version of Doom there will be a "Karl Gerat" unique item? [;
Title: Re: New unique items
Post by: skarczew on March 11, 2009, 14:02
I just wonder what kind of ammunition it could use =) .
Title: Re: New unique items
Post by: Melon on March 11, 2009, 15:14
I just wonder what kind of ammunition it could use =) .
Some really big rockets. And you would need a cacodaemon to carry and load them
Title: Re: New unique items
Post by: skarczew on March 12, 2009, 01:32
DoomRL should introduce pets that would follow you :P (cacodaemon is a good example =) ).
Title: Re: New unique items
Post by: raekuul on March 12, 2009, 08:18
No! Bad Cacodemon! You know you're not supposed to eat the BFG9000!
Title: Re: New unique items
Post by: Melon on March 12, 2009, 15:14
No! Bad Cacodemon! You know you're not supposed to eat the BFG9000!

The barell explodes! You kill your cacodaemon! You hear rumble of a distant thunder...
Title: Re: New unique items
Post by: skarczew on March 12, 2009, 16:04
You give imp's head to cacodemon. Cacodemon devours imp's head. Cacodemon seems to be pleased.
Cacodemon happily floats around you ^_^ .
Title: Re: New unique items
Post by: Melon on March 13, 2009, 00:49
You give imp's head to cacodemon. Cacodemon devours imp's head. Cacodemon seems to be pleased.
Cacodemon happily floats around you ^_^ .
Buhahahaha :D
I guess we should name cacodaemon "Idefix".

I think this going to far. Soon we will talk about implementing altars and shops in DoomRL [;
Title: Re: New unique items
Post by: Findle on March 25, 2009, 09:53
Korn. i here by kill this imp in your name.


BLOOD FOR THE BLOOD GOD!
Title: Re: New unique items
Post by: Frankosity on April 26, 2009, 09:56
What about the Soul Cube from Doom 3? I know 3 was pretty bad as far as the Doom legacy's concerned, but it could shape up to be an interesting unique weapon, and could even be the reward for a unique level.

It could be a usable inventory like the Hell Staff, and function similiarly: when you use it, it causes damage to a single enemy, the same amount of which is given to you as health, although not over their (or even your, as in 100%) maximum. If it had a damage rating of, say, 5d5, it could potentially kill or at least injure most enemies up to the late-game, and potentially heal you a full half of your maximum health, making it good for sketchy situations. And like the Hell Staff, it makes you Tired on use, to prevent abuse.
Title: Re: New unique items
Post by: Melon on April 26, 2009, 10:16
What about the Soul Cube from Doom 3? I know 3 was pretty bad as far as the Doom legacy's concerned, but it could shape up to be an interesting unique weapon, and could even be the reward for a unique level.

It could be a usable inventory like the Hell Staff, and function similiarly: when you use it, it causes damage to a single enemy, the same amount of which is given to you as health, although not over their (or even your, as in 100%) maximum. If it had a damage rating of, say, 5d5, it could potentially kill or at least injure most enemies up to the late-game, and potentially heal you a full half of your maximum health, making it good for sketchy situations.

It would be funnier if the energy from the killed enemy could be caught by another enemy. Imagine kiiling arch-ville with the soul cube and the arachnotron that gains health and speed from that kill?
Title: Re: New unique items
Post by: Kornel Kisielewicz on April 27, 2009, 02:31
Soul Cube = No.

I have that strange feeling I've answered that question at least a dozen times :>
Title: Re: New unique items
Post by: Frankosity on April 27, 2009, 03:54
I didn't know it'd been suggested before, sorry! :x
Title: Re: New unique items
Post by: Thomas on April 28, 2009, 03:39
I asked first! :V
Title: Re: New unique items
Post by: Passionario on April 29, 2009, 02:12
Quad Shotgun
Four times the gun, four times the fun.
Damage: [6d3]x6
Clip size: 4 / Accuracy: Shotgun
Base fire time: 1.0 / Base reload time: 3.0
Range: Low / Spread: Massive
Title: Re: New unique items
Post by: Blade on April 29, 2009, 02:24
Quad Shotgun
Four times the gun, four times the fun.
Damage: [6d3]x6
Clip size: 4 / Accuracy: Shotgun
Base fire time: 1.0 / Base reload time: 3.0
Range: Low / Spread: Massive

Sorry, but already was suggested something like that. But still we need some unique shotguns, so all suggestions on this topic are welcomed.
Title: Re: New unique items
Post by: Thomas on April 29, 2009, 02:25
Four times the gun, four times the fun.

I lol'd far more than I should've at this.

Solid suggestion though. There's no double shotgun-based uniques (Pancor Jackhammer is basically just an incredibly manly Combat Shotgun) and it's so silly to wield a shotgun with 4 barrels. The good kind of silly.

EDIT: Post ninja'd by:
Sorry, but already was suggested something like that. But still we need some unique shotguns, so all suggestions on this topic are welcomed.
Hm? I must've missed this. Where is it?
Title: Re: New unique items
Post by: Passionario on April 29, 2009, 02:45
If it doesn't feel unique enough, give it the ability to destroy walls with a point-blank shot.
Title: Re: New unique items
Post by: Frankosity on April 29, 2009, 04:16
Elephant Gun
"Perfect for those bigger targets."
Damage: [6d4]x3
Clip Size: 2
Accuracy: Shotgun
Base Fire Time: 1.0
Reload time: 2.0
On pickup: "Time to hunt some big game!"

Basically, a Double Shotgun with better damage and a range/spread making it more effective at range than normal, probably closer to a Combat Shotgun.
Title: Re: New unique items
Post by: Passionario on April 29, 2009, 05:45
And while we're discussing shotguns, here's a unique version of the normal one:

Phase Shotgun
Damage: 6d4
Clip size: 1
Base fire time: 0.8
Base reload time: 1.0
Special: Phase Shotgun ignores walls and doors. Yes, this means that you can hit monsters on the other side of the wall/door without retribution. Mind, it doesn't bypass barrels...
Title: Re: New unique items
Post by: Blade on April 29, 2009, 10:19
EDIT: Post ninja'd by:
Sorry, but already was suggested something like that. But still we need some unique shotguns, so all suggestions on this topic are welcomed.
Hm? I must've missed this. Where is it?

I don't remember exact location, but i remember that there were several suggestions of triple-barreled shotgun.

Quote
Phase Shotgun
Damage: 6d4
Clip size: 1
Base fire time: 0.8
Base reload time: 1.0
Special: Phase Shotgun ignores walls and doors. Yes, this means that you can hit monsters on the other side of the wall/door without retribution. Mind, it doesn't bypass barrels...

Sounds a bit overpowered, but it may work. Idea interesting indeed.
Title: Re: New unique items
Post by: metroidRL on April 29, 2009, 12:16
Quote
Phase Shotgun
Damage: 6d4
Clip size: 1
Base fire time: 0.8
Base reload time: 1.0
Special: Phase Shotgun ignores walls and doors. Yes, this means that you can hit monsters on the other side of the wall/door without retribution. Mind, it doesn't bypass barrels...

Sounds a bit overpowered, but it may work. Idea interesting indeed.
[/quote]

but with intuition(3) is toooooooo overpowered (you now why)
Title: Re: New unique items
Post by: Visalos on April 29, 2009, 15:24
Quote
Phase Shotgun
Damage: 6d4
Clip size: 1
Base fire time: 0.8
Base reload time: 1.0
Special: Phase Shotgun ignores walls and doors. Yes, this means that you can hit monsters on the other side of the wall/door without retribution. Mind, it doesn't bypass barrels...

Sounds a bit overpowered, but it may work. Idea interesting indeed.

but with intuition(3) is toooooooo overpowered (you now why)
[/quote]

Not really, shotguns STILL lose damage with range. 5-6 squares out and often monsters take no damage at all.
Title: Re: New unique items
Post by: Thomas on April 30, 2009, 00:55
Quote
Quote
Phase Shotgun
Damage: 6d4
Clip size: 1
Base fire time: 0.8
Base reload time: 1.0
Special: Phase Shotgun ignores walls and doors. Yes, this means that you can hit monsters on the other side of the wall/door without retribution. Mind, it doesn't bypass barrels...

Sounds a bit overpowered, but it may work. Idea interesting indeed.

but with intuition(3) is toooooooo overpowered (you now why)

Not really, shotguns STILL lose damage with range. 5-6 squares out and often monsters take no damage at all.
QUOTE TUNNEL

Also a correction: Shotguns can damage things out of your LOS (for 1-2 traitless damage, but that's neither here nor there) so they'd have to have an effective range of at least 10 squares. Double Shotguns are the only ones that can't reach more than 6 squares.
Title: Re: New unique items
Post by: Passionario on April 30, 2009, 01:05
but with intuition(3) is toooooooo overpowered (you now why)

You know what would be even more overpowered with intuition(3)?
A simple non-unique rocket launcher.

Sounds a bit overpowered

Compared with a normal shotgun? Certainly.
Compared with other uniques (like, say, Missile Launcher)? I'm not so sure.

First and foremost, it is situational. One can't always rely on having walls and doors to shield him or her from harm; on open ground, Phase Shotgun would be vastly inferior even to a mundane double shottie, let alone other uniques.

Furthermore, as Visalos has pointed out, range will still be a factor. While this weapon may kill the foos who have lined up against the wall, it's useless against those who stand in the middle of the room.

Finally, there's the omnipresent chance of having a barrel (or five) on the other side of the wall. Those who fire Phase Shotguns through the walls blindly are playing Martian Roulettte with live ammunition.
Title: Re: New unique items
Post by: Blade on April 30, 2009, 07:42
Quote
Not really, shotguns STILL lose damage with range. 5-6 squares out and often monsters take no damage at all.

I have thought of that.

Quote
First and foremost, it is situational. One can't always rely on having walls and doors to shield him or her from harm; on open ground, Phase Shotgun would be vastly inferior even to a mundane double shottie, let alone other uniques.

Furthermore, as Visalos has pointed out, range will still be a factor. While this weapon may kill the foos who have lined up against the wall, it's useless against those who stand in the middle of the room.

Finally, there's the omnipresent chance of having a barrel (or five) on the other side of the wall. Those who fire Phase Shotguns through the walls blindly are playing Martian Roulettte with live ammunition.

I have thought of that too. Of course it should be a lousy weapon in open spaces, in any case. But there are pretty much places in the game that has a wall nearby. And clearing all of such places will be a simple task with that shotgun even without Intuition (listen to the sounds, fire behind the wall, and everyone, who will be hit by your shot - will approach the wall from their side, so they will be an easy targets). Monsters now have a tendency to try to reach the center of the map, so it's easily predictible, are they behind the wall, or not. Also killing Cyberdemon from behind the pillars will be easy. Such weapon will be possible only if AI would be reworked, but that won't happen anytime soon.
Title: Re: New unique items
Post by: Angle of Death on May 05, 2009, 13:16
Big Thunder
Pickup Quote:

Damage: (6d4)x3/(4d6)x2
Clip size: 2
Base fire time: 1
Base reload time: 2.0
Special reload: Toggles firing mode
Ammunition: Shotgun/Rocket
Accuracy: Shotgun/+0
Special: An upgraded double-barreled shotgun. The shotgun damage is increased slightly, but the main advantage is the ability to fire rockets. The rockets from this weapon have a maximum range of 8 squares. (If they don't hit something before then, they explode.) Essentially making this a shotgun/grenade launcher combo.

P.A.W.S. (Personal Assault Weapon System)

Damage: (2d4)x3/(6d4)
Clip size: 20/1
Base fire time: .8/1
Base reload time: 1.0/1.4
Special Reload: Toggles firing mode
Ammunition: 10mm/Shotgun
Accuracy: +2/Shotgun
Special: Basically a submachine gun with a rail-mounted shotgun. Similar to the weapons used in the movie Starship Troopers
Title: Re: New unique items
Post by: Elnar on May 05, 2009, 15:16
Angle of Death

Combo weapons will be almost useless in this game ... you can simple switch weapons and with one trait you can do this instantly. Only in AoLT it will be usefull.
Title: Re: New unique items
Post by: Melon on May 06, 2009, 03:35
Big Thunder
Pickup Quote:

Damage: (6d4)x3/(4d6)x2
Clip size: 2
Base fire time: 1
Base reload time: 2.0
Special reload: Toggles firing mode
Ammunition: Shotgun/Rocket
Accuracy: Shotgun/+0
Special: An upgraded double-barreled shotgun. The shotgun damage is increased slightly, but the main advantage is the ability to fire rockets. The rockets from this weapon have a maximum range of 8 squares. (If they don't hit something before then, they explode.) Essentially making this a shotgun/grenade launcher combo.

P.A.W.S. (Personal Assault Weapon System)

Damage: (2d4)x3/(6d4)
Clip size: 20/1
Base fire time: .8/1
Base reload time: 1.0/1.4
Special Reload: Toggles firing mode
Ammunition: 10mm/Shotgun
Accuracy: +2/Shotgun
Special: Basically a submachine gun with a rail-mounted shotgun. Similar to the weapons used in the movie Starship Troopers


I think we are goin somewhat too unrealistic here. Hey, I know, that you cannot hold a chaingun and go on a killing spree, run and shoot (accurately). But a shotgun and a chaingun? And a shotgun and a rocket launcher?


I would rather see a multiple-grenade launcher. It would be diffirent from the launcher with one thing. It is highly inaccurate. Also the grenades cannot fly through the whole map. They either exactly hit the spot you are aiming at (just like the Revenant's launcher) or, there is a possibility to miss: you hit something d2 squares away from the place you were aiming at.
Title: Re: New unique items
Post by: MegaMad on May 09, 2009, 21:03
Ninja Suit

Durability: 50%
Protection: 0
Movement Speed: 65%
Knockback: 25%
Special: This Ninja Suit increase your dodge chance by 35%. It also improve your ToHit chance by 5 for melee weapons and it makes you move faster. But, you get knockback further and it has a half less durability, so handle with care.
Title: Re: New unique items
Post by: Angle of Death on May 11, 2009, 00:32
Elnar, the combo weapons I proposed were intended to provide a "contingency" weapon. A shotgunner mught use a Combat shotgun for longer range and a double for close. Carrying a rocket launcher for explosive work would require him to use up two or more inventory slots (weapon+ammo) on a weapon that won't be used too much, as the two shotguns will handle most situations. If he replaces the DS with Big Thunder, he will only have to carry the ammo. If he really doesn't need it very often, he can just stick to the single shot that's already loaded.

Likewise, a chaingunner that uses a Chaingun and a Rocket Launcher/PLasma Rifle/BFG will sometimes find himself in a situation where a shotgun blast would help a lot, for whatever reason. Using PAWS instead of the chaingun would give that ability.
Title: Re: New unique items
Post by: Melon on May 25, 2009, 03:01
Beheader

Damage: 8d4
Quote on pickup: With this I can cut three imps heads!
Bonus: Gives +2 armour and +20% moving speed. Attacks three close targets at once

I though that we are missing some melee weapons. So here it is. Once wielded by Longinus, who cut three Janissaries heads at once is now yours. It deals half the damage of of Longinus Spear and only give you +2 armour.
But it speeds you up (20%) and you can attack three adjent targets in one blow.
Title: Re: New unique items
Post by: Hipster Scumbag on May 29, 2009, 12:17
Please no more unique items from anime:  the anti-freak jackal and especially the trigun are already extremely corny and kind of embarrassing and break the player's immersion.
Title: Re: New unique items
Post by: Melon on May 29, 2009, 15:07
Please no more unique items from anime:  the anti-freak jackal and especially the trigun are already extremely corny and kind of embarrassing and break the player's immersion.
Beheader (Zerwikaptur) existed certainly way before manga/anime
Title: Re: New unique items
Post by: metroidRL on May 29, 2009, 20:17
slayor

Damage (9d3)
accuaracy 0+
shots 10 (special reload only put 5 shotgun shells)
reload time 7.0 (special reload 4.5)
Quote on pickup You fell the power of hell in your veins
well this is my idea of a uber shotgun only have a chance very minimal (like 1/412 of RNG levels) chance of appearing.
how did you like :)
Title: Re: New unique items
Post by: rekenne on May 30, 2009, 02:40
That's ... not that good, really.
I'd much rather the Jackhammer.
Title: Re: New unique items
Post by: metroidRL on May 30, 2009, 11:24
whoops i forgot to mention that only fire in horizontal line, not spreading
Title: Re: New unique items
Post by: Smiley on June 22, 2009, 08:28
Quietus - /

Damage: Melee - 8d6, Special - 8d8 Applies for each shot, 6d6
Accuracy: Melee - 0+, Special - 1+
Shots: 1, shoots out three * that home in on the nearest enemy, each choosing an single one.
Ammo: Special - 1, bites of 5% of HP.
Reload time: Special - 0, bites of 5% of HP.
Description: A ancient medieval longsword with a green fiery aura.

Wraithverge - †

Damage: 12d9
Accuracy: 3+
Shots: 1 - Shoots out a single * (Color is white...) that homes in on the closest enemy with the highest amount of HP and then bounces off (1 turn) to chose another enemy no matter if the enemy it hit is dead or not, but cannot hit the enemy twice and if there is no enemy within the radius of 5 or it misses, then it dissipates.
Ammo: 1 - Health, bites of 10% of HP.
Reload Time: 0, bites of 10% of HP.
Description: A large, ornate crucifix with a large glowing ruby on the end.


Bloodscourge - |

Damage: 24d8
Accuracy: 1-
Shots: 1 - Shoots out three * that home in on an enemy, each choosing a single one. After it hit's it explodes with the force of 6d6 at an radius of 5 with knockback.
Ammo: 1 - Health, bites of 25% of HP
Reload Time: 0, bites of 25% of HP.
Description: A long, gnarled wooden staff with a large swirling red orb set into the skull-shaped headpiece.

These are weapons of the Fighter, Cleric and Mage from HeXen: Beyond Heretic
Title: Re: New unique items
Post by: Hipster Scumbag on June 22, 2009, 08:45
Damage: Melee - 8d6, Special - 8d8 x 3 Applies for each shot, 6d6
Damage: 12d9
Damage: 24d8

one trillion damage per shot please, also it's homing
Title: Re: New unique items
Post by: Dervis on June 22, 2009, 12:09
Boomerang - /
(unique combat knife)

Damage - 2d5
Accuracy - +1
Special Attack - Throw (does a 4 square railgun attack for melee damage, and stays in hand unlike combat knife)
Description: none yet
It's based on the boomerang used by the feral kid in Mad Max 2, trying to find a good description but it's really hard since the kid only growls all the time :P.
Title: Re: New unique items
Post by: Smiley on June 22, 2009, 14:41
Gore Cannon - |

Damage: 6d6
Shots: 4, shoots * at enemies and explodes on impact with a radius of 5 covering that area in blood and such whiled doing 2d4 damage and knocking the enemy back by two.
Ammo: Body Parts (can gotten from enemy corpses) and body bags which are &.
Reload: As long as the chaingun's and creates a gore/blood pile for a radius of 2
Title: Re: New unique items
Post by: Thomas on July 09, 2009, 21:27
Impetus Cannon

Damage: 6d6 * (20% * distance between you and target)
Shots: 1
Ammo: Rockets
Accuracy: +4 (Gains accuracy over distance rather than losing it)
FireDelay: 1.0s
ReloadDelay: 1.5s
Splash Radius: 2 squares

It's a lobbed shot, so it's guaranteed to hit the square you choose.


Impetus Shield

Armor Value: 2
Durability: Normal
Movement: -10%
Knockback: -50%

The impetus shield cannot be damaged by any enemies that are 4 squares or closer to you, but still provides protection from them.

Set Bonus (Somewhat silly): +250% knockback, if you get knocked back more than 1 square you get to choose if you'd like to be knocked back or not.
Title: Re: New unique items
Post by: Sachiko on July 10, 2009, 04:31
Quietus - /

Damage: Melee - 8d6, Special - 8d8 Applies for each shot, 6d6
Accuracy: Melee - 0+, Special - 1+
Shots: 1, shoots out three * that home in on the nearest enemy, each choosing an single one.
Ammo: Special - 1, bites of 5% of HP.
Reload time: Special - 0, bites of 5% of HP.
Description: A ancient medieval longsword with a green fiery aura.

Wraithverge - †

Damage: 12d9
Accuracy: 3+
Shots: 1 - Shoots out a single * (Color is white...) that homes in on the closest enemy with the highest amount of HP and then bounces off (1 turn) to chose another enemy no matter if the enemy it hit is dead or not, but cannot hit the enemy twice and if there is no enemy within the radius of 5 or it misses, then it dissipates.
Ammo: 1 - Health, bites of 10% of HP.
Reload Time: 0, bites of 10% of HP.
Description: A large, ornate crucifix with a large glowing ruby on the end.


Bloodscourge - |

Damage: 24d8
Accuracy: 1-
Shots: 1 - Shoots out three * that home in on an enemy, each choosing a single one. After it hit's it explodes with the force of 6d6 at an radius of 5 with knockback.
Ammo: 1 - Health, bites of 25% of HP
Reload Time: 0, bites of 25% of HP.
Description: A long, gnarled wooden staff with a large swirling red orb set into the skull-shaped headpiece.

These are weapons of the Fighter, Cleric and Mage from HeXen: Beyond Heretic

I see what you did there, Blade. And I love it!
Title: Re: New unique items
Post by: Smiley on July 10, 2009, 18:05
I see what you did there, Blade. And I love it!

Err... what did I do?

---

Randomization Generator - ?

Shots: 10 shots of madness that replace everything on screen, until next game, with something else. Each shot also imposes random effects on the player and may spawn invisible teleporters that transport the play to a random place on the map or a level. The only not random thing is that it has a 0.1% chance to kill everything in the level and there's a 50% chance that will also include the player...
Ammo: Nothing compatible...
Reload time: Random each time...
Description: A pulsing... 'thing' that constantly changes shapes and makes your head hurt...
Title: Re: New unique items
Post by: Captain Trek on July 12, 2009, 02:32
Quote
Shots: 10 shots of madness that replace everything on screen, until next game, with something else.

That might work... as long as it only replaced monsters and items (replacing the walls and floors would more than likely leave behind impossible deathtraps as a large fraction of said floor and wall tiles could easily end up being replaced by monsters, making the level impassible, meaning that no one would ever use the unique)... It could, however, replace monsters and items with anything else in the game (everything from simple walls to powerful monsters, possibly excluding Cybie, JC and AoD)....
Title: Re: New unique items
Post by: Thomas on July 16, 2009, 03:45
The Force-a-Nature

Inventory quote:
"Any outsdoorman will tell you, it's frustrating to see a deer just fall down instead of flying backwards."
Origin: TF2


Damage: 8d3
Shots: 2
Ammo: Shotgun Shells
Accuracy: N/A
Fire Delay: 0.4s
Reload Delay: 2s
Spread: Normal
AltFire: Jump before firing. Knocks you back a square, increases spread. Gives you all benefits of running mode until the start of your next turn. Altfiring does less damage.
Special: Enemy knockback is doubled.
Title: Re: New unique items
Post by: Dervis on July 16, 2009, 04:22
The Force-a-Nature
I dislike the item, but the alt fire would go very well on a double shotgun in my opinion.

AltFire: Take advantage of the weapon kick to move back while firing. Tries to knock you back a square, if it succeeds you gain all the benefits of movement until your next action.

Just rewording what you said. I leave the spread/damage changes to reconsideration.
Title: Re: New unique items
Post by: Kornel Kisielewicz on July 16, 2009, 06:12
Thomas, I really dig your avatar :>
Title: Re: New unique items
Post by: Thomas on July 16, 2009, 07:26
AltFire: Take advantage of the weapon kick to move back while firing. Tries to knock you back a square, if it succeeds you gain all the benefits of movement until your next action.

Just rewording what you said. I leave the spread/damage changes to reconsideration.

I don't think it'd really work on a regular shotgun, where the aim is killing your target. I was going for a more utility weapon, that fires very quickly and greatly increases the distance between you and your opponent to help you run away from powerful enemies or push them in to hazards. If you're doing 8d3(x3), you might as well just kill them.

Thomas, I really dig your avatar :>

Thanks :D
Title: Re: New unique items
Post by: Zi on July 17, 2009, 23:03
Energy blade (Melee weapon)

Damage: 7d8
Ammo Capacity: 20 Power cells (consumes 2 power cells per hit)
Reload time:  1.5 sec

A strong melee weapon, but it requires precious power cells to function.  And you need to reload it every so often.

Tornado (Double shotgun)

Damage: 7d6
Ammo Capacity: 4 Shotgun shells (consumes double as much as a regular double shotgun)
Fire time: 1.0 sec
Reload time: 3.5 sec  <---- so it hits hard, but takes forever to reload.  Definitely something to pop around a corner, shoot, duck back into cover, reload.
Title: Re: New unique items
Post by: Shinji_Ikari_9th on July 22, 2009, 15:26
Energy blade (Melee weapon)

Damage: 7d8
Ammo Capacity: 20 Power cells (consumes 2 power cells per hit)
Reload time:  1.5 sec

A strong melee weapon, but it requires precious power cells to function.  And you need to reload it every so often.

Tornado (Double shotgun)

Damage: 7d6
Ammo Capacity: 4 Shotgun shells (consumes double as much as a regular double shotgun)
Fire time: 1.0 sec
Reload time: 3.5 sec  <---- so it hits hard, but takes forever to reload.  Definitely something to pop around a corner, shoot, duck back into cover, reload.

Not too sure of that blade...
Title: Re: New unique items
Post by: Generic on July 23, 2009, 12:36
Tornado (Double shotgun)

Damage: 7d6
Ammo Capacity: 4 Shotgun shells (consumes double as much as a regular double shotgun)
Fire time: 1.0 sec
Reload time: 3.5 sec  <---- so it hits hard, but takes forever to reload.  Definitely something to pop around a corner, shoot, duck back into cover, reload.
I have a feeling this would be a bit powerful for shottyman users, don't you think?  Double shotguns are powerful enough as is (9-27 damage, with average 18 damage), and this would be 7-42 damage, with average 24 damage. Factor in shottyman's auto-reload, and you've got yourself a beast, IMO. :|

Edit: Wait a sec. I just confused myself. Something sounds wrong with what I did.

No, wait, never mind. Actually, this would be kinda useless. Double shotguns do 18-54 damage, with average 36 damage. This is actually a step down. A BIG step down, with the ammo consumption and reload time. Make it only use one shell per shot and then you have a unique.
Title: Re: New unique items
Post by: Gargulec on July 23, 2009, 16:22
Combat Translocator
Damage: 0
Accuracy: N/A (always hit)
Clip: 20, consumes 5 per shot
Ammo: Plasma cells
Firing time: 0.7 sec
This weapon does not harm enemies- directly, at least. Anyone hit by that is teleported randomly, just like after using phase device. Can be a lifesaver, or life-taker. And give you SO MUCH FUN in Hell's Armoury or other level with a lot of lava. Obviously, it does not work on DoomGuy.

Title: Re: New unique items
Post by: Melon on July 24, 2009, 01:32
Combat Translocator
Damage: 0
Accuracy: N/A (always hit)
Clip: 20, consumes 5 per shot
Ammo: Plasma cells
Firing time: 0.7 sec
This weapon does not harm enemies- directly, at least. Anyone hit by that is teleported randomly, just like after using phase device. Can be a lifesaver, or life-taker. And give you SO MUCH FUN in Hell's Armoury or other level with a lot of lava. Obviously, it does not work on DoomGuy.
Alternate fire - you teleport yourself.
But this weapon is really, really powerful. On the other side, you would have to wield it to use it, so bye, bye second weapon!
Title: Re: New unique items
Post by: Silhar on July 24, 2009, 01:56
Inspired by Deathtrap Dungeon and Warhammer Fantasy Roleplay. Enjoy.

The Blunderbuss
The father of all shotguns ! Extremely slow, heavy and unwieldy, reloading takes ages, yet it can be reloaded with EVERYTHING.
Damage : 20d4 (but armor reduces twice as much damage)
Accuracy : Well, eh, it's a shotgun. Has spread like a double-barrelled one.
Clip Size : 1
Ammo : Shotgun Shells (normal reload), any items worth one inventory slot (for example, a Hell Staff or a 100x of 10mm Bullets) on Special Reload.
Firing time : 1,5 sec.
Reload time : 4 sec.
Moving speed : -15%
There's a slight (2%) jamming chance when firing, due to a rather crude lock. In that case Blunderbuss must be unloaded and loaded again.
If Blunderbuss is loaded with any item other than shells, then chance increases to 6%.
(There is around 50% chance that newly found Blunderbuss will be loaded with a random item.)
Quote on pickup : Time to kick ass with a chewed bubble-gum ! Err...

(Edit : Yay, a topic's hundredth post !)
Title: Re: New unique items
Post by: Gargulec on July 24, 2009, 02:52
Combat Translocator
Damage: 0
Accuracy: N/A (always hit)
Clip: 20, consumes 5 per shot
Ammo: Plasma cells
Firing time: 0.7 sec
This weapon does not harm enemies- directly, at least. Anyone hit by that is teleported randomly, just like after using phase device. Can be a lifesaver, or life-taker. And give you SO MUCH FUN in Hell's Armoury or other level with a lot of lava. Obviously, it does not work on DoomGuy.
Alternate fire - you teleport yourself.
But this weapon is really, really powerful. On the other side, you would have to wield it to use it, so bye, bye second weapon!

Nah, that's what the Hell Staff is for. Anyway, imagine using it on BoH, only to find that he teloprted right behind you:P
Title: Re: New unique items
Post by: Captain Trek on July 25, 2009, 20:42
Inspired by Deathtrap Dungeon and Warhammer Fantasy Roleplay. Enjoy.

The Blunderbuss
The father of all shotguns ! Extremely slow, heavy and unwieldy, reloading takes ages, yet it can be reloaded with EVERYTHING.
Damage : 20d4 (but armor reduces twice as much damage)
Accuracy : Well, eh, it's a shotgun. Has spread like a double-barrelled one.
Clip Size : 1
Ammo : Shotgun Shells (normal reload), any items worth one inventory slot (for example, a Hell Staff or a 100x of 10mm Bullets) on Special Reload.
Firing time : 1,5 sec.
Reload time : 4 sec.
Moving speed : -15%
There's a slight (2%) jamming chance when firing, due to a rather crude lock. In that case Blunderbuss must be unloaded and loaded again.
If Blunderbuss is loaded with any item other than shells, then chance increases to 6%.
(There is around 50% chance that newly found Blunderbuss will be loaded with a random item.)
Quote on pickup : Time to kick ass with a chewed bubble-gum ! Err...

(Edit : Yay, a topic's hundredth post !)

Umm... Cool... Insane, but cool...
Title: Re: New unique items
Post by: Gargulec on July 26, 2009, 16:25
Boltgun
Godwyn-De'az pattern MK VI Boltgun- In His Name!
Damage: 3d4x3
Accuracy: +4
Clip: 15
Base fire time: 1 sec
Base reloading: 1 sec
Ammo: 10mm (no bolter shells in-game, shame...)
Description: Bringing peace in the name of the Emperor, on bolter shell at time

Chainsword
Strike the Chaos filth down!
Damge: 6d6
Description: Assault weapon, makes you dream about fine pistol for the...

Power Armor
At last, you really feel like a Marine![/i[
Protection: 5
Durability: 150%
Moving speed: 0%
Knockback: -50%
Special: Adds 1 to your melee damage
Description: Armor of superior craftsmanship, that can protect you against all Warp broken loose


Yeah, I dream about DoomRl/Warhammer 40k TC


Title: Re: New unique items
Post by: Hipster Scumbag on July 27, 2009, 21:56
Boltgun
Godwyn-De'az pattern MK VI Boltgun- In His Name!
Damage: 3d4x3
Accuracy: +4
Clip: 15
Base fire time: 1 sec
Base reloading: 1 sec
Ammo: 10mm (no bolter shells in-game, shame...)
Description: Bringing peace in the name of the Emperor, on bolter shell at time

Chainsword
Strike the Chaos filth down!
Damge: 6d6
Description: Assault weapon, makes you dream about fine pistol for the...

Power Armor
At last, you really feel like a Marine![/i[
Protection: 5
Durability: 150%
Moving speed: 0%
Knockback: -50%
Special: Adds 1 to your melee damage
Description: Armor of superior craftsmanship, that can protect you against all Warp broken loose


Yeah, I dream about DoomRl/Warhammer 40k TC

Am I the only one who can't stand undoomlike crossover fanboy stuff like this?
Title: Re: New unique items
Post by: Vestin on July 28, 2009, 00:07
Am I the only one who can't stand undoomlike crossover fanboy stuff like this?
I'm with you... to an extent. I'm willing to accept things of different origin (especially things not ripped off from anywhere but simply made up) as long as they fit in.
Although, to be honest, it seems that we're a lot more willing to include stuff we personally know. Familiarity helps them not to stand out so much.
Title: Re: New unique items
Post by: Melon on July 28, 2009, 00:16
Boltgun
Godwyn-De'az pattern MK VI Boltgun- In His Name!
Damage: 3d4x3
Accuracy: +4
Clip: 15
Base fire time: 1 sec
Base reloading: 1 sec
Ammo: 10mm (no bolter shells in-game, shame...)
Description: Bringing peace in the name of the Emperor, on bolter shell at time

Chainsword
Strike the Chaos filth down!
Damge: 6d6
Description: Assault weapon, makes you dream about fine pistol for the...

Power Armor
At last, you really feel like a Marine![/i[
Protection: 5
Durability: 150%
Moving speed: 0%
Knockback: -50%
Special: Adds 1 to your melee damage
Description: Armor of superior craftsmanship, that can protect you against all Warp broken loose


Yeah, I dream about DoomRl/Warhammer 40k TC

Am I the only one who can't stand undoomlike crossover fanboy stuff like this?

Hehe, why not use weapons from Sailor Moon?
Title: Re: New unique items
Post by: oohhboy on July 28, 2009, 02:34
Oh do calm down. While I don't want every pop culture item popping up, his post was well constructed and his items detailed. Seeing that 99% of these posts won't be used, you had nothing to fear in the first place.
Title: Re: New unique items
Post by: Frankosity on July 28, 2009, 04:08
I don't think there's anything wrong with a few relatively subtle references here and there, like the Chainsaw's pick up message and the Longinus Spear, but too many overt references like weapons ripped straight from other games/movies/anime tends to damage the feel of the game.
Title: Re: New unique items
Post by: Gargulec on July 28, 2009, 04:26
My problem is that I have never played DooM, and so I know noting about "Doomishness"
BTW: Most of the funniest uniques are ripped straight from other games/movies/apocrypha or are more or less subtle references to movies/games etc.
Title: Re: New unique items
Post by: Kornel Kisielewicz on July 28, 2009, 06:24
Let me add my 0.02$ here -- the reason of Out of Theme items in DoomRL.

As you all know, only uniques appear out of theme, and that's really how I would like it to stay. The general out of theme way that happened is just because it's hard to come up with a lot of uniques that are in theme with DoomRL. That in mind however, there are a couple uniques that have a strong reasoning behind them:

Spear of Longinus/Angel of Death (and Angelic Armor as a companion) -- this is an obvious reference to Wolfenstein/Spear of Destiny. I allowed myself this inclusion on the same principle that there are Wolfenstein levels in Doom 2.

Railgun, Blaster, other Quake related items -- obvioulsly also from Id.

Dragonslayer, Butcher's Cleaver -- a homage to other Chaosforge roguelikes.

Grammaton Cleric Beretta, Malek's Armor -- a homage to Malek, who while now being inactive, played a vital role in the beginnings of Chaosforge Forums.

That leaves Trigun and Anti-Freak Jackal. The references aren't that strong, and I desperately needed some new unique pistols.

The rest of the uniques is more or less in-theme.


Title: Re: New unique items
Post by: Melon on July 28, 2009, 13:51
After seeing this video:
http://www.youtube.com/watch?v=-Hc7xersXtE

which reminded me, I always wanted to be a lumberjack (and I wanted to sleep all night and work all day)

Lumberjack's special
Quote on pick-up: Chop chopily chop-chop!
Damage: 6d6
Description: This is the ultimate dream of a lumberjack. AirInjection system, to preserve the chainsaw. Horsepower that you could use to run a car. Enviroment friendly and much more! All you need to cut 20 trees a day. Never go to hell without it.
There's a 10% chance that a non-unique monster will get cut in half by this.
Title: Re: New unique items
Post by: Gargulec on July 28, 2009, 15:26
After seeing this video:
http://www.youtube.com/watch?v=-Hc7xersXtE

which reminded me, I always wanted to be a lumberjack (and I wanted to sleep all night and work all day)

Lumberjack's special
Quote on pick-up: Chop chopily chop-chop!
Damage: 6d6
Description: This is the ultimate dream of a lumberjack. AirInjection system, to preserve the chainsaw. Horsepower that you could use to run a car. Enviroment friendly and much more! All you need to cut 20 trees a day. Never go to hell without it.
There's a 10% chance that a non-unique monster will get cut in half by this.


Nononono! DoomGuy does not wear bra, just like his dear papa!
Title: Re: New unique items
Post by: Kornel Kisielewicz on July 28, 2009, 15:47
I'd rather add the Vorpal Blade *snicker-snack*!
Title: Re: New unique items
Post by: Malek Deneith on July 28, 2009, 17:34
a homage to Malek, who while now being inactive(...)
But still lurking around from time to time :P
Title: Re: New unique items
Post by: Generic on July 28, 2009, 20:08
Boltgun
*snip*
Description: Bringing peace in the name of the Emperor, on bolter shell at time
Quote from: Malek's signature
Inquisition - saving your soul, one bolter shell at a time.
Hrmm...
Title: Re: New unique items
Post by: Gargulec on July 29, 2009, 04:19
You are absolutely right. But this quote is very popular among 40keyish people, and I love it very much.
Title: Re: New unique items
Post by: Captain Trek on July 29, 2009, 07:01
Perhaps instead of adding new Uniques, we could instead have a look at improving some of the old ones... I'm afraid my own idea trough is running dangerously low at this point, but it is something one could consider...

It would also (I think) be a good idea to try and think of uniques a little bit differently... Rather than thinking of a weapon you like and then inventing stats for it, one could instead try to think of a combat niche that a unique could nicely fill, then come up with a weapon to fill that niche... A good example of this sort of thinking is this unique idea for a weapon called the flare gun, which was invented by Thomas in response to LockeCarnelia's idea for a weapon mod called tracter shots, which can map out parts of the map that are normally beyond the reach of the character's normal sight radius... The two pertinent posts were as follows...

Quote
The Blind-Firer's friend.  This mod makes every shot shot by a player map out the parts of the map where the bullet goes.  Say there is a long corridor that you want to know if there's anything worthwhile down it afore you plunge in.  You just shoot your pistol with the Tracer Mod, and the map is revealed along the path of the bullet.

I don't know how hard this would be to code, or even if you people like it, but hey

Quote
Excellent idea. Implement it as a unique AoE weapon called the flare gun that shoots shotgun shells (Or rockets? Rockets would be a bit too rare though.) and has a 1 radius splash that doesn't destroy walls or items. Does very little damage and has the special abilities of the tracer mod described above.

Its sight radius is 1 while flying and 2 when it explodes. You get a free action looking at the revealed tiles (Message: "Ah, that cleared things up a bit. -MORE-"). And then you press enter or space to make them dark again and continue with play.

The thread itself can be found here...

http://forum.chaosforge.org/index.php?topic=1774.0

Just a little food for thought... Try basing unique ideas off something you'd like to see a weapon be able to do within the game... I would fully support the flare gun concept being implemented as a unique weapon, by the way...
Title: Re: New unique items
Post by: oohhboy on July 29, 2009, 08:55
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.
Title: Re: New unique items
Post by: Thomas on July 30, 2009, 00:58
Laser Gun
"A laser-based weapon, and yet it looks ancient."
Origin: Contra, Metal Slug
The weapon appears as a L rather than a }.

Damage: 8d8
Accuracy: +2
FireDelay: 1.0s
ReloadDelay: 1.0s
Clip: 10 (Uses all 10 per shot)
Ammo: Plasma Cells
Special: While aiming, you can only choose a square that is immediately surrounding you, making the weapon only fire in 8 directions.
Title: Re: New unique items
Post by: Hipster Scumbag on August 05, 2009, 15:07
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.

Lol, doom isn't counterstrike
Title: Re: New unique items
Post by: ParaSait on August 05, 2009, 17:22
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.

Lol, doom isn't counterstrike

Fire in the hole! :D
Title: Re: New unique items
Post by: Melon on August 06, 2009, 01:13
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.

Lol, doom isn't counterstrike

Fire in the hole! :D
Who the hell blinded me?
Title: Re: New unique items
Post by: Generic on August 06, 2009, 07:54
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.

Lol, doom isn't counterstrike

Fire in the hole! :D
Who the hell blinded me?
omg nub gtfo
Title: Re: New unique items
Post by: Captain Trek on August 06, 2009, 23:23
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.

Lol, doom isn't counterstrike

Fire in the hole! :D
Who the hell blinded me?
omg nub gtfo

Quote ziggurat!
Title: Re: New unique items
Post by: Smiley on August 07, 2009, 16:48
Sniper Rifle - |

"Boom, head shot..."

Damage: 5d5, 5% Chance of Critical Hit (i.e. head shot) of 8d5 damage.
Accuracy: -1
Special (Reload): Optical Scope - Increases accuracy (+6), view range (+4), adds 20% to Critical Hit Chance and 10sec movement delay. Takes one turn to set up...
Ammo: 10mm, 1 round in clip.
Reload: 4 seconds
Title: Re: New unique items
Post by: Generic on August 08, 2009, 02:40
Err, I thought sniper rifle were supposed to be /accurate/? :P
Maybe add +11 accuracy, +4 view range, and set movement speed to 10secs while zoomed, and change special reload to toggle zoom. Then I'd like it.
Also change reload time to one second. Why should it take four seconds to load one bullet? ;)
Title: Re: New unique items
Post by: Smiley on August 09, 2009, 00:01
Quote from: Generic
Err, I thought sniper rifle were supposed to be /accurate/?* :P
Maybe add +11 accuracy, +4 view range, and set movement speed to 10secs while zoomed, and change special reload to toggle zoom.** Then I'd like it.
Also change reload time to one second. Why should it take four seconds to load one bullet?*** ;)

* - Only when using the optical scope, at least that's what I think.
** - Hmmm, okay, but accuracy will +6.
*** - Two words... bolt action.
Title: Re: New unique items
Post by: didit on August 12, 2009, 06:06
time for my stupid overpowered weapon!

quad barrel shotgun aka "what in god's name...?"

Damage:    1d10x4 
Accuracy:    +0 (its a shotgun... so yeah...)
Base Fire Time:    1.5 second
Base Reload Time:    6.0 seconds
Clip Size:    4
Ammunition:  shotgun shells
Special Reload:    N/A
Quote on pickup:    MOTHER OF GOD! WHO MADE THIS?
Ingame Description:    if you thought the double barrel shotgun was bad...

yeah, I don't know much about the double shotguns stat's so if this is under/over powered, please tell me.
Title: Re: New unique items
Post by: Melon on August 12, 2009, 06:36
time for my stupid overpowered weapon!

quad barrel shotgun aka "what in god's name...?"

Damage:    1d10x4 
Accuracy:    +0 (its a shotgun... so yeah...)
Base Fire Time:    1.5 second
Base Reload Time:    6.0 seconds
Clip Size:    4
Ammunition:  shotgun shells
Special Reload:    N/A
Quote on pickup:    MOTHER OF GOD! WHO MADE THIS?
Ingame Description:    if you thought the double barrel shotgun was bad...

yeah, I don't know much about the double shotguns stat's so if this is under/over powered, please tell me.
You look like a guy who think that the Ratte and Maus tanks would be effective in a battle
Title: Re: New unique items
Post by: didit on August 12, 2009, 08:03
yes, yes i am.
Title: Re: New unique items
Post by: Generic on August 12, 2009, 14:40
Damage:    1d10x4
Accuracy:    +0 (its a shotgun... so yeah...)
Base Fire Time:    1.5 second
Base Reload Time:    6.0 seconds
Clip Size:    4
Ammunition:  shotgun shells
Special Reload:    N/A
Quote on pickup:    MOTHER OF GOD! WHO MADE THIS?
Ingame Description:    if you thought the double barrel shotgun was bad...
Code: [Select]
Suggested Unique
Damage dice: 1d10*4
Range:   (1*4) to (10*4) = 4-40
Average: ((1 + 10) / 2) * 4 = 22
Base Fire Time:   1.5 seconds
Base Reload Time: 6.0 seconds
Clip size: 4
Code: [Select]
Double shotgun
Damage dice: 6d3*3
Range:   (6*3) to (18*3) = 18-54
Average: ((6 + 18) / 2) * 3 = 36
Base Fire Time:   1.0 second
Base Reload Time: 2.0 seconds
Clip size: 2
Stock double shotgun wins in every aspect.
Title: Re: New unique items
Post by: Generic on August 12, 2009, 20:21
New unique tingy, too lazy to run a search right now :P

Rocket Shotgun

Damage: 9d3 for base shot (shotgun style), 4d4 for explosion (2-tile blast radius)
Accuracy: wut
Base Fire Time: 1 second
Base Reload Time: 2 seconds
Clip Size: 1
Ammo: Shells
Special Reload: Loads a rocket. It takes an extra second, and changes damage to 12d3 for base shot, 5d5 for explosion, and 3-tile blast radius.
Quote on Pickup: Remind me why I used any other shotgun?
In-Game Description: Well, they upgraded the chaingun, they upgraded the rocket launcher, so why not shotguns?
Special: It acts the same as a normal shotgun, but it creates an explosion where it hits. Don't get /too/ close with this, and don't blow up your ammo sources. :)
Title: Re: New unique items
Post by: didit on August 13, 2009, 10:56
Damage:    1d10x4
Accuracy:    +0 (its a shotgun... so yeah...)
Base Fire Time:    1.5 second
Base Reload Time:    6.0 seconds
Clip Size:    4
Ammunition:  shotgun shells
Special Reload:    N/A
Quote on pickup:    MOTHER OF GOD! WHO MADE THIS?
Ingame Description:    if you thought the double barrel shotgun was bad...
Code: [Select]
Suggested Unique
Damage dice: 1d10*4
Range:   (1*4) to (10*4) = 4-40
Average: ((1 + 10) / 2) * 4 = 22
Base Fire Time:   1.5 seconds
Base Reload Time: 6.0 seconds
Clip size: 4
Code: [Select]
Double shotgun
Damage dice: 6d3*3
Range:   (6*3) to (18*3) = 18-54
Average: ((6 + 18) / 2) * 3 = 36
Base Fire Time:   1.0 second
Base Reload Time: 2.0 seconds
Clip size: 2
Stock double shotgun wins in every aspect.

LOL, heh. I fail at making weapons, I guess. it was a joke submission anyway's so i didn't think anyone would take it seriously. 
Title: Re: New unique items
Post by: Arakune on August 18, 2009, 18:02
I suggest the Gravitational Beam Emitter from "Blame!".

http://en.wikipedia.org/wiki/Gravitational_Beam_Emitter (scroll down until you see the section about the gun)

I don't know what the stats would be since I'm not really good with old school RPG attack formulas, but it would be incredibly strong and it has to be able to go through multiple targets just like in the manga. It could have multiple power levels too.
Title: Re: New unique items
Post by: Vestin on August 18, 2009, 18:18
(...) it would be incredibly strong and it has to be able to go through multiple targets just like in the manga.
Doesn't the Railgun already work that way ?
It could have multiple power levels too.
In b4 >9000 ;).
Title: Re: New unique items
Post by: Aki on August 19, 2009, 00:26
What? It's over the BFG9000! That can't be right!
Title: Re: New unique items
Post by: Melon on August 19, 2009, 01:22
I suggest the Gravitational Beam Emitter from "Blame!".

http://en.wikipedia.org/wiki/Gravitational_Beam_Emitter (scroll down until you see the section about the gun)

I don't know what the stats would be since I'm not really good with old school RPG attack formulas, but it would be incredibly strong and it has to be able to go through multiple targets just like in the manga. It could have multiple power levels too.
I am against it, but making a weapon that draws health from the user instead of ammo... Necrogun anyone? [;
Title: Re: New unique items
Post by: Krok on August 19, 2009, 15:18
I'd say

Code: [Select]
Necrogun
Gives you a +20% moving speed
Recharges when moving, but for 2 pv.
Damage dice: 4d6
Accuracy: 0 (shotyyyyy)
Base Fire Time:  1 second
Base Reload Time: --
Clip size: 1

That'd make it pretty berserkish. You'd run, loose pvs and deal damage like a madman. :>

I'm also thinking about a fun armor. A repulsive thingy that automatically knockback any monster that dare attack you hand to hand. Could be a lifesaver without being overpowered I think.
Title: Re: New unique items
Post by: Vestin on August 19, 2009, 17:29
That'd make it pretty berserkish. You'd run, loose pvs and deal damage like a madman. :>
I'd rather make it cost health to reload. This would indirectly mean that excessive healing powerups and medpacks become a type of ammo...
Also - it should deal a LOT of damage to justify life drain. BFG-like amount of damage.
Title: Re: New unique items
Post by: Aki on August 19, 2009, 22:31
That would depend on exactly how much health is drained. 2 hp for 10d8? Yeah, no.
Title: Re: New unique items
Post by: Vestin on August 20, 2009, 02:09
That would depend on exactly how much health is drained. 2 hp for 10d8? Yeah, no.
Well - it shouldn't drain half of your health for one shot either. It's obvious that it shouldn't be overpowered. I'm more worried about it becoming underpowered.

Another idea:
Pendant of Retribution
While wearing (i.e.: having in the inventory) the PoR the player cannot lose sight of his opponents (once a monster is in his LOS, he cannot move in a direction that would change that and, obviously, cannot descend to the next level). PoR can only be dropped when there are no enemies in sight.
When the player receives fatal damage he gets supercharged instead (see: limit break (http://encyclopediadramatica.com/index.php?title=Limit_break&oldid=1998095749)), while the PoR gets destroyed in the process (although the 'cannot-run-away' effect lasts until the end of level regardless).
If that's too little for too much - the general idea is to give the player a second chance ONLY IF he can maul down everything around him. As such - the "no-escape" rule might simply apply ONLY after the limit break and not while just wearing the pendant.

On the other hand - we could have an Angel of Retribution where you'd have all the drawbacks of the pendant... without the pendant :>.

Edit:
RNGun
Targets anything (like Revenant's Launcher). Everything within its effect radius changes to a random object (anything, really - floor, ammo, lava, door, wall, weapon, barrel, powerup...). Extensive use would be highly dangerous, as it is likely to block the way to the exit. Also - CD, JC (and, perhaps, the player) are immune to the randomization effect.
Title: Re: New unique items
Post by: Jimmy on August 20, 2009, 04:23
Concerning the necrogun idea, If you make the health cost something connected with reloading, and it's bfg-like in power, it could easily be useful even if it cost half of your health.  There are many, many times in doomrl when you run across things like large health globes, invulnerability artifacts and berserk globes when at well over 50% health- any of these times you could reload the gun and then grab the item.  Not to mention the small medkits that are often not worth inventory space later in the game.
Title: Re: New unique items
Post by: Melon on August 20, 2009, 04:58
That would depend on exactly how much health is drained. 2 hp for 10d8? Yeah, no.

I think that Necro gun shouldn't be reloaded. It takes energy directly from you, that's the Necro gun power. Also, it doesn't take the same amount health from you all the time, so it is possible to kill yourself in the whole process.

Necro gun would take a random amount of your health. The more health it takes, the more damage it can deal.

What we mean by 2hp? 2hp or 2% of health? If 100% health is 50hp(without any traits). Then the gun would take 2d4hp and deal (hp_taken) * 2 dmg.

No reload time! The only thing to discuss here is how fast the Necro gun can drain health from you.

Also, detaching the Necro gun deals 2d3 damage to you.
Title: Re: New unique items
Post by: Krok on August 20, 2009, 07:50
About the necrogun it really depends of what you want it to be. It could be a BFG-like, backup situational wep or a good main wep you use in replacement to a chaingun for example. My idea was to make a good main wep, so low health drain and decent-but-not-BFG-like damage.

It's a bit themed with necro armor that also give speed boost and drain a low continuous amount of health to repair, altho my version may be a bit underpowered. Bigger speed boost, better damge, shorter fire time, 1hp instead of 2hp drain, are options to improve it ; also bigger clip or instant reload (no need to move a tile) but it's less fun imho :P

@ Melon : Your version takes way too much health compared that what it deals. To take down a major monster (vile, BoH, mancubus...) that got 60hp you'd need 30+ hp (more because they are armored) i.e. something like 70% of your health for only double damage of a pistol.
Title: Re: New unique items
Post by: Melon on August 20, 2009, 08:07
About the necrogun it really depends of what you want it to be. It could be a BFG-like, backup situational wep or a good main wep you use in replacement to a chaingun for example. My idea was to make a good main wep, so low health drain and decent-but-not-BFG-like damage.

It's a bit themed with necro armor that also give speed boost and drain a low continuous amount of health to repair, altho my version may be a bit underpowered. Bigger speed boost, better damge, shorter fire time, 1hp instead of 2hp drain, are options to improve it ; also bigger clip or instant reload (no need to move a tile) but it's less fun imho :P

@ Melon : Your version takes way too much health compared that what it deals. To take down a major monster (vile, BoH, mancubus...) that got 60hp you'd need 30+ hp (more because they are armored) i.e. something like 70% of your health for only double damage of a pistol.
(hp_taken+son_of_a_bitch+ 2 * (is_necro_armour_present) ) *2
Title: Re: New unique items
Post by: Krok on August 20, 2009, 09:34
With SoB i'd rather use a chaingun. Your necro gun is 16 dmg per shot with SoB 3 (20 with necroarmor) and chaingun is 32 for 5 missiles. Difference is less important with armor tho bc it applies 5 times on chaingun, but still, for a weapon that drain life at such fast rate (~10% per shot), it's too weak. For 10% health, almost insta-death of a target is the price to make it useful imho.

I'd like to +1 these ideas i found in this thread : Boomrang, Translocator, the force-a-nature, and most long-range-only weapons suggestions.
Title: Re: New unique items
Post by: Zi on August 20, 2009, 09:35
Dealing damage equal to merely two times the hp drained is definitely not worth it.  Taking a look at killcounts, in a typical win I probably deal over 10,000 damage (after armor!) while taking perhaps 1000 hp in damage.  Preserving your health is fundamental to surviving, so if you're trading it away for something, that something better be really good.

That's probably why I don't think a health draining gun would be appropriate as a main weapon, unless it drained at a very low rate (1 hp per 10 shots?).  Instead, it'd be a viable option if the player was in a situation and thought to him/herself: "Well, if I were to fight this out the usual way, I'd probably lose x hp, but if I used to health drain weapon, I might handle the situation well and only lose y hp to the health drain."  So I think a strong, fast single-target gun (to use against viles or other dangerous targets that could lead to major trouble), or a pretty strong area effect gun (to use against dangerous crowds that can really deal out the pain) would be useful archtypes for this weapon.

However, currently there already are weapons that fill these roles - whatever build you use, the matching weapon will be the fast strong single target attack, and the BFG9000 is the weapon to use against crowds.  So this necrogun will have to be better, to offset its downside.

I do think it's a good idea for a unique weapon, though.
Title: Re: New unique items
Post by: Krok on August 20, 2009, 09:50
I agree with the whole post. Looking back at my necrogun it's ridiculously unuseful.
Title: Re: New unique items
Post by: Zi on August 20, 2009, 10:25
Well the +20% move speed is tremendously useful, especially on a permanent item like a weapon (i.e. not armor).

Maybe if the necrogun drained life with each shot, but restored it with each kill?  That could be interesting.  It could even lead to situations when players softened up targets with regular weapons, then switched to the necrogun to finish them off and even come out with more health than he started with.

Costs 1 hp to fire (0.5s firing time).  No need to reload.  Deals 5d5 (maybe a bit less) damage with radius of 2.  For every kill directly from the shot and its blast radius, gain 1hp.  Perhaps +3 accuracy.
Title: Re: New unique items
Post by: Krok on August 20, 2009, 11:19
That sound powerful with such a low firing time and no reload and low health consumption. Altho I like it. Need to be tweaked just a little probably.

1s base fire time is fine if damage is pumped up, or let it be but decrease damage by 2 pts or so (so it'd still 1 shot most weak monsters but be far less effective against bigger ones).

Edit : Well, thinking back, I like it as it is.
Title: Re: New unique items
Post by: Arakune on August 20, 2009, 13:06
Although my idea, the GBE, sounds similar to the railgun it would only be one shot since it's a pistol. And the different power levels would do more damage for more of a health penalty on the user. Also, it destroys walls with it's bullets (continuous shot until it hits the end of the stage). I'm just trying to think of what ammo it would use....either Power Cells or self charging like the Blaster....

But over all I think the GBE would be a great addition with the game considering it's story and and usage.

I just need someone to make some stats for it cause I'm really bad at making balanced weapons and I don't understand damage dice. :(
Title: Re: New unique items
Post by: Melon on August 20, 2009, 14:41
Well the +20% move speed is tremendously useful, especially on a permanent item like a weapon (i.e. not armor).

Maybe if the necrogun drained life with each shot, but restored it with each kill?  That could be interesting.  It could even lead to situations when players softened up targets with regular weapons, then switched to the necrogun to finish them off and even come out with more health than he started with.

Costs 1 hp to fire (0.5s firing time).  No need to reload.  Deals 5d5 (maybe a bit less) damage with radius of 2.  For every kill directly from the shot and its blast radius, gain 1hp.  Perhaps +3 accuracy.

10% bonus to movement speed
25% with Necro Armour

0.5s base fire time, takes 2d2 health and deals (health_taken + SoB + 3*necro_armour_present)*3
Ignores armour
Every direct kill gives you 1hp
No splash damage [;

Necro Armour would get extra +10% movement speed if Necro Gun is present
Title: Re: New unique items
Post by: Zi on August 20, 2009, 19:13
Let's suppose you have SoaB 3 (but not Necroarmor - it'd probably be really rare to get two specific uniques in the same game)
2d2 = 3 average, so 6*3, 18 damage average, or 36 dps average
Now a regular vanilla chaingun with SoaB 3 - 1d6 = 3.5 average, so 6.5 * 5, or 32.5 dps average.

So compared to a chaingun, your weapon is marginally better (and yes the armor piercing adds a bit more too), but drains a rather large chunk of health.  Draining 1-4 health is actually pretty large, and the possibility of gaining 1 back doesn't offset the cost by much.

The way you've set things up I wouldn't even use it if I found it, a health penalty is a huge drawback, it needs a powerful benefit to make it worthwhile.  Furthermore, uniques are supposed to be superior to ordinary weapons, this one clearly is not.

And really, comparing it to a plasma rifle is the final straw.
1d8 = 4.5 average, so 7.5 * 8, or 60 average dps!
Even the new nerfed plasma at *6 is still 45 average dps, better than your design and with no health loss to boot.
Title: Re: New unique items
Post by: Melon on August 20, 2009, 23:23
Let's suppose you have SoaB 3 (but not Necroarmor - it'd probably be really rare to get two specific uniques in the same game)
2d2 = 3 average, so 6*3, 18 damage average, or 36 dps average
Now a regular vanilla chaingun with SoaB 3 - 1d6 = 3.5 average, so 6.5 * 5, or 32.5 dps average.

So compared to a chaingun, your weapon is marginally better (and yes the armor piercing adds a bit more too), but drains a rather large chunk of health.  Draining 1-4 health is actually pretty large, and the possibility of gaining 1 back doesn't offset the cost by much.

The way you've set things up I wouldn't even use it if I found it, a health penalty is a huge drawback, it needs a powerful benefit to make it worthwhile.  Furthermore, uniques are supposed to be superior to ordinary weapons, this one clearly is not.

And really, comparing it to a plasma rifle is the final straw.
1d8 = 4.5 average, so 7.5 * 8, or 60 average dps!
Even the new nerfed plasma at *6 is still 45 average dps, better than your design and with no health loss to boot.
Even with no reload, shorted firing time and bigger accuracy? Okay, I think the damage could be risen a little... Any proposistion?
And besides, the idea is to get the full set [;
Title: Re: New unique items
Post by: Generic on August 20, 2009, 23:32
How about instead of 1HP per kill, you get 20% of the monster's health per kill? So taking out, say, a wimpy former human (which is attempting to wield a BFG10K I bet :P) would give you 2 health, but taking out a mancubus would give you 12 HP for your troubles. Special reload would have you sacrifice two health to increase the damage dice by 1d1 (so 6d6, 7d7, 8d8 etc) at no time penalty, or would that be too overpowering? :P
Title: Re: New unique items
Post by: Floyd on August 21, 2009, 00:09
How about instead of 1HP per kill, you get 20% of the monster's health per kill? So taking out, say, a wimpy former human (which is attempting to wield a BFG10K I bet :P) would give you 2 health, but taking out a mancubus would give you 12 HP for your troubles. Special reload would have you sacrifice two health to increase the damage dice by 1d1 (so 6d6, 7d7, 8d8 etc) at no time penalty, or would that be too overpowering? :P

It would certainly reduce the amount of med-kits used, especially in Hell. Killing a mancubus with the gun would net you over 20% of your total health back (with no points in Ironman). I'd say abit overpowered. I like the general idea about Necrogun though.

Title: Re: New unique items
Post by: Aki on August 21, 2009, 00:36
Well the +20% move speed is tremendously useful, especially on a permanent item like a weapon (i.e. not armor).

Maybe if the necrogun drained life with each shot, but restored it with each kill?  That could be interesting.  It could even lead to situations when players softened up targets with regular weapons, then switched to the necrogun to finish them off and even come out with more health than he started with.

Costs 1 hp to fire (0.5s firing time).  No need to reload.  Deals 5d5 (maybe a bit less) damage with radius of 2.  For every kill directly from the shot and its blast radius, gain 1hp.  Perhaps +3 accuracy.

Sshhh.
Title: Re: New unique items
Post by: Generic on August 21, 2009, 01:09
Can we have a unique that does this?
(http://img259.imageshack.us/img259/7250/komehamepwn.png)
Title: Re: New unique items
Post by: Aki on August 21, 2009, 01:14
Dragonslayer, my friend. Kornel sadistically hints that it's the most powerful unique in the game.

Wouldn't surprise me if on wielding it it makes you SHOOP DA WHOOP anything in sight.
Title: Re: New unique items
Post by: Melon on August 21, 2009, 01:47
Can we have a unique that does this?
(http://img259.imageshack.us/img259/7250/komehamepwn.png)
Flashlight of Annihilation?
Title: Re: New unique items
Post by: Generic on August 21, 2009, 03:17
Sure, as long as the cyberdemon stops existing in the end. :D

Edit: Less flashlight, more laser. Yes I am doing this for the hell of it.
(http://img256.imageshack.us/img256/9295/trilaserasskicking.png)
Title: Re: New unique items
Post by: Krok on August 21, 2009, 03:52
We always need more laz0rs to fire.
Title: Re: New unique items
Post by: Arakune on August 21, 2009, 23:46
Poop. No one enjoyed my idea. Oh well. *whimper*
Title: Re: New unique items
Post by: Aki on August 22, 2009, 03:34
I suggest the Gravitational Beam Emitter from "Blame!".

http://en.wikipedia.org/wiki/Gravitational_Beam_Emitter (scroll down until you see the section about the gun)

I don't know what the stats would be since I'm not really good with old school RPG attack formulas, but it would be incredibly strong and it has to be able to go through multiple targets just like in the manga. It could have multiple power levels too.

Beta Railgun's been upped to 8d8, making this totally useless, unless you wanted it to be something 10d8 (Bfg Level), which would be over-powered.
Title: Re: New unique items
Post by: Melon on August 22, 2009, 05:50
Sure, as long as the cyberdemon stops existing in the end. :D

Edit: Less flashlight, more laser. Yes I am doing this for the hell of it.
(http://img256.imageshack.us/img256/9295/trilaserasskicking.png)

So what if Cyberdaemon has a large mirror?
Title: Re: New unique items
Post by: Generic on August 22, 2009, 10:41
What are the chances of the mirror reflecting the laser in /exactly/ the right direction to have the Doomguy fry himself? Granted, there's three lasers, but still! :V
Title: Re: New unique items
Post by: Smiley on August 22, 2009, 12:49
The Ball

Damage: 2d4
Shots: 1, leaves the inventory upon use or when dropped from inventory and an * flies (into a random direction if dropped from the inventory) around the map ricocheting of enemies and walls. When it hits or passes right by the enemy or Doomguy, then there's a 15% chance it can be caught and used again either by the enemy or Doomguy. Does not damage the user...

From Where: Men In Black I
Title: Re: New unique items
Post by: Aki on August 22, 2009, 16:43
Useless and too gimmicky. 15% chance of re-use is a no-no for a unique, anyway.
Title: Re: New unique items
Post by: Malek Deneith on August 30, 2009, 17:18
Unique shotgun ideas:

"The Hunter" - starts with stats of regular Double Shotgun but it gains stats/abilities as you kill monsters (i.e. killing BoH/HK could up the damage every X kills, killing Former Sergeants could reduce "range dropoff" every X kills, killing imps could increase speed, and so on...). Could be done 4 ways:
1)tie the increases to monsters killed that said game with this unique
2) as #1 but with any shotguns
3) as #1 but instead of this game tie this to player.wad and make it rise over several games (i.e. the more you find/play it the better it will be next game, also potentially alows for one of the abilities to be "increase spawn chance" :P)
4) as #3 but use staistics of all shotgun kills instead

"Old Faithful" - again D.Shotgun unqiue, low-level one this time. Have the stats marginally better than regular weapon, but add one ability: for every kill (or every X kills - adjust as needed for balance) you make with this unique the game would generate 1 shell next to you when you go to next level (up to a full stack) - I don't think I need to say how usefull this would be.
Title: Re: New unique items
Post by: Dervis on August 30, 2009, 17:28
Unique shotgun ideas:

"The Hunter" - starts with stats of regular Double Shotgun but it gains stats/abilities as you kill monsters (i.e. killing BoH/HK could up the damage every X kills, killing Former Sergeants could reduce "range dropoff" every X kills, killing imps could increase speed, and so on...). Could be done 4 ways:
1)tie the increases to monsters killed that said game with this unique
2) as #1 but with any shotguns
3) as #1 but instead of this game tie this to player.wad and make it rise over several games (i.e. the more you find/play it the better it will be next game, also potentially alows for one of the abilities to be "increase spawn chance" :P)
4) as #3 but use staistics of all shotgun kills instead

"Old Faithful" - again D.Shotgun unqiue, low-level one this time. Have the stats marginally better than regular weapon, but add one ability: for every kill (or every X kills - adjust as needed for balance) you make with this unique the game would generate 1 shell next to you when you go to next level (up to a full stack) - I don't think I need to say how usefull this would be.

Oohh, evolving Uniques. I really loved those on Tome. They would track their own xp and level up gaining hit/damage/abilities. If you invested serious time on them they would become fearsome weapons.
Might be a good idea for a whole new set of uniques (pistol, shotty, chaingun, rocket launcher, melee, armor, boots).
Title: Re: New unique items
Post by: Frankosity on August 30, 2009, 19:11
I like the idea of evolving uniques, but the difference between, say, ToME and DoomRL is that grinding is impossible, meaning that finding an evolving unique later on in the game would probably render it far less useful. The easiest solution to this would be to have them as a reward on special levels or somesuch.
Title: Re: New unique items
Post by: Floyd on August 31, 2009, 08:38
"Old Faithful" - again D.Shotgun unqiue, low-level one this time. Have the stats marginally better than regular weapon, but add one ability: for every kill (or every X kills - adjust as needed for balance) you make with this unique the game would generate 1 shell next to you when you go to next level (up to a full stack) - I don't think I need to say how usefull this would be.

I love you man. I play shotgun-games quite often.
Title: Re: New unique items
Post by: Fanta Hege on August 31, 2009, 15:33
I've got few ideas.. However I do not know much about how the damage range and stuff like that works but eh;


The Crowbar
Pick up; "Someone dropped this in the wrong place.."

Damage wise similiar to chainsaw, maybe slightly less but more accuracy to make up for it.
However, I had an idea that this weapon would allow you to break down doors and some walls to give meeleers some ability to break stuff.

Origin; Half life ofcourse



Spur
Pick up; "Ready and perfected"


Your generic little pistol unique. Normal shots do a rather avarage damage, however, this one has a nice little special reload..
This gun has 3 special reloads, each that go by stages. The first one turns the shot into an accurate ray gun like shot, it however takes a while to charge up. Once its been charged up you can charge it up again, which doubles the effect. Afterwards you can charge it up a 3rd time that makes the shot even more powerfull, bit like a massdriver.. It however takes a big load of time to do so.
Also each special reload requires big load of extra ammonation, possibly even power cells.
This would ofcourse, be extreemly rare weapon due of the railgun like nature.

Origin; Cave story.



The UnMaker.
Pick up; "What the !@#%* is this!"


A projectile/railgun like weapon, more effective then the plasmagun but it also has a variable damage. The thing with this weapon is that it hurts pure demons a lot, tech demons some, and demon humans very little. This thing would be useless against former humans but very powerfull against barons and archviles and like wise.
Uses cell as ammo.

Origin; Doom64




The Ambassador
Pick up; "There are two sorts of men in this world: the sort with blood pouring out of a hole in their heads, and the sort holding the Ambassador."

Well then, another pistol unique. This weapon here is a very accurate, yet has a rather slow rate of fire. Bit similiar to trigun but with even more accuracy and possibly slightly more damage.
This gun can also be special reloaded for an aimed shot that is way slower but deals way more damage if it hits.

Origin; Team Fortress 2
Title: Re: New unique items
Post by: ntc on August 31, 2009, 19:11
I dont know about everyone else... but ive always wanted the Thunderbolt from the original Quake... dont know what it would do though...
Title: Re: New unique items
Post by: Melon on September 01, 2009, 00:31
Okay, you guys have some crazy ideas, time for mine.

The Naginata
Weapon that would seem to be archaic today. But still it is deadly. Mainly because you can attack enemies for greater distance. You are able to attack monsters that are two squares away from you (by one square I mean that the monster is right next to you). Damage the same as chainsaw, this should be made an unique weapon. If Kornel is interested, I can make a story and even a level behind it ;P
Title: Re: New unique items
Post by: Zi on September 01, 2009, 14:44
Unique Damage Modpack
Increases the SMALLER of the two numbers in a weapon's damage dice, rather than the larger.


Oh, and wouldn't it be really sweet if we could apply one mod to unique weapons/armor/boots?  I don't think it'll be too unbalancing?
Title: Re: New unique items
Post by: Captain Trek on September 03, 2009, 00:16
Unique Damage Modpack
Increases the SMALLER of the two numbers in a weapon's damage dice, rather than the larger.

So that a modded chaingun would deal 2d6 instead of 1d7 after being modded... Hmm, a unique weapon mod, I like it... :)
Title: Re: New unique items
Post by: Thomas on September 03, 2009, 00:42
Quote
Oh, and wouldn't it be really sweet if we could apply one mod to unique weapons/armor/boots?  I don't think it'll be too unbalancing?

Just off the top of my head:
Assault shotgun with damage = You win in beta, now that shotguns do more damage.
Necroarmour with anything = You win.
Butcher's Cleaver with damage = Why bother picking up LS? (In beta, LS gives no armour.)
Nuclear Plasma Rifle with damage or accuracy = Plasma rifle that doesn't cost ammo.

The uniques would have to be toned down so that when you modded them, they became as good as they currently are.
Title: Re: New unique items
Post by: Passionario on September 14, 2009, 07:14
Degrader Gun
Ammo: Power cells
Clip/shot/accuracy/reload/range: Subject to change

Enemies hit by Degrader Gun are instantly transformed into weaker beings:

Arch-viles, mancubi, revenants, arachnotrons and pain elementals become hell knights.
Barons, hell knights, cacodemons, demons and lost souls become imps.
Former commandos, captains and sergeants become former humans.
Imps, former humans, Cyberdemon, JC and AoD are immune to its effect.

Barrels hit by Degrader Gun are downgraded one step (napalm becomes acid, acid becomes fuel, fuel is unaffected).
Title: Re: New unique items
Post by: Aki on September 14, 2009, 16:21
Sounds very overpowered, unless you manage to tweak it in such a way that you can't stumble across a vile-pack and turn them all into HK's, taking only minimal damage.
Title: Re: New unique items
Post by: Passionario on September 15, 2009, 03:10
The limiting factor, I imagine, will be the fact that DG is not an AoE weapon, and the rest of the viles (and newly turned HKs/imps) will keep gleefully shooting you while you try to convert them one by one. Furthermore, you'll still have to kill them with your real weapons afterwards.

This can be further exacerbated by making DG a single-shot weapon, forcing a reload after each shot.
Title: Re: New unique items
Post by: Aki on September 15, 2009, 06:41
Sit around a corner and pop them off one by one...

Unless you make it insanely inaccurate outside LOS.
Title: Re: New unique items
Post by: Thomas on September 20, 2009, 01:31
Mini-Chainsaw

Description: Tired of regular, unwieldy chainsaws that are designed for chopping trees rather than demons? Well do we have the product for you!
Damage: 4d4
SwingSpeed: 0.5s
Special: Can be thrown like a combat knife in beta.



Vindicator Minigun

Description: May cause lower back pains, muscle strains and your spine snapping like a twig.
Damage: 2d5(x10)
Accuracy: -1
Ammo: Shotgun Shells
Clip: [100/100]
FireSpeed: 1s
ReloadSpeed: 4s

Special: Cannot be fired in bursts, must be chainfired.
Special: The gun doesn't fire on its initial chainfiring turn, so the gun fires 0,9,10,11,11,11,11,11 shells per second.
Special: Ignores Armour

Title: Re: New unique items
Post by: raekuul on September 23, 2009, 07:00
Phaze Pistol

As a regular pistol except:

Damage is 5d2, not 2d4 (this may change based on what's needed to break walls)
Accuracy bonus is 1/2 that of normal pistol
Uses Projectile type 17 with a radius of 0 (Single-tile green explosion) (That's 11 and 00 in hex)

Good for removing walls, not so good for removing enemies.

Yes, I can totally test in 9.8.10 this since it's like a pistol except for a few changes to how it works in memory.
Title: Re: New unique items
Post by: Sachiko on September 24, 2009, 04:05
Well, although the adding of features for this newly coming version is over, I'd like to add my two cents with a little suggestion of mine...

Bio Force Shocker.
Now this is a BIG fu***** sword...
Damage: 6d7? - Melee. However, you use up an energy cell each time you use it.
Special: Has the ability to 'shock' an enemy, randomly stunning them for a limited amount of turns (Maybe 1 or 2? I'm not sure). Alternatively, each time you score a hit, a 'shockwave' is unleashed, in BFG fashion, dealing reduced damage to enemies that are nearby.
Source: My brain, after having been through TVtropes way too much. (If you notice, Bio Force Shocker is a pun to Doom-related stuff. Its acronym is BFS (Big Fucking Sword(Although it works more like a taser, or a vibroblade, if you ask me)), and, in the Doom movie (Which I actually liked a bit (Hides from stones coming her direction)), the BFG is acronym for both Big Fucking Gun and Bio Force Gun.)
Title: Re: New unique items
Post by: Aki on September 24, 2009, 04:20
TVTropes :P
Title: Re: New unique items
Post by: Passionario on September 24, 2009, 04:22
StimPack
Unique multiple-use medikit. Each use permanently reduces your MaxHP.
Title: Re: New unique items
Post by: Aki on September 24, 2009, 04:29
How much health gained for how much maxhp lost?
Title: Re: New unique items
Post by: Vestin on September 24, 2009, 04:39
How much health gained for how much maxhp lost?
To be balanced, it should have 3 charges, up the health to 200% and permanently remove a single HP, IMO.
You know... A portable supercharge with a drawback.
Title: Re: New unique items
Post by: Aki on September 24, 2009, 05:11
Sounds good.

How "unique" would it be though?
Title: Re: New unique items
Post by: Passionario on September 24, 2009, 05:55
To be balanced, it should have 3 charges, up the health to 200% and permanently remove a single HP, IMO.
You know... A portable supercharge with a drawback.
I was thinking of something like 'restores health to 100%, drains 1 HP on first use, 2 HP on second, etc.'
No charges required, apart from your MaxHP.

(Too harsh? Maybe, but remember that it's a medikit, which means that it also resets your cautious/tired mode on demand)
Title: Re: New unique items
Post by: oohhboy on September 24, 2009, 09:11
I would favor a "Stimpack" that raises your HP to 200% but you lose 200% (maybe 250%) health over time and it can kill you. It's a stimpack. It doesn't heal you, but lets you keep going until you can find some real medical attention.
Title: Re: New unique items
Post by: Psion on September 24, 2009, 17:40
Chaos Blaster - Weapon.  Fires a random amount of projectiles with random damage, accuracy, and area of effect.  Uses a random amount of energy when fired.  Projectiles and explosions tend to be in rainbow colors.

Icon of Chaos - Usable Item.  Reusable.  Everytime you use the icon it acts as if you had just pulled a random type of lever.

Freeze Ray - Weapon.  Deals no damage but freezes the target in place for a certain amount of time.  Unique enemies are immune.  Uses Energy.

Delayed Blast BFG - Weapon.  Fires a BFG shot that hovers in the target square for a certain amount of time before exploding.  Deals much more damage but can hurt you as well.
Title: Re: New unique items
Post by: Fanta Hege on September 24, 2009, 17:58
Few other ideas from good old Hexen;

Fléchette. "Not drinkable"
Special little item that has a varying effect depending on your traits.
I'm not excatly sure what traits would cause it to do what I'm thinking it would have three effects;
Able to be made into a small pool of acid
Left there like a barrel, would explode after a while or on hit
Thrown like a grenade.

Damage would be similiar to a rocket launcher on thrown or barreled.
On pick up it would be a stack of 10 or so.


Chaos Device.

When used on an enemy/enemies it will teleport it/them randomly like it/they would've used a phase device.
Good if you're confronting an enemy on low health you wouldn't want to run into.

On pick up it would be a stack of 10 or so aswell.

Icon of Defender. "No time for chess"

Like a portable invulnerability, however, when you use it saps some of your life or max health. It also vanishes on use and doesnt last as long as a normal invulnerability.


Title: Re: New unique items
Post by: Aki on September 25, 2009, 00:34
There is already a Chaos Device weapon in the beta.
Title: Re: New unique items
Post by: Madtrixr on September 30, 2009, 20:00
I have a lot of ideas, but I don't want to crunch the numbers. I'm lazy.
Title: Re: New unique items
Post by: Aki on September 30, 2009, 21:34
Do eet...
Title: Re: New unique items
Post by: Madtrixr on September 30, 2009, 22:14
Well. I was thinking that my ideas fit more into a Half-Life 2RL (and probably TF2RL)

...I lost it. Grav Gun?
Title: Re: New unique items
Post by: raekuul on October 01, 2009, 06:11
I'm gonna put together a prototype Phaze Pistol later today and see how well it works on The Wall. I need to figure out minimum damage needed for Wallbreaking, and I haven't played a hacked game for too long.

Don't worry, I'll die after The Wall. This is FOR SCIENCE!
Title: Re: New unique items
Post by: darksergio on October 02, 2009, 23:31
the sleghammer
Damage: 5d6
meele
special reload: kick down a wall near of you leave you tired after that
in game description: this legendary sleghammer send the EDF back to the earth from mars
pickup quote: you fell the power of the people in your hands

Well I trougt about this one while I ws playing Rf: guerrilla is it overpowered just told me but we really need something to bring down the wls for the meele player
Title: Re: New unique items
Post by: Aki on October 04, 2009, 17:33
I doubt that would really be that useful.

Same damage as Butcher's Cleaver, only appears on some runs, and with the inclusion of wallbreaking for AoMr/AoB in 9.9's badges... yeah, naw.
Title: Re: New unique items
Post by: raekuul on October 05, 2009, 07:00
Unless there is a drastic rewrite of the melee weapon code between 0.9.8.10 and 0.9.9, there is no way to make a wall-breaking melee weapon. Wallbreaking is a component of splash damage, and the only splash damage can be done is with a P-class weapon (meaning no Wall-breaking Shotguns, either)

I've checked.
Title: Re: New unique items
Post by: Aki on October 05, 2009, 07:17
Oh, you HAVEN'T seen the LS's Altfire? :D
Title: Re: New unique items
Post by: raekuul on October 05, 2009, 10:46
Ha ha ha
Title: Re: New unique items
Post by: Aki on October 11, 2009, 15:00
Green armor of RESISTANCE

Same as a normal green armor, but with -100% to Knockback.

Tada! :D
Title: Re: New unique items
Post by: Psion on October 11, 2009, 18:21
Armor of Thorns - Offers mediocre protection but creatures hitting you with melee attacks take damage in return.

Mega X Armor - Bizarre armor that covers you in a (very) brief shield of invulnerability every time you get hit.

Heart of Carnage - One use item.  Eating it makes you berserk, much faster, and you regain health for every kill you score.  After the effect ends you lose a chunk of health.

Bloodfire Scourge - A gun that channels some of your life force into a damaging blast.  The projectile takes 10% of your current health and deals twice that much damage to whatever it hits.

Chainaxe of Khornel - High damage melee weapon that has a chance of instantly killing non-unique monsters. (Or some other nasty effect if that's already taken)

Blade of the Damned - A melee weapon that deals massive damage but summons lost souls everytime it connects.
Title: Re: New unique items
Post by: raekuul on October 11, 2009, 18:36
Armor of Thorns - Offers mediocre protection but creatures hitting you with melee attacks take damage in return.

Is this +5 Magical Plate?

Quote
Mega X Armor - Bizarre armor that covers you in a (very) brief shield of invulnerability every time you get hit.

Blink Armor: In terms of direct attacks, only the first one each round hits. Splash attacks (Cybie Rockets, Mancubus Cannon, barrels exploding, stuff like that) still work normally.

Quote
Heart of Carnage - One use item.  Eating it makes you berserk, much faster, and you regain health for every kill you score.  After the effect ends you lose a chunk of health.

So, this is the Angel Arm of Stimpacks?

Quote
Bloodfire Scourge - A gun that channels some of your life force into a damaging blast.  The projectile takes 10% of your current health and deals twice that much damage to whatever it hits.

Hmm, so at most, it deals 14 damage?

Quote
Chainaxe of Khornel - High damage melee weapon that has a chance of instantly killing non-unique monsters. (Or some other nasty effect if that's already taken)

ALL HAIL KORNEL

Quote
Blade of the Damned - A melee weapon that deals massive damage but summons lost souls everytime it connects.

Now with more Pain Elementals!
Title: Re: New unique items
Post by: Vestin on October 11, 2009, 18:49
Blink Armor: In terms of direct attacks, only the first one each round hits. Splash attacks (Cybie Rockets, Mancubus Cannon, barrels exploding, stuff like that) still work normally.
AWESOME ^^'.

As for the Armor of Thorns... That's what I wanted the Power mod to do on armors.
Also - how about making this unique more badass (i.e.: competitive) and making it deal damage to everything around the bearer every turn PLUS additional damage for hitting him ? No, it's not  OP, firstly because I doubt a lot of people would willfully get surrounded and secondly because it would deal, let's say, 1 or 2 points of damage. It would basically make being surrounded by lost souls a little less painful. Also - we should name it something else... say - Lightning Armor.
Title: Re: New unique items
Post by: raekuul on October 11, 2009, 18:52
For Thorns or X Armor?
Title: Re: New unique items
Post by: Vestin on October 11, 2009, 21:02
For Thorns or X Armor?
Thorns. Your Blink Armor idea is great on its own, consuming every attack after the first one... Although - I think all (or most) types of attacks should count for it to be really effective.
Title: Re: New unique items
Post by: Aki on October 12, 2009, 00:11
Wow, overpowered much? O_o
Title: Re: New unique items
Post by: Thomas on October 12, 2009, 00:49
All the unique shotguns (Plasma, Jackhammer and Assault) are variations on the COMBAT shotgun. Here's a couple of double shotgun/regular ideas I've been throwing around:

Shotgun Bayonet

Description: "Do you really want to waste ammo on those chumps?"
Attack time (Ranged): 1.0s
Attack time (Melee): 1.0s
Damage (Ranged): 7d3*3
Damage (Melee): 5d3
Melee accuracy: +3
Spread: Double Shotgun
Reload: 2.0s
Clip: [2/2]
Ammo: Shotgun shells
Special: Melee kills take no time, like butcher's cleaver.

Why?: Fun, mostly. Offers little strategic benefit for the dedicated shotgun user, unless the melee damage is buffed, but that would result in it being better than the chainsaw and we don't want that.


Name Pending (Based off Metal Slug's Shotgun)

Description: "The most effective of the peregrine falcons' famous weaponry. It cuts tanks to ribbons!"
Attack time: 0.2s
Damage: 9d4
Spread: Very short (Shorter than DShotty), reasonably wide. Damage does NOT dissipate over distance.
Reload: 2.0s
Clip: [2/2]
Ammo: Shotgun shells

Why?: Buffs Active Shotgun, as Passive Shotgun is all the rage these days. Could be implemented as an exotic weapon. Also gives shotgun users a "Wasteful but incredibly effective" alternative. Also clearly the best Metal Slug weapon.

The Shotcycler

Description: "Oh yeah, now you're gonna make some demons your bitch."
Attack time: 1.0s
Damage: 8d3
Spread: Normal Shotgun.
Reload: 2.5s, move-reloading only reloads one shell. You MUST load 6 shells at once if not moving.
Clip: [6/6]
Ammo: Shotgun shells
Special Fire: Chainfire. Fires all 6 shells at a rate of 0.5s, allowing you to individually aim each one. Aborting chainfire results in the clip being emptied.

Why?: Why not have a daikatana reference, huh?
Title: Re: New unique items
Post by: Aki on October 12, 2009, 01:04
I like.

Not much more to say.
Title: Re: New unique items
Post by: Vestin on October 12, 2009, 10:38
Wow, overpowered much? O_o
You can say that about virtually anything and it doesn't help a lot.
An idea is only bad if it's:
A) not cool, fun and badass enough
B) not balancable
An idea doesn't have to start out balanced, that's not that it's for. It's meant to give you an idea of something nice that could be implemented. If it is NOT balanced - suggest how it can become so. If it can NEVER become balanced (a rare but possible occasion) - point out why it's most basic concept is intrinsically broken.

And remember - the idea doesn't belong to anyone. You can change it however you like and then ask people what they think about the modified version.
Title: Re: New unique items
Post by: raekuul on October 12, 2009, 10:55
Wow, overpowered much? O_o

For Blink Armor?

Uhm, how many enemies don't have a splash damage attack?

Although it is ungodly powerful against any single enemy with multiple melee attacks per round. I'm pretty sure only Lost Souls and AoD actually lose out to this armor. Remember, the first attack in a round still hits.
Title: Re: New unique items
Post by: Vestin on October 12, 2009, 11:27
Although it is ungodly powerful against any single enemy with multiple melee attacks per round. I'm pretty sure only Lost Souls and AoD actually lose out to this armor.
It should also protect against a barrage of plasma bullets, IMO. This way it would have its uses (against arachnotrons, lost souls, commandos) but also weak points (I guess it would otherwise offer low protection, like 2/2 or even 1/1).
Title: Re: New unique items
Post by: raekuul on October 12, 2009, 11:33
I thought that the X Armor that the Blink Armor was playing off of was only a Green with Magic?

Besides, how many D&D casters with access to Blink go walking around in [2/2] armor or better?
Title: Re: New unique items
Post by: Psion on October 12, 2009, 19:02
ALL HAIL KORNEL

No, it's SKULLS FOR THE THRONE OF KHORNEL!  Get it right.

Is it possible to do a shockwave centered on the player that doesn't damage the player?  Say, as a reaction to being hit while wearing a certain unique armor.
Title: Re: New unique items
Post by: Thomas on October 12, 2009, 23:15
No, it's SKULLS FOR THE THRONE OF KHORNEL!  Get it right.

Is it possible to do a shockwave centered on the player that doesn't damage the player?  Say, as a reaction to being hit while wearing a certain unique armor.

Yeah, some beta features involve explosions that don't damage the player.
Title: Re: New unique items
Post by: Aki on October 13, 2009, 00:27
LS Altfire? O_o
Title: Re: New unique items
Post by: kossa on October 13, 2009, 11:20
How about a 2 chainsaws unique (1 for each hand)?
Title: Re: New unique items
Post by: UnderAPaleGreySky on October 13, 2009, 11:24
Two chainsaws? Pffft. Dragonslayer takes two chainsaws to town any day.
Title: Re: New unique items
Post by: Aki on October 13, 2009, 15:30
(4d6)*2 = Average of 28.

LS: (8d8) = Average of 36.

O_o
Title: Re: New unique items
Post by: Fanta Hege on October 13, 2009, 20:36
I just got an idea for a type of an unique;

How about a shield of a type that will take the slot for the prepared weapon (possibly for good?) and then slightly increasing the armor rating as long as its in the prepared slot?


This would be handy for mélee atleast.
Title: Re: New unique items
Post by: UnderAPaleGreySky on October 20, 2009, 01:08
A shield? A tactical shield maybe..
Title: Re: New unique items
Post by: Aki on October 20, 2009, 01:55
Wow, way to buff tactical defense even more :>
Title: Re: New unique items
Post by: darksergio on October 21, 2009, 22:34
maybe it could be a riot shield or the shield that the EDF elite soldiers use in red faction guerrilla. the shield only cover the torso and the lowerbody and legs in the game is very hard to kill them whidouth the sniper rifle or the gaufs rifle because the only part exposed is their heads but they use weapons whit homing bullets that render cover useless maybe is added in the it could reduce sharpel damage to half and bullet damage to a third
Title: Re: New unique items
Post by: ZZ on October 25, 2009, 12:55
Lightsaber:
Classic, i don't know why somebody didn't post something like that.
Dmg:3d5;
Accuracy:+99;
AF: throw like a combat knife, but it RETURNS;
Quote on pickup: Your master had tought you well;
Inventory quote:From the long time ago, the galaxy far-far away;
Special: Gives +3 protection like LS;
Comment: Ranged melee weapon. He-he. Could be very useful. For the armor, remember the blaster deflection skill. And it should hit every Target in the way.
Title: Re: New unique items
Post by: Aki on October 25, 2009, 13:00
Heh, yet another one of those things that are either useless or overpowered.

LS doesn't give protection anymore.
Title: Re: New unique items
Post by: UnderAPaleGreySky on October 25, 2009, 21:33
In my opinion, new uniques should be kept Doom related. To throw in a Star Wars unique is akin to heresy (Doom? Star Wars?? BURN THE HERETIC!!!!   :P).
Title: Re: New unique items
Post by: Madtrixr on October 25, 2009, 22:21
Well, The Quake stuff is related by blood, so to speak, so it's fine to have in DoomRL. The other stuff is pushing it, but they're things Kornel (and I think everyone else when they were implemented) enjoy (like the DragSlay and the GCB) But Star Wars? I don't think so...
Title: Re: New unique items
Post by: Psion on October 31, 2009, 10:30
Well there's already a hint of warhammer here and there and obviously some of the forum members like the setting.  Maybe a powersword instead of a lightsaber?
Title: Re: New unique items
Post by: ZZ on October 31, 2009, 14:17
Lead Pipe
Dmg:7d6
Accuracy:+2
Quote on pickup: Just a pipe. Looks simple;
Inv. text: Brutal enough. But strong.
Sp.Fire: charge for 2X damage(can be charged for more than 1 time);
Special:Bleeding chance(optional);

The ultimate power of the useless item!!! Crush bones with charge-ovecharge. And if a blood channel is hit than the internal hemorrhage could start. ULTIMATE!



Title: Re: New unique items
Post by: raekuul on October 31, 2009, 18:21
Sounds good, in theory anyway.

How many seconds to charge? Is the charge lost upon moving?

----

Vile Staff
Dmg:7d3
Ammo: Not sure, maybe Rockets or Plasma?
Accuracy:Pointless to mark this.
Quote on Pickup: "So that's how the bastards do it!"
Inventory Text: Made of Arch-Vile Magic. Use it wisely.
Sp.Fire: Destroys a corpse.
Fire Time: 1.5 seconds, since you don't know how to use the magic right.
Title: Re: New unique items
Post by: UnderAPaleGreySky on October 31, 2009, 21:44
Lead Pipe
Dmg:5d6
Accuracy:+2
Quote on pickup: Just a pipe. Looks simple;
Inv. text: Brutal enough. But strong.
Sp.Fire: charge for 2X damage(can be charged for more than 1 time);
Special:Bleeding chance(optional);

The ultimate power of the useless item!!! Crush bones with charge-ovecharge. And if a blood channel is hit than the internal hemorrhage could start. ULTIMATE!
I declare this weapon broken. A lead pipe should not have the same base damage as the Butcher's Cleaver.
Title: Re: New unique items
Post by: Madtrixr on October 31, 2009, 22:02
I declare this weapon broken. A lead pipe should not have the same base damage as the Butcher's Cleaver.

Hm...Yeah. it should have a higher base damage than a combat knife, maybe, but not as strong as a chainsaw.

3d6? maybe? 4d4?
Title: Re: New unique items
Post by: ZZ on November 01, 2009, 04:52
So what's the point of it? If chainsaw is stronger than it. 7d6-7d5. The pipe dream. Rare item will it be. And charging takes 2-3 turns, so you can't just stand waiting enemies come closer to you(moving declines charge).

Or
Bombing Beacon Placer:
Dmg:0d1(yeah cool)
Accuracy:-0;
Ammo: power cells, 25-40 on shoot
Quote on pickup:'So what is our forces are doing on orbit';
Inv. text: 'Not nuke. But deadly'.
Fire: creates 5 barrels explosion in the point called with countdown 10 second;
Sp.Fire: Computer Map;
Special:None;
Summons an orbital bombing of a place. If you can run fast enough, so it's usefull.

Or
Marksman's Bow
(Shotgun)
Dmg:1d25(can be lethal, IS lethal on AoMC);
Fire speed:0.5 sec;
Rel.spd.:0.5 sec;
(cycle takes 1 sec);
Ammo automatically generated(quill of 1000 arrows in complect);
Sp reload: takes 3 sec but loads 5 arrows chain shooted with same time;
Sp.Fire: stunning arrow for 1 sec;
Inv.quote:'A weapon of old ancestors'
Quote on pickup:'Ready to feel like marksman'
1 shoot weapon. Powerful, with special things. Endless ammo makes it precious and rare.
Title: Re: New unique items
Post by: Madtrixr on November 01, 2009, 14:27
So what's the point of it? If chainsaw is stronger than it. 7d6-7d5. The pipe dream. Rare item will it be. And charging takes 2-3 turns, so you can't just stand waiting enemies come closer to you(moving declines charge).

Or
Bombing Beacon Placer:
Dmg:0d1(yeah cool)
Accuracy:-0;
Ammo: power cells, 25-40 on shoot
Quote on pickup:'So what is our forces are doing on orbit';
Inv. text: 'Not nuke. But deadly'.
Fire: creates 5 barrels explosion in the point called with countdown 10 second;
Sp.Fire: Computer Map;
Special:None;
Summons an orbital bombing of a place. If you can run fast enough, so it's usefull.

Or
Marksman's Bow
(Shotgun)
Dmg:1d25(can be lethal, IS lethal on AoMC);
Fire speed:0.5 sec;
Rel.spd.:0.5 sec;
(cycle takes 1 sec);
Ammo automatically generated(quill of 1000 arrows in complect);
Sp reload: takes 3 sec but loads 5 arrows chain shooted with same time;
Sp.Fire: stunning arrow for 1 sec;
Inv.quote:'A weapon of old ancestors'
Quote on pickup:'Ready to feel like marksman'
1 shoot weapon. Powerful, with special things. Endless ammo makes it precious and rare.

...Because it's a lead pipe. Anyways, don't know about the BBP, but the bow should be called The Huntsman. (:D)
Title: Re: New unique items
Post by: ZZ on November 02, 2009, 05:48
Or
Devil's Hand
Picture:?;
Inv. text:N/A;
Pickup text:You feel possessed with demonic energy;
Dmg:10d1, next hit deals twice more damage;
Sp. fire:fires a prepared weapon with explosion 2X2(each shot)(bonus for weapons with built-in explosion) but halved dmg(hellfire);
Sp.Reload:reloads a prepared weapon fro no time.
Reload:none;
Special:Can't be swapped from' weapon' slot(any weapon will go to 'prepared' slot);

Transforms you into half-demon, making you fire highly explosive rounds and grab any enemy and hit,hit,hit until he dies. Very powerful for melee character, useful indeed for all other due to explosion.
Title: Re: New unique items
Post by: raekuul on November 02, 2009, 05:59
Do you mean half-imp, or half-cacodemon?

Demons are just relentlessly fast (yet still slower than lost souls).

Dealing 10 to 20 damage, in melee I take it?

Special fire would cause broken shotguns, unless the shotgun code now carries more than three shot types.
Title: Re: New unique items
Post by: knlbr on November 02, 2009, 10:38
Drilling Tool

a tool that lets you break walls. is an usable item; breaks up to 5/6 walls in a straight line, and is dropped at the end, leaving it vulnerable to explosions then.

would be useful for storming the wall in AoMr/Sh/B... just for the e-peen or something?
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 02, 2009, 22:52
No. Just no.
Title: Re: New unique items
Post by: Melon on November 03, 2009, 01:25
Former security officer:

"Now this one is a sneaky bastard. Be a man and drop that riot shield!"

Former security officers are like regular former human except for one thing. They carry a riot shield. If former security officer is shot normally (without aiming) then the riot shield takes all the damage, leacing the former security officer unhurt. The riot shield deteriorates as a green armour [100%] [1/1]. The only way to hit the bastard is to aim... so the best way is to kill them with a pistol-like weapon. While aiming, the riot shield doesn't take damage but the former security officer.

Also they are carrying Glock 30 pistol. It has a magazine of 9 bullets, deal 3d3 damage, has accuracy of 5+. Base fire time is 0,8 sec, reload 1,0 sec.

Ah yes, this is the idea I saw somewhere on the forum here...
Title: Re: New unique items
Post by: ZZ on November 03, 2009, 02:45
Shotstol
Dmg.:5d3;
Magazine:1;
Spread:combat shodgun;
Acc.:+0(sotguns ignore accuracy);
Pickup quote:'Hmm. Interesting';
Inv. quote:'Is this a pistol or a shotgun?'
So. reload: dualreload;
Ammo: shells;
Sp. fire: aimed(fires like an ordinary pistol with 2d4 dmg)
Special: Gains benefits from Shotyman,SoaG,DG;

The ultimate shotgun pistol! As any other unique pistol don't fit into non AoMr game. As GCB transforms AoMr into chaingun run, this transforms AoMr into AoSh. And if you manage to find 2 of this...Gun Kata makes you invulnerable.
Title: Re: New unique items
Post by: Madtrixr on November 03, 2009, 03:09
Shotstol
Dmg.:5d3;
Magazine:1;
Spread:combat shodgun;
Acc.:+0(sotguns ignore accuracy);
Pickup quote:'Hmm. Interesting';
Inv. quote:'Is this a pistol or a shotgun?'
So. reload: dualreload;
Ammo: shells;
Sp. fire: aimed(fires like an ordinary pistol with 2d4 dmg)
Special: Gains benefits from Shotyman,SoaG,DG;

The ultimate shotgun pistol! As any other unique pistol don't fit into non AoMr game. As GCB transforms AoMr into chaingun run, this transforms AoMr into AoSh. And if you manage to find 2 of this...Gun Kata makes you invulnerable.

OoO...I don't know what to say...
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 03, 2009, 03:21
Shotstol
Dmg.:5d3;
Magazine:1;
Spread:combat shodgun;
Acc.:+0(sotguns ignore accuracy);
Pickup quote:'Hmm. Interesting';
Inv. quote:'Is this a pistol or a shotgun?'
So. reload: dualreload;
Ammo: shells;
Sp. fire: aimed(fires like an ordinary pistol with 2d4 dmg)
Special: Gains benefits from Shotyman,SoaG,DG;

The ultimate shotgun pistol! As any other unique pistol don't fit into non AoMr game. As GCB transforms AoMr into chaingun run, this transforms AoMr into AoSh. And if you manage to find 2 of this...Gun Kata makes you invulnerable.
Jesus, that guy DOES have a shitload of ideas...
Former security officer:

"Now this one is a sneaky bastard. Be a man and drop that riot shield!"

Former security officers are like regular former human except for one thing. They carry a riot shield. If former security officer is shot normally (without aiming) then the riot shield takes all the damage, leacing the former security officer unhurt. The riot shield deteriorates as a green armour [100%] [1/1]. The only way to hit the bastard is to aim... so the best way is to kill them with a pistol-like weapon. While aiming, the riot shield doesn't take damage but the former security officer.

Also they are carrying Glock 30 pistol. It has a magazine of 9 bullets, deal 3d3 damage, has accuracy of 5+. Base fire time is 0,8 sec, reload 1,0 sec.

Ah yes, this is the idea I saw somewhere on the forum here...
This, I like.
Title: Re: New unique items
Post by: Melon on November 03, 2009, 05:54
Quote from: UnderAPaleGreySky
This, I like.

So what are you waiting for? Encourage Kornel to implement the bastard... And encourage me, to get an internet connection at home so I can work on Neko! [:
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 03, 2009, 06:17
Get an internet connection at home then! :P
The former security officer has the potential for THREE new features :D, new monster, new pistol, new item type!
Title: Re: New unique items
Post by: Malek Deneith on November 03, 2009, 09:36
Quote
Former security officer:
Do not want! Seriously this is more of stuff that mods should do - a bit "Too far" for vanilla game IMHO.
Title: Re: New unique items
Post by: Melon on November 04, 2009, 01:18
Do not want! Seriously this is more of stuff that mods should do - a bit "Too far" for vanilla game IMHO.
Did the vanilla game had revenant launchers that you could equip, Dragonslayer, Trigun, Butcher's Cleaver, Former Commandos, barrels of napalm...
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 04, 2009, 01:23
While indeed there were former commandos in the original Dooms, we knew them as the lovable blokes with bullets for our chainguns. Now they murder us with plasma rifles. And thats not too far?

(vague agreeing with Melon's statement :P)
Title: Re: New unique items
Post by: Captain Trek on November 04, 2009, 03:40
While indeed there were former commandos in the original Dooms, we knew them as the lovable blokes with bullets for our chainguns. Now they murder us with plasma rifles. And thats not too far?

(vague agreeing with Melon's statement :P)

For my money, new monsters are fine as long as they fit in with the existing cast and don't actually replace or cause the removal of an existing monster and indeed, what was the commando (or "heavy weapon dude" if you prefer) in the original game simply became the former captain, while the commando became an HWD with a plasma rifle, something I have no problem with... And why shouldn't there be a few elite formers who are able to play with the big boys? Maybe there should be a former rocket trooper as well...

Anyway, I very much like both the "Shotstol" (though it desperately needs a better name (though the best I can come up with for the moment sadly is sawn-off shotgun)) and the former security officer ideas, though I think plasma and explosive type weapons should be able to "lance through" the shield, causing the SO to take half-damage since, well, let's face it, a former security officer being completely immune to a BFG shot or rocket explosion (the concusive force alone of a high explosive round is considerable) because of a little portable piece of metal seems a little hard to swallow...

Going back to the rocket trooper concept though, that actually gives me a different idea...

Former engineer:

This combat engineer's inventive mind sadly wasn't enough to save him from the demonic hordes... His brain (or what's left of it) now works for them...

Essentially, this former would manifest himself as a green or yellow "h" who would start off with no weapons at all other than punching and perhaps the same Glock the former security officer would use, but would be able to pick up and use any weapon he can lay his hands on (including uniques), meaning that the player could, concievably, find himself staring down the barrel of a nuclear BFG wielded by a former engineer... This would, however, necessitate the player being able to tell what weapon the engineer is carrying and would also necessitate some method by which the engineer could chose which of his carried weapons he'd like to use, all of which is perhaps too complex to be implimented effectively...
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 04, 2009, 03:53
Wow, that engineer idea sounds pretty cool. Modders, be warned :P.
Title: Re: New unique items
Post by: ZZ on November 04, 2009, 04:07
The former engineer should wield the best weapon in his hands, just as numbers tell:
CK->P->Sh->CSh->DSh->CG->PR->BFG->Chainsaw(they should be on Chained Court!);
As you all talk about unique formers, here take the new idea:

Former Scientist
Dmg:2d5*4(melee)
Inv:None;
Can it open door\use weapon,items: Yes(4 weapons at a time);
'Look' quote:'Did you thought they all are dead? This one has "survived".All his biological experiments  left a mrk on him
and due to tragedy he mutated. Fear him now, as he has 4 hands and 2 brains, full of thoughts how to kick your ass!'

Former commando is the single enemy from DoomRL that doesn't exist in Doom(1 or 2).

As for my scientist,H must be a sign,also might be a weapon user. Fierce enemy, like demon(pinky), and should attack you when he sees you, no matter his gun is loaded or no(charge!).
Title: Re: New unique items
Post by: Malek Deneith on November 04, 2009, 09:28
Did the vanilla game had revenant launchers that you could equip, Dragonslayer, Trigun, Butcher's Cleaver, Former Commandos, barrels of napalm...
I meant vanilla as in vanilla DoomRL. And true the stuff you mention wasn't in original Doom but for some reason it's easier for me to swallow than the monster you suggested. Don't ask why, call me weird if you want it just is :P
Title: Re: New unique items
Post by: Midnight on November 04, 2009, 10:10
Personally, I'm against this idea, too. I see two major cons:

1) A monster like this would probably be in conflict with the rest of the game's content. DoomRL is quite an abstract game (for example, we have a trait that literally gives you ammo out of air). Security officer, on the other hand, is a detailed monster - adding him would break the level of abstraction the rest of the content operates on. Incidentally, I didn't like the inclusion of Pancor Jackhammer into the game as well, for the same reason.

2) Doesn't sound quite doomish enough (which is the reason we don't have assault rifles and the like in the game)

So, in my opinion, such ideas are excellent meat for mods, but do not fit well into vanilla.
Title: Re: New unique items
Post by: Captain Trek on November 04, 2009, 18:16
1) A monster like this would probably be in conflict with the rest of the game's content. DoomRL is quite an abstract game (for example, we have a trait that literally gives you ammo out of air). Security officer, on the other hand, is a detailed monster - adding him would break the level of abstraction the rest of the content operates on. Incidentally, I didn't like the inclusion of Pancor Jackhammer into the game as well, for the same reason.

So... what... you'd be OK with the Jackhammer if only Kornel were to change its name to "automatic shotgun" and remove all references to the Pancor Corporation, I take it? Seriously, that's a pretty dumb notion...

Quote
Former commando is the single enemy from DoomRL that doesn't exist in Doom(1 or 2).

What about the Angel of Death in the unholy cathederal?
Title: Re: New unique items
Post by: Midnight on November 04, 2009, 18:35
So... what... you'd be OK with the Jackhammer if only Kornel were to change its name to "automatic shotgun" and remove all references to the Pancor Corporation, I take it? Seriously, that's a pretty dumb notion...

Funnily enough yes, I consider such a variant to be better. Seems to be working fine for Assault Shotgun, doesn't it? But of course, this is all subjective.

 
Title: Re: New unique items
Post by: Madtrixr on November 04, 2009, 18:51
...Don't you dare touch the Jackhammer, or ima gunna haf to keel you all.
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 04, 2009, 22:01
What about the Angel of Death in the unholy cathederal?
That's a damned fine point.
Also, what about JC? Because the severed head belonged to Romero.
Title: Re: New unique items
Post by: Melon on November 05, 2009, 00:53
I think that monster is ideal for the Doomiverse. On a scientific-military like UAC you have soldiers, scientists and security personnel. You still have your level of abstraction, it's not the "Kyle, former high ranked security officer, contractor from Kamaz corporation ltd." it is just "former security officer". That's all.


Oh yeah, Kornel might also impelement such mini-boss <hahaha>
Title: Re: New unique items
Post by: ZZ on November 05, 2009, 01:59
Hey, guys. Maybe create a new topic 'New Monsters'.New unique items - isn't a FormerSecurityOfficer
Title: Re: New unique items
Post by: Melon on November 05, 2009, 05:31
Hey, guys. Maybe create a new topic 'New Monsters'.New unique items - isn't a FormerSecurityOfficer

Agreed. Also agree on that the cell based weapon should deal half damage to the Former Security Officer and half to its shield.

But still we have to wait for Kornel's decision [;
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 05, 2009, 05:54
As for my scientist,H must be a sign,also might be a weapon user. Fierce enemy, like demon(pinky), and should attack you when he sees you, no matter his gun is loaded or no(charge!).
I think h suits it much better. As well as h for the engineer idea (I seem to always with associate yellow with engineers) and h for the security officer.
Title: Re: New unique items
Post by: Aki on November 05, 2009, 07:42
Your fringe logic does not work.

How do you kill it on AoSg?

In addition, you can kill every enemy with every weapon type relativly easily/normally, except the BOSS MONSTER AoD. (That's the point, btw.)
Title: Re: New unique items
Post by: raekuul on November 05, 2009, 10:14
Plasma Knife
4d3
Acc.: +2
Pickup quote:'What the hell is this thing?';
Inv. quote:'Must be some sort of experimental weapon...'
Sp. Fire: Throws knife.
Special: Instead of Physical damage like most other melee weapons, it deals Plasma damage. The difference is outlined somewhere on the wiki, but it amounts to "Armor is reduced by half before being applied."
Title: Re: New unique items
Post by: ZZ on November 05, 2009, 13:32
Fiery Sword
5d5
Acc +2;
Explosion:2d5
Sp. Fire:cast a fireball 2d5;
Pickup quote:'You feel ignited'
Inv. quote:'Strange, how didn't you get burned yet'
Special: explodes in the folowing
###@##=
***V***
.*****.
..***..
...*...
...*...
...*...   
######

Flame  goes till it hit the wall.
Explodes only if monster is hit
Explosion doesn't take down walls.
Title: Re: New unique items
Post by: Fanta Hege on November 05, 2009, 14:18
Plasma Knife
4d3
Acc.: +2
Pickup quote:'What the hell is this thing?';
Inv. quote:'Must be some sort of experimental weapon...'
Sp. Fire: Throws knife.
Special: Instead of Physical damage like most other melee weapons, it deals Plasma damage. The difference is outlined somewhere on the wiki, but it amounts to "Armor is reduced by half before being applied."

You know I actually like this idea. It could be rather handy in AoB.. But a knife?
Title: Re: New unique items
Post by: raekuul on November 06, 2009, 06:06
Plasma cuts armor in half, and this way we have more than just the Chainsaw and Butcher's Cleaver for the lead up to UC.

And lightsaber was already cut down for not being doomish enough or something.
Title: Re: New unique items
Post by: Passionario on November 06, 2009, 07:07
You know I actually like this idea. It could be rather handy in AoB.. But a knife?

Actually, it makes sense for a compact plasma-powered cutting tool to be found on a space base. It would be quite helpful for a multitude of tasks, from breaching a bulkhead to fending off a hungry demon.
Title: Re: New unique items
Post by: UnderAPaleGreySky on November 06, 2009, 07:56
As opposed to a goddamned lightsaber.

Also, I like the knife idea as well.
Title: Re: New unique items
Post by: Madtrixr on November 06, 2009, 09:55
Yeah. It's cool.

Like a blowtorch, but in knife form
Title: Re: New unique items
Post by: Gargulec on November 06, 2009, 14:40
Avenger Shuriken Catapult
'Does not fit well in this universe...'
Damage: 12x(2d2), physical.
Accuracy: +5
Firing time: 0.8 sec
Clipsize: 240/40 (40 loaded cells are enough for 240 shots)
Inventory description: 'This will piss some people off!

Basicly: Plasma Rifle for no MAc, no EE runs. With MAc and a level of finesse, turns into small doom device on par with plasma rifle against lightly armoured foes.
Title: Re: New unique items
Post by: Psion on November 06, 2009, 15:20
C4 Vizatergo
'Oh, god... what?'
Damage: 6d6, flame.
Accuracy: +0
Firing time: 1 sec
Clipsize: 4 (rockets)
Inventory description: 'Romerroooooo!!!'

Fires a short range explosive.  So short range, in fact, that it goes off in your face.
Title: Re: New unique items
Post by: Madtrixr on November 06, 2009, 15:23
C4 Vizatergo
'Oh, god... what?'
Damage: 6d6, flame.
Accuracy: +0
Firing time: 1 sec
Clipsize: 4 (rockets)
Inventory description: 'Romerroooooo!!!'

Fires a short range explosive.  So short range, in fact, that it goes off in your face.

...Daikatana would be more fitting. :D
Title: Re: New unique items
Post by: Psion on November 06, 2009, 15:35
...Daikatana would be more fitting. :D

Maybe, but I feel that weapon best summed up what Daikatana was all about.
Title: Re: New unique items
Post by: Madtrixr on November 06, 2009, 15:36
Well, I think we're both making fun of Daiktana, so...
Title: Re: New unique items
Post by: Thomas on November 07, 2009, 19:12
Daikatana
Unique Weapon
Inventory Description: The name means "Big Sword". But there seems to be something else...
Damage:3d6
Accuracy:+2
SwingSpeed:1.2s

Special: The Daikatana "levels up" after dealing [1000/3000/5000/7000/10000] total damage. Each level decreases the swing speed by 0.1s and increases the amount of dice rolled for damage by 1.

(A max level daikatana would deal 8d6 damage every 0.8s)


Grenade Launcher
Exotic Weapon
Inventory Description: "Fuse time 2 seconds. Grenades will explode automatically on contact with flesh. Do not point at face. Keep out of reach of children."
Damage: 7d6
DamageType: Explode/Fire
Accuracy: +0
Clip: 1 Rocket
FireSpeed: 1.0s
ReloadSpeed: 1.5s

Special: If you don't aim at an enemy or fail your accuracy roll, the grenade stops on the ground (otherwise it explodes on contact like a rocket). It then explodes after 2.00 seconds. Enemies may safely walk over the grenade once it has touched the ground. Intelligent enemies may attempt to flee the blast radius.
Title: Re: New unique items
Post by: Jarkko on November 08, 2009, 18:30
The BFP - The Big Fucking Pistol

Because AoMr needs a use for plasma cells and a Big Fucking Pistol is more fun than a Plasma Pistol.

Stats, I dunno, maybe something like:

Dam:5d5
Spd:1.0
Rel:2.0

Explosions and stuff as the old BFG, hits where you aim and explosions hit everything and stuff like that.

Clip: 80/20 per shot

Basically, with a bulk mod you get 5 shots which should be enough to kill everything(at least with SoAGx3), the 4 shots without bulk isn't guaranteed to kill viles if my math is correct. Kind of like the BFG, the normal two shots you get doesn't usually kill everything but three shots you get with a bulk mod kind of does guarantee kills.

Also,
Drilling Tool [...] would be useful for storming the wall in AoMr/Sh/B... just for the e-peen or something?

At least for AoSh I'm pretty sure the Plasma Shotgun shoots through walls.(probably because of plasma piercing armour)
Title: Re: New unique items
Post by: Fanta Hege on November 08, 2009, 20:17
Devastator
"Always count on Duke"
Inventory; A twin rocket launcher with fast rate of fire.. Wicked.
Accuracy; +0
Damage; 3d3 x 2. (?)* Blast radious 1x1
Firetime; 0.8sec
Clipsize; 20
Ammo; Rockets
Reload; 3.0sec
Special; Takes both, the prepared and the used weapon slot.


?* I'm not too sure on the damages so this might need some more filling in.

And yes this is from Duke Nukem.
Title: Re: New unique items
Post by: Captain Trek on November 08, 2009, 20:57
The BFP - The Big Fucking Pistol

Because AoMr needs a use for plasma cells and a Big Fucking Pistol is more fun than a Plasma Pistol.

Stats, I dunno, maybe something like:

Dam:5d5
Spd:1.0
Rel:2.0

Explosions and stuff as the old BFG, hits where you aim and explosions hit everything and stuff like that.

Clip: 80/20 per shot

Basically, with a bulk mod you get 5 shots which should be enough to kill everything(at least with SoAGx3), the 4 shots without bulk isn't guaranteed to kill viles if my math is correct. Kind of like the BFG, the normal two shots you get doesn't usually kill everything but three shots you get with a bulk mod kind of does guarantee kills.

How about "BFHG" (Big Fucking Hand Gun)? Anyway, with some tweaking, I can certainly see this working as a kind of half-brother weapon to the anti-freak jackal. The BFP (or BFHG or whatever it ends up being called) would be to the BFG what the AFJ is to the rocket launcher...
Title: Re: New unique items
Post by: ZZ on November 09, 2009, 03:00
Damage; 3d3 x 2. (?)*
Firetime; 0.8sec
Too weak. Avg dmg =4.5;Two shots 4.5*2=9; 5 shots on time of 4 9*5=45. Rocket Launcher:6d6; Avg.dmg= 18; 4 shoots 18*4=72.
It's not stronger than an average RL. Devastator must have 6d6 dmg, as RL(shoots same rockets).
Title: Re: New unique items
Post by: Thomas on November 09, 2009, 03:28
Too weak. Avg dmg =4.5;Two shots 4.5*2=9; 5 shots on time of 4 9*5=45. Rocket Launcher:6d6; Avg.dmg= 18; 4 shoots 18*4=72.
It's not stronger than an average RL. Devastator must have 6d6 dmg, as RL(shoots same rockets).

Mmm, because a weapon that's only better than its base weapon in MOST ways isn't good enough. Why not give it average damage as well as fast speed, ludicrously huge clip size and double effect from damage mods.
Title: Re: New unique items
Post by: raekuul on November 09, 2009, 08:14
I see devastator, I think the nuclear powered tanks in Dune II.

Since this is a unique, though, an average damage of 9 per salvo is pretty poor. Maybe make it 4d4? Although, since the splash is only radius 1, we may be able to get away with making it 5d4.
Title: Re: New unique items
Post by: Jarkko on November 09, 2009, 09:10
Forget twin weapon things. Add a powerup that lets you shoot two *anything*. Kind of like in Blood.
Title: Re: New unique items
Post by: Floyd on November 09, 2009, 10:38
Forget twin weapon things. Add a powerup that lets you shoot two *anything*. Kind of like in Blood.

Carrying two or duplicate the weapons as in Blood?
Title: Re: New unique items
Post by: raekuul on November 09, 2009, 12:27
Wouldn't that make dualgunner redundant on AoMr?
Title: Re: New unique items
Post by: ZZ on November 09, 2009, 12:58
Quadrapistoling!!! I'm unstoppable!!!!!!
Title: Re: New unique items
Post by: raekuul on November 09, 2009, 13:05
While the master traits for AoMr still require taking Dualgunner, such a powerup would really make people doing a pistol run on other modes angry if they had just taken Dualgunner before finding the powerup.

So, yeah, I'm against.

New Item Time:

Spinner Blade
"Where the hell is this from?"
Inventory: A bladed... boomerang? Sure, whatever.
Accuracy: +4
Damage: (2d6)x2
Throw Time: 1.2 sec
Damage Type: Physical
Special: Goes between Player and Range of Vision, hitting anything on the aiming line. More useful against crowds than single enemies. If it's at the edge of the Range of Vision, it only gets hit once. Returns once thrown.
Title: Re: New unique items
Post by: ZZ on November 09, 2009, 14:37
Better Spinning Blade Launcher. Consume 1 combat knife on pickup but does all that you say.
Title: Re: New unique items
Post by: Jarkko on November 09, 2009, 14:57
Wouldn't that make dualgunner redundant on AoMr?

Yes, for about 40 turns until it wears off.

Carrying two or duplicate the weapons as in Blood?

I think duplicate weapons like Blood would be more fun but firing chainguns and shotguns at the same time might be ok too.
Title: Re: New unique items
Post by: X-Heiko on November 11, 2009, 14:43
Energy Armor. Immune to plasma, hell baron/knight shots and explosion blasts, but loses gratuitous amounts of durability when shot at with ballistic weapons, direct rocket hits,  melee attacks etc. Has 0 protection points.

Plasma Mine Launcher: shoots barrells for energy cells. Yeah, basically placing a barrel that explodes BFG-ish when shot at.
Title: Re: New unique items
Post by: metroidRL on November 25, 2009, 23:01
Grenade launcher

Damage: (5d7)
accuaracy: +2
fire rate: 1.3 secs.
reload speed: 1.2 secs.
alf fire: none
alt reload: none
capacity: 1
blast radius: 3

special ability: can bounce off the walls, direct enemy hits make the rocket explodes (obiously duh).

slayor (fixed cuz i have maked the suggestion one time but at that time i dind't know the damage stuff lol)

damage (8d3)x4
accuaracy: none
capacity: 8
reload time: 1.5 secs.
alt reload time: full magazine. (3.5 secs.)
fire speed: 1 secs.
alt fire: make an attack like this one (no sharpnel attack just an straight one)
Code: [Select]
###########
#··········
#··@**c*···
#··········
###########
         
Title: Re: New unique items
Post by: Psion on November 26, 2009, 19:59
Metalstorm Disposable Pistol - A non-reloadable rapid fire pistol based off metal storm technology.  30 rounds, regular pistol damage, 5 shots per trigger pull.

Discontinuity Projector - Fires a projectile that causes an enemy to jump forward in the time stream.  It'll vanish for a random amount of time before reappearing exactly where it was (potentially telefragging something).
Title: Re: New unique items
Post by: felttippen on November 27, 2009, 05:41
STS - Scarecrow Turret System

appearance:  T
damage (1d6)x5
capacity: 100 bullets
accuracy: +3
firing time 0.8s deployment time 3s
100 health
moddable with one area of effect weapon(shotguns RL and BFG) + usesone stack of the according ammunition

I´d like to see some kind of ally for the player to divert fire and do damage.
The big question is if you should be able to pick it up again- id say yes.
But if we can use it multiple times it would of course be imba as hell, so here are some suggestions to weaken it:
-uses cells to operate
-has 10%(5%?- 15%?)chance to malfunction and also target player when down to 20 hp
-has x% chance to be taken over by vile attack-magic and EXCLUSIVELY attack player

Btw:this is not undoomish since its not a weapon but a piece of hi-tech equipment just like the thermie

edit:
holograpic projector

4-8 charges
projects an @ in your LoS that has a 30% chance of monsters attacking it instead of you
attacks go through it of course and can hit other enemies
useless after depletion( or is it...?)
Title: Re: New unique items
Post by: Frankosity on November 27, 2009, 10:10
STS - Scarecrow Turret System

appearance: green T
damage (1d6)x5
capacity: 100 bullets
accuracy: +3
firing time 0.8s deployment time 3s
100 health
moddable with one area of effect weapon(shotguns RL and BFG) + usesone stack of the according ammunition

I´d like to see some kind of ally for the player to divert fire and do damage.
The big question is if you should be able to pick it up again- id say yes.
But if we can use it multiple times it would of course be imba as hell, so here are some suggestions to weaken it:
-uses cells to operate
-has 10%(5%?- 15%?)chance to malfunction and also target player when down to 20 hp
-has x% chance to be taken over by vile attack-magic and EXCLUSIVELY attack player

Btw:this is not undoomish since its not a weapon but a piece of hi-tech equipment just like the thermie

I think this would be better if it were streamlined and quite a bit weaker. 20-30 HP would be much more reasonable than 100, as it's basically a lightweight deployable turret, not a tank. The limited ammo and low health would make it pretty weak on its own, but would be great for backup or as a decoy.

While I don't really like the idea of malfunctioning or Vile control, it does give the idea of a new enemy in corrupted security systems, like surveillance hardware and turrets.
Title: Re: New unique items
Post by: Psion on December 04, 2009, 14:15
Freeze Sprayer - An energy weapon that shoots a cone of cryogenically liquified nitrogen. It deals moderate damage but stuns anything hit for a longer period of time.  It also turns lava into regular floor.  (I guess this isn't very Doomy.   Maybe it could be called Satan's Snowcone Maker?)

Blade Chain - A razor sharp javelin on a long chain.  Melee types can throw it to pull far away enemies closer.  It only deals minor damage, however.
Title: Re: New unique items
Post by: Madtrixr on December 04, 2009, 14:50
How about "BFHG" (Big Fucking Hand Gun)? Anyway, with some tweaking, I can certainly see this working as a kind of half-brother weapon to the anti-freak jackal. The BFP (or BFHG or whatever it ends up being called) would be to the BFG what the AFJ is to the rocket launcher...

Two words: Hand Cannon

I think thats a better name that BF(Insert abbreviation here), at least for a Pistol.
Title: Re: New unique items
Post by: ZZ on December 05, 2009, 04:59
Hazardous terran Gun
Ammo:150;
Damge:Lava/acid;
Sp. FIre:N/A;
Sp. Reload: Changes clip to an different one;
Sp. Rel. Time: 3.0 sec;
Fire Time:1.0 sec;
Special:1)Has 2 clips, for lava and acid;
2)When walks on a 'clip' terran, gun consumes lava and loads it into it's clip;
3)When loaded 150 ammo, it destroys.
4)When shoots, places a lava/acid on target;

Maybe an artifact, guaranteed to spawn in the lava pits. It makes an lava/acid a bonus, not a curse.
Title: Re: New unique items
Post by: bfg9001 on December 05, 2009, 10:01
I'm sure this has been suggested before, but what about different ammo types?

Armor piercing rounds (obviously) reduce the target's armor when figuring out how much damage an attack did.

Hollow point rounds (or fragmentation rounds, or exploding rounds, etc.) increase the target's armor when figuring out the damage formula, but do more base damage.

Then of course, for different types of ammunition, like rockets, you could have like High Explosive for the extra damage, or Sabot rockets for the armour piercing.

Not sure how it would work for plasma, as plasma already does a lot of damage and already is quite effective vs. armor. Also, some may see this as "unDoomish" but then again most, if not all, of the unique items weren't in the original Doom.

Anywho, that's just my two cents.
Title: Re: New unique items
Post by: Shoop da Whoop on December 05, 2009, 16:20
Different types of shooting + different ammo = even more of damroll modifiers. IMHO.

Now, maybe this was proposed earlier, but:

Blink thing
Experimental scientific thing that allows you to teleport anything you see! Enemies, barrels, stuff... Youself. But don't forget - it is experimental device.
Firstly, it teleports things to random place (just as usual phase device).
Secondly, teleported object is damaged a bit, 4d3, for example. And teleport on lava or acid is possible too!
Thirdly, it uses many energy cells. Equal to distance between two positions (which is random) is many enough.

How to use: your way is blocked? Teleport it out! Blink thing brings in much more of randomness to the gameplay. Also it will be fun to teleport barrels. Because of damage they will explode! "This will be mess.", yes.

PS: ...and a soulcube-companion. Heh.
Title: Re: New unique items
Post by: ZZ on December 14, 2009, 07:41
Point-shooting Shotgun
dmg:0-1*24(If armor is present, it decreases from first n shoots, n=armor).
clip:1, shotgun shell.
reload:1,4 sec.
Sp.rel/fire:N/A;
Special:get benefit from the shotgun and chaingun traits.

Combination of shotgun and chaingun, like Grammaton Cleric Beretta.
Title: Re: New unique items
Post by: raekuul on December 14, 2009, 07:58
0d1? Game-Crasher.
It will still only shoot once, since there's a maximum clip of one. The Multiplier is how many times it fires from the clip, not how many times it makes fire from one unit of ammunition.

Why does this remind me of the BeeBee Gun I suggested so many pages back?
Title: Re: New unique items
Post by: bfg9001 on December 14, 2009, 12:18
I'm not even sure how much damage 0d1 does. What exactly is the result of rolling a one-sided die no times? Lol.

But if an automatic shotgun is what you're trying to suggest, isn't there already one in the game?
Title: Re: New unique items
Post by: ZZ on December 14, 2009, 13:43
You feel like killing machine!
AAAAARGH, 0d1 ISN'T EQUAL 0-1!!!!!OMG!!!!

You feel more calm.

To be exact, it does EQUAL damage to shotgun, and ignores accurasy, but just no spread and gain benefits from TH. So it's really single-targeted shotgun, useful for shotgunners to become a chaingunner, like GCB transforms a AoMr to crazy chaingun run.
Title: Re: New unique items
Post by: Madtrixr on December 14, 2009, 14:22
...
...
/me tries to prevent whats going to happen.
...
/me fails.

/me 's head explodes like Hitler's in Bionic Commando.

That sounds utterly useless to me. Why would I use that? I love shotguns BECAUSE they have a spread. Taking it away is taking away what makes a shotgun, a shotgun. If we had different ammo types, this could work, maybe, with slug shells, but otherwise, no. Just no.

Oh, and what IS 0d1? it sounds like 0 damage to me. it doesn't make any sense, because seriously, what does NOT rolling a d1 equal other than zero?

Nice try, but even I think this is just bad.
Title: Re: New unique items
Post by: bfg9001 on December 15, 2009, 00:16
... a shotgun that doesn't fire shot.

Alright.
Title: Re: New unique items
Post by: thelaptop on December 15, 2009, 00:21
Corpses providing alternative shot for shotguns?

Maybe from crafting items...
Title: Re: New unique items
Post by: Thomas on December 15, 2009, 21:33
Riot Shield
Exotic Armour
Inevtory Description: These things are built to last! It's a shame it only works in one direction.
Protection Value:[6/6]
Durability:200%
4 protection at 100%, 2 protection at 50%, destroyed at 0%.
Speed Modifier: 20% slower
Knockback Modifier: 50% less knockback

Special: The last direction you fired or moved in is also the shield's "direction". You get full protection in that direction, half protection in the two directions adjacent to it, and NO protection in the other 5 directions.

eg. If the player's last action was firing at something NORTHWEST of them:
Code: [Select]
630
3@0
000

Static Cannon
Unique Weapon
Inventory Description: An odd weapon. It doesn't seem to have any way of inserting ammo, just two metal handles.
Damage: 1d7*5
DamageType: Normal
Accuracy: +2
Clip: 10
FireSpeed: 1.0s
ReloadSpeed: N/A

Special: Every time you give DoomGuy a move command, 2 bullets are added to the clip.
Title: Re: New unique items
Post by: UnderAPaleGreySky on December 15, 2009, 23:25
An odd weapon. It doesn't seem to have any way of inserting ammo, just two metal handles.
Now where have I heard something like that before.. :P
Title: Re: New unique items
Post by: Xander Morhaime on December 16, 2009, 14:59
Perhaps a Power Fist of some sort, for a melee exotic or unique? Give it some solid damage and a knockback, for example...
Title: Re: New unique items
Post by: Fanta Hege on December 16, 2009, 15:07
Quote
Perhaps a Power Fist of some sort, for a melee exotic or unique? Give it some solid damage and a knockback, for example...
Killing Gloves of Boxing.

"My fists, they are made of STEEL!"

Damage: 7d4
Swing speed; 1.2

Special; Each kill you make gives you a chance to go berserk, if you allready have berserk trait, it increases the chance further. If the enemy does not die, it will receive knockback similiar to that of shotguns.
Title: Re: New unique items
Post by: felttippen on December 16, 2009, 15:27
power fist sounds great!
exotic weapon
uses 1 cell per punch directly from inventory
7d4 sounds ok
appears after dlvl 10-12
alt fire will use, lets say 4 cells , takes 1,5 secs to swing and asks you to confirm destination of knockback of 2-3 squares like this:[color=][/color]

                 ===
                =X=
                  X   B@
                  X

i think the optional knockback feature will make it obviously interesting for players of N! difficulty or to piss of viles.So it will still be worthy to keep prepared after getting LS with
8d8.
please comment about balancability and gamebreakishness


edit: I hereby oficially approve of the one unique suggested by ,err, someguy on like page 10 or so in this thread: the Lasergun from contra/metal slug.He he everytime you shot it in Metal slug your guy had an extremely evil grin on his face and his hair stood up straight.
Also i continue to throw out half baked ideas for uniques while hoping that at least one of my suggestions will make it to the new version.Ill donate soon, i SWEAR!

M203 grenade weapon Pack

damage 10d2 or 4d4
fire time 1,3 secs
uses rockets-blast radius 2 squaares smaller than RL
reload time 1,6 secs
when attached to any weapon itll remove its alt fire and alt reload abilities so it can be operated.(ohno! i cant shoot only one shell anymore from my dualshotty!noooo!)

Spider mines
obviously ripped from SC
comes in packs of threes
damage 6d6
when deployed , mine will burrow and lay waiting, also provide player sight of deployment area in an 4 square radius.
if monsters step near 3 squares of it, itll unburrow and suicide into enemy with blast radius of 4 squares
this weapon maybe undoomish but its just a continuation of my ideas for uniques that divert fire from the player.Passive- aggressive tacticaluniques we might call em.
Spider mines may also work as exotics found after d lvl 16
Title: Re: New unique items
Post by: drugon on December 17, 2009, 01:39
Maybe "The Guyver - Bio-Booster Armor"? Armor with high level protection (no less than 4), high regenerative ability (no less than 1hp per move or to 2% per move) and bonus to speed (at least 20%). It can be destroyed, but regenerate by itself and player can't die while it not destroyed. Disadvantages: can not be dismounted and when it will be destroyed (also there can be little possibility of hitting of control module, in this case armor destroying instantly), it will fast kill it's owner. For example - 1hp per turn or 2% per turn. To make it not so brutal: after 100hp or 200% destroyed Guyver stop hurting it's owner and disappear. So, if you have some medkits or if there will be health globes (megasphere or invulnerability globes) near you, it can safe your life.
Title: Re: New unique items
Post by: Fanta Hege on December 17, 2009, 14:59
The Golden Machine Gun.

"You did it! You found the legendary Golden Machine Gun!"

Damage: (8d9)x3
Accuracy:    +5
Fire Time:    1.0
Reload Time: 3.5 second
Clip Size: 30
Ammunition: ???

..But what does excatly use as an ammo?
Upon finding this weapon, it has 0 clip. You're unable to reload it unless you have the correct ammo type and correct reqruitments. But what excatly are they gona be? Thats a good question indeed.
Title: Re: New unique items
Post by: felttippen on December 17, 2009, 15:42
OH OH ! IKNOW!
Ground up dragonslayrs!
Title: Re: New unique items
Post by: UnderAPaleGreySky on December 17, 2009, 16:07
Yeah, good luck with that ^^.
Even more so if you know the source material for it.
Title: Re: New unique items
Post by: sorear on December 17, 2009, 17:08
This looks like a job for... AMMOCHAIN!  That, or the Nano Pack.
Title: Re: New unique items
Post by: raekuul on December 17, 2009, 19:29
The Golden Machine Gun.

"You did it! You found the legendary Golden Machine Gun!"

Damage: (8d9)x3
Accuracy:    +5
Fire Time:    1.0
Reload Time: 3.5 second
Clip Size: 30
Ammunition: ???

..But what does excatly use as an ammo?
Upon finding this weapon, it has 0 clip. You're unable to reload it unless you have the correct ammo type and correct reqruitments. But what excatly are they gona be? Thats a good question indeed.

Umm, guys? The Scarlet Wizard's castle is --> This way...
Title: Re: New unique items
Post by: UnderAPaleGreySky on December 17, 2009, 20:48
And Ian Fleming wants his idea back..
Title: Re: New unique items
Post by: thelaptop on December 17, 2009, 21:43
And Alexander Fleming wants his penicillin back...
Title: Re: New unique items
Post by: bfg9001 on December 18, 2009, 02:35
M203 grenade weapon Pack

damage 10d2 or 4d4
fire time 1,3 secs
uses rockets-blast radius 2 squaares smaller than RL
reload time 1,6 secs
when attached to any weapon itll remove its alt fire and alt reload abilities so it can be operated.(ohno! i cant shoot only one shell anymore from my dualshotty!noooo!)


I actually really like this idea. It'd be a helluva lot quicker than switching to your RL, even if you have it prepared or something like that.

it may be "umDoomish," but then again so are pretty much all of the uniques and exotics and such. So that arguement goes out the window.
Title: Re: New unique items
Post by: Madtrixr on December 18, 2009, 10:22
I actually really like this idea. It'd be a helluva lot quicker than switching to your RL, even if you have it prepared or something like that.

it may be "umDoomish," but then again so are pretty much all of the uniques and exotics and such. So that arguement goes out the window.


...
I have no problem with the idea itself, but when you bring up the "unDoomish" being invalid, it made me think of something.

Early on, "Doomish" was very important for ideas, but as Kornel decided to add new things outside the canon, the game got better. Now, no one cares.

Let's strike a deal.

Those who care about "Doomishness" and those who don't should mutually agree to never bring it up again. I'm tired of the arguments about it, and tired about arguing for it. Let's also agree that this doesn't mean that the flood gates are open, If an idea is bad, it's bad. If it's good, and enough people want it in, well then, it should be kept in mind.
Title: Re: New unique items
Post by: metroidRL on December 18, 2009, 10:38
let's see...

Siaga-12

Damage 8d3(semi-auto) 8d3*2(pump action)
fire rate 1.2 secs
reload time 2.5 secs
ammo capacity 16
alt reload: full reload
alt fire: switchs modes (semi-auto and pump action)

its like having 2 shotguns in 1
Title: Re: New unique items
Post by: Frankosity on December 18, 2009, 11:24
I'm not too bothered by "Doomishness", but I do have some misgivings about naming weapons after real guns. It seems incongruous with the fact that all the basic weapons are the Pistol, Shotgun, Chaingun, etc.
Title: Re: New unique items
Post by: Madtrixr on December 18, 2009, 11:53
That's true. We have one, and it was only a prototype.
Title: Re: New unique items
Post by: Tavana on December 18, 2009, 13:19
*strange chatter...*

Let's strike a deal.

*...almost sounding sane*

What the heck is the sanity? You'd best not be attempting to stop us from fighting over useless things that will never help more than a little bit!

Gosh I hope you are...
Title: Re: New unique items
Post by: bfg9001 on December 18, 2009, 14:16
...
I have no problem with the idea itself, but when you bring up the "unDoomish" being invalid, it made me think of something.

Early on, "Doomish" was very important for ideas, but as Kornel decided to add new things outside the canon, the game got better. Now, no one cares.

Let's strike a deal.

Those who care about "Doomishness" and those who don't should mutually agree to never bring it up again. I'm tired of the arguments about it, and tired about arguing for it. Let's also agree that this doesn't mean that the flood gates are open, If an idea is bad, it's bad. If it's good, and enough people want it in, well then, it should be kept in mind.

In that case, I agree wholeheartedly. If an idea is good, it's good. I appologize on bringing up the topic of "Doomishness" and again appologize for being a dick.
Title: Re: New unique items
Post by: Madtrixr on December 18, 2009, 16:02
In that case, I agree wholeheartedly. If an idea is good, it's good. I appologize on bringing up the topic of "Doomishness" and again appologize for being a dick.
Cool. Now, if only we can get everyone else to agree on this..
What the heck is the sanity? You'd best not be attempting to stop us from fighting over useless things that will never help more than a little bit!

Gosh I hope you are...

Well, that's up to everyone else. I can try to convince them, but I can't force them to agree, no matter how hard I'm willing to try.
Title: Re: New unique items
Post by: Gargulec on December 22, 2009, 08:15
Boom-stick
'Quite literally'

Damage: 9d9
Accuracy: n/a
Firing Time: 1 second
Clip size: 1 rocket
Reload time: 4 seconds
Damage type: fire

What is it? Quite simply- rocket shotgun. It fires a huge explosion, in a ideal cone shape:
Code: [Select]
############
 ##########
  ########
   ######
    ####
     ##

It is insanely powerful, can break down walls, and would be hell lot of fun to play with- seeing half of the screen exploding in fire is nice. However, it's very long reload time makes it a bit impractical... But with Shottyman, it as powerful as Jacky.
Title: Re: New unique items
Post by: drugon on December 22, 2009, 11:58
9d9? o_O It's more powerful, than Longinus Spear and even BFG 9000. I'm not sure, that this is good.
Title: Re: New unique items
Post by: bfg9001 on December 22, 2009, 14:15
What is it? Quite simply- rocket shotgun.

I don't know if I'd describe it as a rocket-shotgun; that would imply that it fires out multiple rockets in a conical pattern, which would be kinda' cool as well.

Interesting idea, though. May need some balancing... 9d9 seems rediculous.
Title: Re: New unique items
Post by: Gargulec on December 22, 2009, 15:13
I don't know if I'd describe it as a rocket-shotgun; that would imply that it fires out multiple rockets in a conical pattern, which would be kinda' cool as well.

Interesting idea, though. May need some balancing... 9d9 seems rediculous.

Yep, I am fully aware of that. But heck, some uniques are clearly not balanced... and they are still fun. Also- it can be given few drawbacks, apart from the insanely long reload time- like knock-back to player (just like the cannon in the BerserkRL) or damage fall-off, similar to the double shotty one.
Title: Re: New unique items
Post by: Madtrixr on December 22, 2009, 15:57
9d9? o_O It's more powerful, than Longinus Spear and even BFG 9000. I'm not sure, that this is good.

No, it's fine. 9d9 is how much the dragonslayer does. And if this is half as rare as the DS, it should be fine.
Title: Re: New unique items
Post by: drugon on December 22, 2009, 16:14
Maybe it should call "Guts cannon"? ^_^ In this case it can be part of Berserk set.


Dracula set

Cloak of darkness
"Wanted to become Batman? Now, in depths of hell, you can! Let's hope demons will like your cosplay"
type:   armor
Protection:   1
Durability:   100%
Move Speed:   +100%
Knockback:   +0%
Gives you an ability to float over acid and lava (like Cacodemon or Pain elemental).

Vampiric set of false teeth (Vampiric plate?)
"Oh, come on! Do you really think, that this thing will give you vampiric abilities? Or..."
type:   melee weapon
Damage:   2d5(?)
Accuracy:   +1(?)
Alternate Fire:   N/A(?)
Restore 2% (or maybe 1hp) of health every time you hit an enemy. Maybe paralyse enemy on 10 turns if your hit him.

It can give some kind of bonus with Vampyre trait.
Title: Re: New unique items
Post by: Madtrixr on December 23, 2009, 03:14
Maybe it should call "Guts canon"? ^_^ In this case it can be part of Berserk set.

Acrually, That sounds like a great idea. but it would require K to change how the DS works (you can't switch weapons)
Title: Re: New unique items
Post by: drugon on December 23, 2009, 08:22
Hm, in this case maybe alternative fire while you holding DS will activate canon (and alternative reload will reload canon). Does prepeared weapon stay in its slot when you will equip DS? Also, this canon was actually arm prosthesis. So, it can be requirement to wield this weapon (health<10% or 5hp). And, like Cybernetic Armor, you won't take it off.
Title: Re: New unique items
Post by: Kornel Kisielewicz on December 23, 2009, 10:08
Arm Cannon

9d9 blast damage, in one of the chosen direction.

When wielded, automatically goes into prepared slot, reduces HP by 10 and is cursed (never leaves the prepared slot). You can normally wield other weapons, but no swapping possible.

Is a set item with the Dragonslayer, however may only be wielded BEFORE the Dragonslayer.

Automatically activated by ALT-FIRE (the existing alt-fire of the weapon wielded is discarded), and reloaded with a rocket by ALT-RELOAD (same as above).
Title: Re: New unique items
Post by: drugon on December 23, 2009, 10:38
Sounds great! But two weapons with 9d9...
*cannon >_<
Title: Re: New unique items
Post by: Gargulec on December 23, 2009, 11:10
So beautiful.
Title: Re: New unique items
Post by: felttippen on December 23, 2009, 11:29
i dont get it!
i feel like this "weapon" only got accepted because of some fanboyism.
THIS BILL WAS RUSHED  THROUGH CONGRESS!!!
WE DO NOT CONCUR!!!


no but seriously,please sober up and reconsider the pros and con of having this "weapon"

EDIT:

Heh... so whats the set bonus?permazerk+corny cannon+ +50% runspeed perhaps?


Title: Re: New unique items
Post by: drugon on December 23, 2009, 14:11
felttippen
Well, I think almost all uniques were accepted because of fanboyism. ^_^
Title: Re: New unique items
Post by: Madtrixr on December 23, 2009, 15:17
i dont get it!
i feel like this "weapon" only got accepted because of some fanboyism.
THIS BILL WAS RUSHED  THROUGH CONGRESS!!!
WE DO NOT CONCUR!!!


no but seriously,please sober up and reconsider the pros and con of having this "weapon"

EDIT:

Heh... so whats the set bonus?permazerk+corny cannon+ +50% runspeed perhaps?




How long have you been here? You know Kornel's a Berserk fanboy! You know that! C'mon! It's surprising that this wasn't included in earlier versions.

Arm Cannon

9d9 blast damage, in one of the chosen direction.

When wielded, automatically goes into prepared slot, reduces HP by 10 and is cursed (never leaves the prepared slot). You can normally wield other weapons, but no swapping possible.

Is a set item with the Dragonslayer, however may only be wielded BEFORE the Dragonslayer.

Automatically activated by ALT-FIRE (the existing alt-fire of the weapon wielded is discarded), and reloaded with a rocket by ALT-RELOAD (same as above).

This is great. WAIT. What about the whirlwind attack? Killing three viles at once is awesome. I guess I can give it up for ranged ownage, but still...
Title: Re: New unique items
Post by: Fanta Hege on December 23, 2009, 17:26
Why not finish the set?

The Berserker Armor


Protection; 10.
Durability; None
Speedbonus; +25
Knockback; -50

Special; Upon weilding this armor, your health will start to drain by 1 per every x second. This drain however can be stopped/slowed down when you're on berserk.
Certain reqruitments are needed in order to WEAR this armor, you can pick it up if you find it though.
Title: Re: New unique items
Post by: felttippen on December 23, 2009, 17:40
Too... many...
*cough*
must... answer...


-sigh-

allright .it was just my personal opinion.no offense and so on.
short hint:some categories for uniques may be following: N! / Ao100 / berserk fan mode/AoB
I mean not knowing when which type of gamebreaking uniques will appear or their special prerequisites for picking up is cool and adds to the feel of the game.
i personally dont want to know what types of uniques will be present in next version, but i want to contribute my opinions and ideas.So ,whatever .
my english is kinda messed up hence all this stream of conciousness type of random chatter im causing.
So Kornel, how bout that turret idea?


Title: Re: New unique items
Post by: Madtrixr on December 23, 2009, 17:58
Well. if the DS is the base for rarity, then you'll barely find these items. and I have a feeling of the prerequisites to picking any of the items you need to know how to pick up will be about the same as the DS. (which you'll never get out of me)
Title: Re: New unique items
Post by: Kornel Kisielewicz on December 23, 2009, 19:12
Turrets? Undoomish.
Title: Re: New unique items
Post by: felttippen on December 23, 2009, 19:43
idea: how about not rules but guidelines for this unique request thread.lets try to include either an opinion on a requested unique or a new concept for a unique/exotic/game altering feature.

on a completely unrelated matter-
Spoiler (click to show/hide)
Title: Re: New unique items
Post by: UnderAPaleGreySky on December 23, 2009, 21:16
Turrets? Undoomish.
*cough*Dragonslayer*cough*
:P
Title: Re: New unique items
Post by: Madtrixr on December 24, 2009, 00:01
Turrets? Undoomish.

Aw, come on! I thought we were past this. Even if you're joking.
Title: Re: New unique items
Post by: bfg9001 on December 24, 2009, 02:43
^     Adderal injector 

Do you mean Adderall, or Adrenaline? Not sure that it matters, but I read that Adderall is used for the treatment of ADHD and depression, lol.

Sorry to be such a wet blanket :P
Title: Re: New unique items
Post by: Fanta Hege on December 24, 2009, 04:14
Unique power ups eh?

^
Terror Sphere.
Unique

Upon used, this unique power up will add a 'fear' to your enemies. Each time enemies are in your sight radious, they have a 50% - 75% chance of skipping their turn as long as the power up is active.

Lasts for 150 - 300 seconds.


^
Fusion Sphere
Exotic

Upon use, this very rare sphere(rarer then megasphere!) has the effect of two other random power ups chosen from the following; Armor shard, Megasphere, Invulnerability, Berserk, Super charge. Meaning it can grand you for exsample; Invulnerability with berserk, or 200% health with berserk, or 200% health, armor, boot fix with invulnerability etc...
Title: Re: New unique items
Post by: drugon on December 24, 2009, 04:59
I have a suggestion about difficulty level and uniques. Maybe in AoB, AoM and AoSh suitable unique weapons should meet more often on easier difficulties? More melee weapons (less other weapons) in AoB, more pistols (less other weapons) on AoM, more shotguns (less other weapons) on AoSh. Cause I played AoSh about 10-15 times and didn't find any unique shotguns (well, I didn't find them yet at all), but found minigun two times.
Title: Re: New unique items
Post by: felttippen on December 24, 2009, 05:31
@bfg 9001:
adderall is just a common brand name and is used for ADHD treatment and such.
However its highly addictive and the effects of overdose or allergic reactions will be fatal if your body/heart/brain cant take the dosage.
Thats the reason why i called the suggested in game item injector.Think of it as a combat stim-pack for UAC marines and not of the 3mg pill you will get prescribed by your doctor.Of course the name doesnt mattter that much, but the effects on the human body I described in my previous post are pretty accurate.Because Doomguy is widely acknowledged to be a badass type of guy he´ll  most likely be spared by the unwanted side effects, but losing too much health  and so on would increase the inital low percentage.And -Amok is actually a desired side effect which could be guarranteed to kick in if having used the injector and then using inv globe.
Title: Re: New unique items
Post by: Frankosity on December 24, 2009, 05:55
I have a suggestion about difficulty level and uniques. Maybe in AoB, AoM and AoSh suitable unique weapons should meet more often on easier difficulties? More melee weapons (less other weapons) in AoB, more pistols (less other weapons) on AoM, more shotguns (less other weapons) on AoSh. Cause I played AoSh about 10-15 times and didn't find any unique shotguns (well, I didn't find them yet at all), but found minigun two times.

Wouldn't really be a challenge if the game made it so your restrictions weren't really restrictive at all.
Title: Re: New unique items
Post by: drugon on December 24, 2009, 12:14
Frankosity
Even on easier difficulties?
Title: Re: New unique items
Post by: Frankosity on December 25, 2009, 06:29
The very point of a challenge is to restrict or hinder a player in some way, making it harder than a normal game. Altering loot tables to give challenge players an easier time contradicts the point of even undertaking the challenge in the first place.
Title: Re: New unique items
Post by: drugon on December 25, 2009, 10:29
Frankosity
 It's just a question of numbers. This could be balanced. I just don't see a reason of giving to player absolutely useless uniques.
Title: Re: New unique items
Post by: Frankosity on December 25, 2009, 17:02
I'm not sure you're getting the point.

The point of a random loot table is that it's up to chance whether you'll get something useful or not. Part of the difficulty in a weapon-restrictive Challenge is that all but a single class of weaponry is unavailable to you. This is a vital aspect of the challenge. Messing around with loot tables so a weapon-restricted challenge player is more likely to get their respective Win Button would be missing the point womewhat.
Title: Re: New unique items
Post by: drugon on December 26, 2009, 04:16
Frankosity
 But don't you think, that challenge for now is more random because of that? Just as I said earlier, if you find another minigun, this will be useless. But if you get Pancor Jackhammer...
Title: Re: New unique items
Post by: Frankosity on December 26, 2009, 04:50
Of course it's random. That's the point.
Title: Re: New unique items
Post by: bfg9001 on December 26, 2009, 11:17
Although it's gone off topic somewhat, I'm gonna' have to agree with Frankosity on this one. Just because you're playing a weapon-based challenge it shouldn't be more likely that you'll find that type of unique. It's balanced the way it is.
Title: Re: New unique items
Post by: Madtrixr on December 27, 2009, 04:01
Look, drugon.

It is a roguelike game.

Roguelikes are random.

If you get a unique that doesn't fit your challenge, tough. You just press on and hope for better luck.

At first glance, it seems like a great idea, but it might make it TOO easy, and if I say it's too easy, it might be too easy. (that's starting to become less true with time though.)
Title: Re: New unique items
Post by: drugon on December 27, 2009, 05:19
Well, uniques are rear things. So it can be that you won't find anything sometimes. As I said earlier, challenge can safe it difficulty, if uniques will be rarer while play it. On the other hand, current situation don't seems to me irrational. Cause, I think, one of the main feature of roguelikes is sneer of the player. "Alright, this AoSh I will definitely find Jackhammer or Assault Shotgun. OK, there is something really valuable here. Oh, come on baby, come on!.. F**k, F**K! Minigun! AGAIN!!!". ^_^
Title: Re: New unique items
Post by: bfg9001 on December 27, 2009, 12:02
Returning to the matter at hand...

I think an interesting addition to the uniques would be the Bolter type weapons from Warhammer 40K. They're fully automatic and fire armor-piercing mini-rockets that explode within the target. Better still would be the "Storm Bolter," a double-barreled fully automatic variant.

It'd be a pain in the ass to balance these sorts of weapons, and would seem somewhat out of place in the game, but it'd be pretty cool to try chain-fire with a massive attack of miniature exploding rockets :)
Title: Re: New unique items
Post by: drugon on December 27, 2009, 19:45
New type of ammo for bolter?

AoM. Third Minigun... /me hysterically laughing
Same run. Later. Assault Shotgun. >_<
Title: Re: New unique items
Post by: metroidRL on December 30, 2009, 13:35
The poweup crate (Exotic)

appareance: ^
it has a random power up inside but also have very bad stuff if you are a bad luck guy

List of powerups found in the crate:

Speed upgrade: your speed is increased by 5% (uncommon)
Firepower upgrade: All your currently weilded (also applies the weapon in prepared slot) weapons get a upgrade of its damage (Ex: 2d4 upgrade to 2d5) (very uncommon)
Chemical proof: you are now invulnerable to acid (it dissapear after go to the next level) (common)
Fire proof: like the chemical proof but now protects you from the lava (common)
Iron curtain: you get an invulnerability globe (uncommon)
Armour upgraded: All your current weilded armor and boots gets a protection upgrade. (uncommon)
BFG9000 crate: Extremely rare... you get a BFG9k
Kamikaze crate: you get a thermonuclear bomb attached in your body... if you die the thermie explodes in the current level that you are in and there is no time limit so don't worry :P. (very uncommon)

And now the bad stuff:

Bomb crate: The crate explodes and you get 25 hp damage (also applies to every enemie who gets caught in the explosion) (very uncommon)
Biohazard crate: The crate explodes and release a very large pool of acid... deals 8-13 damage. (the explosion not the acid) (common)
Firestorm crate: Like the biohazard one but this release lava.... the explosion deals 13-17 damage. (uncommon)
Title: Re: New unique items
Post by: Tavana on December 30, 2009, 13:54
Regarding the questions recently about new ammunition, I'm hesitant myself. While it technically wouldn't be hard to code in, having specialized ammo for just one weapon is folly if you actually want to use it. Unless it comes with a clip of 30, and each kill with that weapon is a guaranteed ammo drop.

Personally, I would prefer to think about using TWO ammo sources already in the game instead of adding another.
Title: Re: New unique items
Post by: thelaptop on December 30, 2009, 17:23
Personally, I would prefer to think about using TWO ammo sources already in the game instead of adding another.
WK + 10mm + Rockets = Cluster rocket?

Sounds strangely like a horadric cube recipe to me...
Title: Re: New unique items
Post by: Happylisk on December 30, 2009, 23:36
Staff of the Arch-Vile.

Resurrects a corpse of your choice within LoS.  Makes you tired.  The resurrected monster will fight other monsters, will not attack you, and will generally try to follow you/stick near you.  Will not follow you down the stairs.  You cannot give it commands.  Resurrecting a monster costs HP:
Former human, sgt, imp, demon: 5hp
Captain,  Cacodemon: 10 HP
Hellknight, Commando: 20 HP
Baron of Hell, Mancubus, Arachnotron: 50 HP
Arch-Viles, Pain Elementals, Revenants, Uniques:  Cannot be resurrected.

Max 3 slaves at a time per level.   

Pick up Quote: Rise from your grave.
Title: Re: New unique items
Post by: Fanta Hege on December 31, 2009, 00:00
Suggested a thousand times but here's my version;

The UnMaker.

Damage; 3d3 against former humen, 7d5 against arachnotrons, Revenants, Cybie, (Spidermastermind?), 8d9 against the rest. shots similiar to that of railguns expect do not pierce.
Firetime; 1.5
Reload time; ---
Clipsize; 10
Ammo; CORPSES!
Alt reload; Devour a corpse, fills +1 to clip, takes 1 sec per action.

Quote on pickup; "What the !@#%* is this!"
Title: Re: New unique items
Post by: Tavana on December 31, 2009, 00:14
WK + 10mm + Rockets = Cluster rocket?

Sounds strangely like a horadric cube recipe to me...

The effect I was more getting at was that reloading whatever it is would consume more than one type of ammo, and that said ammo could not be unloaded. I'd personally rather have to carry more of the ammo I love around, than some ammo that will only be useful if I get a certain unique to spawn.

Also, combining rockets with stuff would certainly help with getting rid of those annoying rockets dropped by Mancubi.
Title: Re: New unique items
Post by: ZZ on December 31, 2009, 02:00
Rocket + Cell = Energy rocket, doubled blast?

A Self-Constructing Device

Base Pistol Stats
Special: it can eat infinite number of mods. Every 4-th mod decreases power of mod, but increases chance to spawn a mod. If fire time gets below 0.25 sec/shot, weapon transforms into *4 rapid fire weapon. If chance to hit gets upper +24, agility mods work like a power mod. If dmg gets upper (n)d10 it transforms into (2n)d4.
Title: Re: New unique items
Post by: Shoop da Whoop on January 04, 2010, 10:16
Another roguelike reference item: AoLS. Not the "Amulet", but the "Armour of life saving"!

It has stats equal to blue armor ones, also it is unmoddable and exotic.
How does it work: when damage decreases health below 0, then player gets 100 health and message: "Your armor of life saving starts to glow and disappears! You feel yourself better now."
But be quick! Monsters can pick it up too. "Baron of hell suddenly arises from his grave!"
Title: Re: New unique items
Post by: Psion on January 04, 2010, 13:39
"The Arch Vile suddenly rises from the grave.  There is no God."

Ammo Boxes - Using them opens them, giving you a certain amount of ammo (anywhere from half the amount an inventory slot could usually hold to triple the amount)
Title: Re: New unique items
Post by: Drone on January 06, 2010, 15:25
RPC-14
Damage: 5d6 per second, maximum of 5 seconds
Accuracy: +3
Clipsize: 1 (starts empty)
Firing time: 1 second
Reload time 3 seconds
Fire: Fires a Rocket powered chainsaw at the target. Continuously chainsaws the target until it dies. However, since theres only one chainsaw (currently) You will then have to retrieve your chainsaw from the corpse)
Reload: Reloads the RPC with a Chainsaw and a rocket.

Universal Ammo pack
Essentially a reusable device that when used, turns all of the selected ammo type into a varying amount of Nano Ammo;
1 bullet = 0.5 NAs, 1 Rocket = 5 NAs, 1 Cell = 0.75 NAs, 1 shotgun shell = 1.5 NAs
Any gun can then use NAs to reload, however, the exchange rate back is double what the exchange rate to  (ie, a rocket launcher could reload with 10 NAs, which is 2 rockets worth of NAs)
NA stacks in 50s, meaning it is not space efficient, but does mean that ammo types useless for your guns can still be used (ie, ammochain characters could turn all that useless 10mm into rockets or cells for use in the BFG)

My two cents.
Title: Re: New unique items
Post by: thelaptop on January 10, 2010, 19:24
Artefact of Hammerspace
Thought the Backpack was cool?  This rare artefact uses experimental fourth-dimensional technology that converts your inventory such that each slot stores exactly one type of item with the potential of storing an unlimited number of them.  For example, if you had 3 slots of 10mm ammunition x100, Artefact of Hammerspace reduces them to one slot of 10mm ammunition x300.  Note that if you consume all the items in the item slot, it is removed as per normal.  Due to the limitations of such experimental technology, objects thus accumulated must match stats exactly -- so a Blue Armour [90%] will not store in the same slot as a Blue Armour [91%], though two Blue Armours [80%] each will appear as Blue Armour [80%] x2 in the slot.
Title: Re: New unique items
Post by: thelaptop on January 10, 2010, 19:28
Linked Chainsaw
Wielding the Chainsaw from The Chained Court is fun, but what happens when you find the exotic Linked Chainsaw?  You can then wield both the Chainsaw and the Linked Chainsaw and do double the damage that a normal Chainsaw does.  Even if you don't have the Chainsaw that when you find this baby, you can dual-wield it with other melee weapons and make use of the linked form to deal serious amounts of damage.

Damage: 4d6 + Damage of prepared melee weapon.  If no weapon or non-melee is prepared, just does 4d6.
Title: Re: New unique items
Post by: S.K. Ren on January 11, 2010, 01:40
Shot-Gauntlet - A fistful of love...
This baby packs quite the punch. With a modified shotgun attached to your wrist, you get the best of both worlds. The trigger is your fist, so hit em' as hard as you can.
Counts as unarmed.

Normal Fire-
Damage: 3d3
Magazine: 16
Must fire at point-blank
Range/Spread: 3/ narrow

Alt. Fire- Rain of Blows
Damage:  3d3 x?, Empties Magazine. Takes .40 sec per hit. Destroys Weapon
Chance to knock the enemy back. Will knock you back if you're wearing the Phaseshift set
Requires a manual reload afterwards.
___________________________
I just wanted an unarmed unique

Title: Re: New unique items
Post by: raekuul on January 11, 2010, 04:30
If it destroys the weapon afterwards, why does it require a manual reload?
Title: Re: New unique items
Post by: Thomas on January 11, 2010, 13:11
Spiked Knuckleduster
Exotic Weapon
Inventory Description: Never leave home without it.
Damage: 2d6
DamageType: Normal
Accuracy: +1
Clip: N/A
FireSpeed: 0.9s
ReloadSpeed: N/A

Special: While this is equipped, Berserking QUADRUPLES your damage instead of doubling it.



Laser Rifle
Exotic Weapon
Inventory Description: With no recoil and pinpoint accuracy, it takes a world-class moron to miss while using a laser rifle.
Damage: 1d7 (x5)
DamageType: Normal (NOT Plasma)
Accuracy: +8
Clip: 40 Plasma Cells
FireSpeed: 1.0s
ReloadSpeed: 1.5s





Super Shotgun
Exotic Weapon
Inventory Description: After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it do a good job.
Damage: 9d4
DamageType: Shrapnel
Accuracy: N/A
Clip: 2 Shotgun Shells (Uses both at once)
FireSpeed: 0.2s
ReloadSpeed: 2.0s
Spread: Same as Double Shotgun
Damage Dropoff: Same as regular Shotgun
Title: Re: New unique items
Post by: thelaptop on January 11, 2010, 17:43
Super Shotgun
Exotic Weapon
Inventory Description: After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it do a good job.
Damage: 9d4
DamageType: Shrapnel
Accuracy: N/A
Clip: 2 Shotgun Shells (Uses both at once)
FireSpeed: 0.2s
ReloadSpeed: 2.0s
Spread: Same as Double Shotgun
Damage Dropoff: Same as regular Shotgun
This. I. Want. Now.
Title: Re: New unique items
Post by: zchris13 on January 21, 2010, 20:09
You have that already. It's called the double shotgun.

Now what I would really like is a better pistol. Like a six-gun. Seriously.
Title: Re: New unique items
Post by: thelaptop on January 21, 2010, 20:24
You have that already. It's called the double shotgun.
No.  Double shotgun has tremendous drop-off -- this one has the same amount of drop-off as that of a regular Shotgun, making this far superior.
Title: Re: New unique items
Post by: zchris13 on January 23, 2010, 18:00
That's not even funny.  The super spread is just atrocious, you can't even hit things at the edge of your vision.

But what I meant was that you can't call it the Super Shotgun, because that's what the double shotty is.
Title: Re: New unique items
Post by: Madtrixr on January 23, 2010, 18:21
That's not even funny.  The super spread is just atrocious, you can't even hit things at the edge of your vision.

But what I meant was that you can't call it the Super Shotgun, because that's what the double shotty is.

No. We can just say the Super Shotty is to the Double, what the Assault is to the Combat.

An upgraded version of a regular weapon that has a name sort of suggesting an upgrade. (thus fitting nicely into the idea of exotics.)

I think the Super Shotgun is a good idea, but we really need more Melee exotics, and this is coming from someone who doesn't care about Melee.
Title: Re: New unique items
Post by: Cobalt on January 23, 2010, 18:31
Yes, it is very silly that melee builds depend on visiting a pair of special levels because the combat knife is garbage and there's only one unique.  It would be nice if there was more variety than "shotguns, then chainsaw, then LS".
Title: Re: New unique items
Post by: Gargulec on January 23, 2010, 18:40
No, since AoB recreates the classical rite of passage through this limited weapons choice.
From a youngling, to warrior and from the warrior, to the hero.
Title: Re: New unique items
Post by: Thomas on January 23, 2010, 18:41
Well, (as I said the FIRST time I suggested the super shotgun idea) I made it to fill two niches:

Inefficient but effective shotgun (For two shells, 9d4 is pretty lousy damage)
A double-shotgun based special weapon (Jackhammer, Assault and Plasma Shotgun are all based off the Combat Shotgun)

The current "Double Shotgun" is nothing like DooM 2's "Super Shotgun" anyway, hence the name.
The double shotgun of DoomRL's main drawback is that it has a long fire time in which you must stand still like a moron, whereas in DooM 2 (and with this exotic weapon) the fire time is absolutely nothing, but it does less damage to compensate.

I think the Super Shotgun is a good idea, but we really need more Melee exotics, and this is coming from someone who doesn't care about Melee.

...really? We already have 3 if you include the chainsaw.

Besides, it's hard to make melee interesting. The only two melee weapons I can think of that would actually force you to change the way you fight are:

Plasma Sword
Exotic Weapon
Inventory Description: You need a description? It's a SWORD made out of PLASMA. Duh.
Damage: 9d9
DamageType: Normal
Accuracy: +1
Clip: 100 plasma cells (Attacks cost 15 cells)
FireSpeed: 1.0s
ReloadSpeed: 2.0s

Altfire: Costs all 100 cells. Slashes out an energy wave that damages all enemies in a line, like the railgun. Counts as a melee attack for most intents and purposes, but does not get a damage bonus from berserking.

Unholy Scythe
Unique Weapon
Inventory Description: Killing stuff is easy, it's getting back in to combat position that's hard!
Damage: 13d6
DamageType: Normal
Accuracy: 0
Clip: N/A
FireSpeed: 2.0s
ReloadSpeed: N/A

Altfire: Smacks someone with the blunt end of the scythe. Does half damage, but only takes 1.5 seconds.

PRE-POST EDIT:
Cobalt raises another good point. The LS is already the end-game weapon of choice, so these weapons are balanced to be better than the LS... but only in some situations.
Title: Re: New unique items
Post by: zchris13 on January 23, 2010, 18:55
I would say what we really need is a magnum. Or a six-gun.  A better pistol.
Title: Re: New unique items
Post by: raekuul on January 23, 2010, 19:58
A Better Pistol
Exotic Weapon
Inventory Description: Someone asked for A Better Pistol?
Damage: 4d4
DamageType: Normal
Accuracy: +6
Clip: 8 10mm bullets
FireSpeed: 1.0s
ReloadSpeed: 0.2s/bullet

Altfire: Empties the clip at an action speed of 6.5s at one target.
Title: Re: New unique items
Post by: zchris13 on January 23, 2010, 20:19
Maybe... But more like:

A Bigger Pistol
Exotic Weapon
Inventory Description: Now THAT'S more like it!
Damage: 3d6
Damagetype: Normal
Accuracy: +5
Clip: 5 10mm bullets
Firespeed: 1.0s
ReloadSpeed: 1.4s

AltFire: Aimed shot
AltReload: dualreload
Title: Re: New unique items
Post by: Madtrixr on January 23, 2010, 20:21
...really? We already have 3 if you include the chainsaw.
.

Damnit. I meant Melee UNIQUES. There's two. and only one is regularly found.
Title: Re: New unique items
Post by: Fanta Hege on January 23, 2010, 20:47
Thor's Hammer
Unique

Inventory Description: By the hammer of the storm god!
Damage: 8d8
DamageType: Normal
Accuracy: -3
Clip: N/A
FireSpeed: 0.7s
ReloadSpeed: N/A

Altfire; Hammer throw. Throws the hammer similiar to that of combat knife but with a longer range and increased damage. Cannot be destroyed even if its thrown to lava.
Title: Re: New unique items
Post by: zchris13 on January 23, 2010, 20:55
Auto return to you after being throne.
Title: Re: New unique items
Post by: UnderAPaleGreySky on January 23, 2010, 23:14
Desert Eagle
Exotic Weapon
Inventory Description: For the son of a gun that likes a little extra punch.
Damage: 4d4
DamageType: Normal
Accuracy: +3
Clip: 7 10mm bullets
FireSpeed: 1.2s
ReloadSpeed: 2.0s

Alt. Fire: Fires the entire clip along a single trajectory at a total firespeed of 7.5s, but loses the accuracy bonus.
Alt. Reload: Dual reload.
Title: Re: New unique items
Post by: BEEF on February 15, 2010, 20:14
Here's a few things I brainstormed, most of which doesn't have a decent name or description yet, and balance is probably a bit off too. I glanced through this thread but I don't remember everything, so there might be some similarities to other stuff.

Three melee exotics:

Sledgehammer, or Maul, or what have you
Exotic Weapon
Inventory description: A very heavy metal hammer. Put your back into it!
Damage: 4d6
Damage Type: Physical
Accuracy: +0
Clip: n/a
FireSpeed: 1.0s
ReloadSpeed: n/a
Special: Has knockback comparable to a point-blank double shotgun blast.
Not necessarily your primary weapon, but could be useful for knocking baddies into lava or getting some breathing room when somebody gets up in your face, maybe juggle a rocket launcher out afterwards.

Shiv
Exotic Weapon
Inventory description: A small knife, ideal for holding in one hand.
Damage: 2d4
Damage Type: Physical
Accuracy: +0
Clip: n/a
FireSpeed: 1.0s
ReloadSpeed: n/a
Special: Stick it in your prepared slot and you get a free attack with it every time you attack an enemy in melee range, even if you use a ranged weapon. This attack occurs before your primary weapon's. If in your weapon slot or you attack without a melee weapon, you take a swing with you fist and the Shiv.
For a non-meleer, it can help buy a little breathing room when monsters get in your face. With a melee build, it helps you tear through enemies even faster and increases the chance of berserking with time, at the cost of reducing the chance of berserking per enemy.

Quick Knife (seriously terrible name)
Exotic Weapon
Inventory description: A knife so finely balanced you could probably fillet a charing dinosaur with it.
Damage: 2d5
Damage Type: Physical
Accuracy: +0
Clip: n/a
FireSpeed: 0.5s
ReloadSpeed: n/a
Special: none
It just hits fast, making Brute and SoB add up fast. One level of Brute takes it above the Chainsaw against unarmored opponents, and it's good for cutting through packs of weaklings without being as potent as Blademaster.

Other stuff:

Bolide
Unique Weapon
Inventory description: Less explosive than regular rockets, but just as deadly.
Damage: 5d5, radius 1
Damage Type: Fire
Accuracy: +5
Clip: 2 rocket (uses 2 per shot)
FireSpeed: 1.0s
ReloadSpeed: 2.5s
Special: No knockback. Fills the blast area with lava.
A safer, portable, miniature napalm barrel. Create moats, destroy corpses, or lay the hurt on trapped enemies. Completely useless against cacodemons and such, plus it's an ammo hog and dangerous to reload under pressure.

Ablative Armor
Unique Armor
Inventory description: Designed to shed its outer layers rather than melt, keeping you cool even in a plasma storm.
Protection: 3
Durability: 100%
Move Speed: -20%
Knockback: +0%
Special: Treats fire damage as shrapnel damage. Treats plasma damage as physical damage.


Mirage Armor
Unique Armor
Inventory description: If you didn't know where you were, you'd swear you were over there.
Protection: 2
Durability: 100%
Move Speed: +0%
Knockback: +0%
Special: Monster projectiles get -2 to-hit against you, no penalty against other monsters. Arch-vile and Revenant attacks have a good chance (20%?) of targeting an adjacent square; when "You dodge!" the attack can't center on your current square, either.

Devil's Eye
Unique Item
Inventory description: A gooey eyeball you found on the ground. It appears to ogle disconcertingly when you squeeze it.
Special: It's 'u'sed from your inventory like the Hell Staff, and tires you out. It shoots out a cone spread like a double shotgun, and all in its path lose 1/3 of current health, capped at 20.
Title: Re: New unique items
Post by: bfg9001 on February 20, 2010, 11:23
Ablative Armor
Unique Armor
Inventory description: Designed to shed its outer layers rather than melt, keeping you cool even in a plasma storm.
Protection: 3
Durability: 100%
Move Speed: -20%
Knockback: +0%
Special: Treats fire damage as shrapnel damage. Treats plasma damage as physical damage.

I like this idea. IIRC, plasma cuts thru armor better than the other damage types, correct?
Title: Re: New unique items
Post by: ZZ on February 20, 2010, 13:03
Life Support Armour
Unique Armour
Inventory description: An armour with a medikit built-in.
Protection: 2
Durability: 150%
Move Speed: -10%
Knockback: +0%
Special: heals you by 1HP/sec. When heal 100HP eats a large medpack. If a small medpack used at full health armour gets a small boost.
Regeneration. Useful sometimes.
Title: Re: New unique items
Post by: ChaoticJosh on February 20, 2010, 14:54
I wonder, has anyone suggested a melee weapon that can destroy walls? It might be useful for strategists that know how to properly use walls to their advantage.
Title: Re: New unique items
Post by: Tavana on February 20, 2010, 16:26
Life Support Armour
Unique Armour
Inventory description: An armour with a medikit built-in.
Protection: 2
Durability: 150%
Move Speed: -10%
Knockback: +0%
Special: heals you by 1HP/sec. When heal 100HP eats a large medpack. If a small medpack used at full health armour gets a small boost.
Regeneration. Useful sometimes.

There's already an armour out there that heals you, and doesn't require Medpacks to sustain its healing powers.
Title: Re: New unique items
Post by: ZZ on February 21, 2010, 07:52
In Beta?

I can't recall any player regenerating armour in 0.9.9.

And without medpacks it can be immortality, IMHO.
Title: Re: New unique items
Post by: ChaoticJosh on February 21, 2010, 18:04
Levitation Boots
Unique Boots
Inv. Description: I hope they aren't cursed! (Nethack reference)
Protection: 0/0
durability: N/A
Move Speed: 0%
Knockback: +50%
Moddable: No
Special: When worn, you can walk over acid and lava without taking damage, since you're floating over them.
Title: Re: New unique items
Post by: thelaptop on February 21, 2010, 18:34
Levitation Boots
Unique Boots
Inv. Description: I hope they aren't cursed! (Nethack reference)
Protection: 0/0
durability: N/A
Move Speed: 0%
Knockback: +50%
Moddable: No
Special: When worn, you can walk over acid and lava without taking damage, since you're floating over them.
The Phaseshift set does this.  Having Levitation Boots breaks the game in a very horrible way -- it basically is the I Win button for games (lava/acid cannot hurt you, and knockback is a life saver in many instances).
Title: Re: New unique items
Post by: ChaoticJosh on February 21, 2010, 18:58
phaseshift 'set'? Like, wearing both the armor and boots will do that?

Either way, I don't think acid and lava are such a big deal that it would be an "I win" button.
Title: Re: New unique items
Post by: thelaptop on February 21, 2010, 19:17
phaseshift 'set'? Like, wearing both the armor and boots will do that?

Either way, I don't think acid and lava are such a big deal that it would be an "I win" button.
Yes.  Acid and lava can get in the way if you like using AoE weapons, or if you are fighting many Mancubi at the same time -- they wreck the room you are in pretty badly, and if you have barrels around -- have fun.

But more importantly, ability to cross acid and lava pools open up new tactical possibilities that can make use of the greater manoeuverability that allows better cover against cretins that fear to tread on those tiles.
Title: Re: New unique items
Post by: raekuul on February 21, 2010, 21:06
Levitation Boots
Unique Boots
Inv. Description: I hope they aren't cursed! (Nethack reference)
Protection: 0/0
durability: N/A
Move Speed: 0%
Knockback: +50%
Moddable: No
Special: When worn, you can walk over acid and lava without taking damage, since you're floating over them.

Uh, no. Not for both acid and lava. There is still such a thing as convection. (http://tvtropes.org/pmwiki/pmwiki.php/Main/ConvectionSchmonvection) If it's only valid over acid, I can handle that.
Title: Re: New unique items
Post by: Fanta Hege on February 21, 2010, 22:09
Boots of waterwalk
Unique

Protection; 3/3
Durability; 150%
Movespeed; 10%
Knockback; -5%

Special; When worn, allows you to move double speed on water tiles.
Title: Re: New unique items
Post by: thelaptop on February 21, 2010, 23:00
Spiked boots (hint: the spikes are inside the boots)
Unique

Description: "What, do you mean you don't like pain?"
Protection: 3/3
Durability: 100%
Movespeed: +15%
Knockback: -100%

When worn normally, causes 1 HP deduction per 5 turns.  If playing Angel of Masochism, does not cause HP deduction but provides +2 to protection on feet.  Cannot be removed once worn in either case.
Title: Re: New unique items
Post by: ChaoticJosh on February 21, 2010, 23:30
I'm not sure if uniques that are, for the most part, largely detrimental to the player will be very popular.

I have a question, is it possible to make globe-style uniques? If so:

Shell Bullet powerup (Scryed reference)

When this powerup globe is picked up, it transforms your fist into the Shell Bullet.

Shell Bullet

Melee Weapon
Description: "More... MORE POWER!"
Damage: 6d7
accuracy: +0
Alternate Fire: Uses Shell Bullet, an attack with 10d10 damage, but can only be used if cautious, and tires the player out afterward. Can destroy walls.
Other special notes: Deforms one arm into the shell bullet, thus permanently consuming one weapon slot, so you can only z-switch between one weapon and the Shell Bullet.
Title: Re: New unique items
Post by: thelaptop on February 22, 2010, 03:31
I'm not sure if uniques that are, for the most part, largely detrimental to the player will be very popular.

Clearly you've not seen the Necroarmour yet... nor the Cyberarmour...
Title: Re: New unique items
Post by: ChaoticJosh on February 22, 2010, 04:36
Actually, I've gotten both. The necroarmor is very useful if you're in an abundance of hp, happen to hoard medkits, and make strategic usage of globes with badass.

Also, the cybernetic armor atleast has the redeeming quality of having 8 damage reduction, the highest of all the armors in the game. You just need to get lucky finding the armor repair globes. Plus, in the unlikely event of finding an Onyx Armor Pack, the Cyber Armor becomes the best armor in the game hands down.

If I were to look at the spiky boots, I'd have to say that I'd never pick them up. It would be the type of unique that I'd pick up, and then immediately drop just so I could have registered to have picked in up in the mortem. They have less foot protection than plasteel boots, they give a negligible spped increase, and the life sapping mechanic with the nonremovable bit makes it sound like it would be much more trouble than it's worth. It doesn't have any particular quality that a serious player would consider exploiting.

Now, if it had a major redeeming quality of some sort (besides just being friendlier to the unlikely AoM player), then I think it'd be a better idea.
Title: Re: New unique items
Post by: thelaptop on February 23, 2010, 17:36
The design of the spiked boots is really for this one challenge: completing the Lava Pits on AoMs.  The thing about this challenge, or at least, as far as I can understand it, was that Kornel wanted AoMs to block environment suits.  So should he do that, it'll probably be nice to have some other means completing that.

And you are right that no one in their sane mind would use the boots in a normal game.  Unless of course DoomGuy is a true masochist even in normal games.  (=
Title: Re: New unique items
Post by: Thomas on February 23, 2010, 23:13
The design of the spiked boots is really for this one challenge: completing the Lava Pits on AoMs.  The thing about this challenge, or at least, as far as I can understand it, was that Kornel wanted AoMs to block environment suits.  So should he do that, it'll probably be nice to have some other means completing that.

And you are right that no one in their sane mind would use the boots in a normal game.  Unless of course DoomGuy is a true masochist even in normal games.  (=

Well that's stupid.

The boots are totally useless except for one challenge.
Except they're useless then because they offer less protection than plasteel boots.
Except even plasteel boots are sub-optimal, because Kornel does not want to make AoMs block envirosuits, as it does not have healing properties.
Title: Re: New unique items
Post by: BEEF on February 24, 2010, 20:19
Designing an item that's only useful in one extremely rare circumstance is a waste of time, and of a unique item. 99 times out of 100, you'll have no use when it comes up, and when you do need it, you can't rely on it coming up. But hey, painboots.

Needle-Soled Boots
Description: Mind-searing pain can be a powerful motivator.
Protection: 2
Durability: 100%
Speed: +0%
Knockback: -25%
Special: You lose 1 hp when you put them on, and 1 hp every 50 turns (5 seconds) afterwards. You gain 1 effective level in each of Hellrunner, Finesse, and Reloader. These effective levels do not affect trait selection in any way and go away when you remove the boots.

Something a little more serious

Stim Armor
Description: Armor with an adrenaline pump? That seems like overkill...
Protection: 2
Durability: 100%
Speed: +0%
Knockback: +0%
Special: Increases berserk countdown by 10% (berserk packs give 55, Berserker gives 22). When damaged, there is a chance (5% per durability lost) that you go berserk for 20 rounds. When destroyed, you go berserk for 20 rounds.

Something a little less serious

Security blanket
Unique armor
Description: It doesn't matter how dirty or tattered your Binky gets, you love it more than ever!
Protection: 3
Durability: 100%
Speed: -10%
Knockback: +0%
Special: Instead of decreasing when damaged, the Security Blanket's protection increases, to 5 at 49%, and 7 at 24%.

And something too silly to mention but I'm going to mention it anyway

Lost Soles
Unique boots
Description: You found a couple of lost souls asleep on the ground, and you tied them to your feet for some reason?
Protection: 1
Durability: Unlimited
Speed: +50% (or +100%, whichever one means half movement cost)
Knockback: +0%
Special: If one or more enemies are in vision, you must end a move closer to the closest enemy or else you get the message "Your boots balk!" and instead of a speed bonus, you have a -50% speed penalty. If you try to remove them, you are prompted "Really free the lost souls? Y/n" and if you choose Y, the item is destroyed and two lost souls are spawned adjacent to you.
Title: Re: New unique items
Post by: Thomas on February 24, 2010, 21:38
Security blanket
Unique armor
Description: It doesn't matter how dirty or tattered your Binky gets, you love it more than ever!
Protection: 3
Durability: 100%
Speed: -10%
Knockback: +0%
Special: Instead of decreasing when damaged, the Security Blanket's protection increases, to 5 at 49%, and 7 at 24%.

This is hilarious.
Title: Re: New unique items
Post by: raekuul on February 25, 2010, 10:37
And something too silly to mention but I'm going to mention it anyway

Lost Soles
Unique boots
Description: You found a couple of lost souls asleep on the ground, and you tied them to your feet for some reason?
Protection: 1
Durability: Unlimited
Speed: +50% (or +100%, whichever one means half movement cost)
Knockback: +0%
Special: If one or more enemies are in vision, you must end a move closer to the closest enemy or else you get the message "Your boots balk!" and instead of a speed bonus, you have a -50% speed penalty. If you try to remove them, you are prompted "Really free the lost souls? Y/n" and if you choose Y, the item is destroyed and two lost souls are spawned adjacent to you.
Oh man, harnessing evil for the sake of good! What harm could possibly come from this?
Title: Re: New unique items
Post by: Fanta Hege on February 26, 2010, 09:44
The 4.4 lb trout
Unique
Description; There's something very fishy going on..
Damage; 3d4
Damagetype; Normal
Accuracy: +2
Clip; N/A
Firespeed; 0.5
Reloadspeed: N/A

Altfire; The big slap. Takes 1.5secs to perform but deals 3 extra damages and throws your enemy back 4 squares.

Special; Each time you use this weapon it has a small random chance to un equipt itself and drop to the floor "The weapon slips from your hand"
Title: Re: New unique items
Post by: Madtrixr on February 27, 2010, 03:13
The 4.4 lb trout
Unique
Description; There's something very fishy going on..
Damage; 3d4
Damagetype; Normal
Accuracy: +2
Clip; N/A
Firespeed; 0.5
Reloadspeed: N/A

Altfire; The big slap. Takes 1.5secs to perform but deals 3 extra damages and throws your enemy back 4 squares.

Special; Each time you use this weapon it has a small random chance to un equipt itself and drop to the floor "The weapon slips from your hand"

My reference-sense is tingling!

Where's it from?
Title: Re: New unique items
Post by: ChaoticJosh on February 27, 2010, 11:44
Terraformer
Single Use Unique

Yeah, I bet you hate that lava, acid, and other bad stuff. However, activating this highly advanced technology will cause millions of nanobots to flood into the surroundings and make the environment more hospitable to humans. What this means is that all lava and acid on the level will be made into water.
Title: Re: New unique items
Post by: Kornel Kisielewicz on February 27, 2010, 12:18
Heh that would be fun in Lava Pits :P
Title: Re: New unique items
Post by: ParaSait on February 27, 2010, 14:43
Great suggestion! +1
Title: Re: New unique items
Post by: Melon on February 27, 2010, 16:18
My reference-sense is tingling!

Where's it from?
http://www.youtube.com/watch?v=IhJQp-q1Y1s
Title: Re: New unique items
Post by: you on March 02, 2010, 10:27
Rocket Propelled Chainsaw
http://s.lurkmore.ru/images/c/c7/Rocket_propelled_chainsaw-1-.jpg
(You doesn't know how to post pictures)
It looks like a Rocket Launcher, but can unleash only one devastating shot with no explosion.
Title: Re: New unique items
Post by: Madtrixr on March 02, 2010, 18:03
There has to be some way to put the Eyelander and the Chargin Targe in...
Title: Re: New unique items
Post by: Fanta Hege on March 02, 2010, 19:01
There has to be some way to put the Eyelander and the Chargin Targe in...

The Eyelander
Unique
Description; HEADSHEADSHEADSHEADSHEADS
Damage; 6d5
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1.5
Reloadspeed: N/A

Special;
Upon weilding, you will lose 5 of your max health.. however;
Each humanoid you kill (aka monsters with heads) gives you 1 - 2 hp back, stacks with vampyre respectly.

part 1/2 of close combat kit.

The Charging Targe
Unique

When weilded, it will automaticly take the slot of prepared weapon and stay there.
Special; You will become half immune to all blast damage, but only half. Fire angel will override this.
Also you will gain alt fire to your current meelee (unless it has its own specific one allready) which allows you to charge 1 - 6 squares to a direction of your choice if there is an enemy near by. Charge deals extra damage depending on the leng charged. 1 -3 squares adds 35% more damage and a 4 - 6 squares charge deals a devastating double damage. Charging will tire you out after use.

Part 2/2 of close combat kit.

If Eyelander has spawned on a game, the changes of finding Charging targe increase significantly and visa versa

The Equalizer
Unique
Description; Ain't got time to bleed!
Damage; 3d4 - 4d4 - 4d5 - 5d5 - 6d5 - 6d6 - 7d6 - 7d7 - 7d8 -8d8 - 9d8 - 9d9
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1
Reloadspeed: N/A

Special; The more hurt the user becomes, the more damage this weapon deals and increases the speed of the user. Starting with measly 3d4, raising up to deadly 9d9 when the user is almost dead. Speed bonus start at wounded raising to 30% when almost dead.
Title: Re: New unique items
Post by: Shoop da Whoop on March 05, 2010, 12:37
The Gun Without a Bang (from Robert Sheckley's novel)
Unique
Descr.: It's silent and deadly.
Dmg: 15d1 (Stable. I don't know why.)
Dmg type: Plasma.
Acc.: +2.
Clip: 30 EC, 3 per shot.
F.sp.: 0,8.
R.sp.: 1,5.

Staight-shot disintegrator. Destroys walls. Shooting at barrels and other stuff makes it (stuff) disappear (without any explosion), because of disintegration! Also, no sound.

Alt-fire: it is so heavy, that you even can use it in melee combat!
Dmg: 4d4.
Dmg type: Physical.
Acc.: +3.
F.sp.: 0,6.
R.sp.: 1,0.

Actually, gun that is useful even without ammo.
Title: Re: New unique items
Post by: ChaoticJosh on March 05, 2010, 15:20
It's a gun that's slightly better than a combat knife in melee!

Anyway, I have another one:

Punisher (Resident Evil 4 reference)
Unique Pistol
Damage: 2d4
Accuracy: +4
Base firing time: 1.0
Base Reloading time: 1.1
Alternate Fire: Aimed shot
Special: While seemingly only like a slightly better regular pistol, the punisher, like the railgun, will shoot through enemies, and the bullet will continue travelling along it's path and hit any monsters behind them. It can do this for several monsters in a row.
Title: Re: New unique items
Post by: Simon-v on March 06, 2010, 11:51
The Retaliator
Unique Hammer
Damage: 4d5 physical, or plasma/fire (see below)
Accuracy: +0
Base attack time: 1.0
Alt. fire: N/A

Pickup quote: The hammer is hot and tingly to touch.
Inventory quote: Vengeance is a dish best served painful.

Special: Charged by taking plasma or fire damage. Every 1 point of damage you take while wielding the hammer adds 1 point of damage to the next blow you deal with it. The damage type of the charged hammer is decided by the type of the last attack absorbed. If more than 20 points of damage were absorbed, the hammer begins to self-discharge by 1 point every 5 seconds, damaging you at the same rate, until the damage bonus drops back to 20. Un-wielding the hammer discharges it, dealing you the full damage stored: "The hammer discharges!"
Title: Re: New unique items
Post by: Madtrixr on March 07, 2010, 06:14
The Eyelander
Unique
Description; HEADSHEADSHEADSHEADSHEADS
Damage; 6d5
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1.5
Reloadspeed: N/A

Special;
Upon weilding, you will lose 5 of your max health.. however;
Each humanoid you kill (aka monsters with heads) gives you 1 - 2 hp back, stacks with vampyre respectly.

part 1/2 of close combat kit.

The Charging Targe
Unique

When weilded, it will automaticly take the slot of prepared weapon and stay there.
Special; You will become half immune to all blast damage, but only half. Fire angel will override this.
Also you will gain alt fire to your current meelee (unless it has its own specific one allready) which allows you to charge 1 - 6 squares to a direction of your choice if there is an enemy near by. Charge deals extra damage depending on the leng charged. 1 -3 squares adds 35% more damage and a 4 - 6 squares charge deals a devastating double damage. Charging will tire you out after use.

Part 2/2 of close combat kit.

If Eyelander has spawned on a game, the changes of finding Charging targe increase significantly and visa versa

The Equalizer
Unique
Description; Ain't got time to bleed!
Damage; 3d4 - 4d4 - 4d5 - 5d5 - 6d5 - 6d6 - 7d6 - 7d7 - 7d8 -8d8 - 9d8 - 9d9
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1
Reloadspeed: N/A

Special; The more hurt the user becomes, the more damage this weapon deals and increases the speed of the user. Starting with measly 3d4, raising up to deadly 9d9 when the user is almost dead. Speed bonus start at wounded raising to 30% when almost dead.

/me almost wants to hug Fanta.

The Direct Hit would fit too. A more powerful rocket launcher with a smaller blast radius.
Title: Re: New unique items
Post by: BEEF on March 07, 2010, 17:06
Chitin Armor
Unique armor
Description: All those spines and claws... did it just move?
Protection: 3
Move Speed: +5%
Knockback: +0%
Special: Adds 2d5 damage to your melee attacks. When you are hit in melee, deals 2d5 physical damage to the attacker, modified by both Brute and Son of a Bitch.

Shock Armor
Unique armor
Description: Shrugs off minor blows like bugs hitting a windshield. All that force has got to go somewhere, though.
Protection: 4
Move speed: -25%
Knockback: +35%
Special: If the armor would reduce an attack to less than 1 damage, that attack does no damage to armor or player. This does not apply while berserking.
Title: Re: New unique items
Post by: thelaptop on March 07, 2010, 18:21
Rope Dart
Exotic Weapon
Description: You think I can't hit you from here?
Damage: 2d5
Accuracy: +3
Maximum range: 4 tiles
Fire Speed: 1.0s
Alt-fire: Does 3d6 damage to single target no more than 2 tiles away at fire speed of 1.5s

This is essentially the Melee fighter's ranged weapon.  Useful for new tactical opportunities and improves survivability since there's a new way for the melee fighter to take on foes that are just a tad further away.
Title: Re: New unique items
Post by: DarckRedd on March 08, 2010, 23:18
As long as we're on the subject of TF2:

The Blutsauger
Unique Weapon
Description: The healing is not as rewarding as the hurting!
Damage: 2d4x6 autofire
Accuracy: +1
Fire Speed: .8
Ammo: Regenerates, like the Nuclear Plasma Rifle

The Blutsauger heals 1 HP for the player per successful hit.

The Flamethrower
Melee Weapon
Description: Mmphmpmphmp!
Damage: 13d3
Accuracy: +6
Range: melee
Alt-fire: Airblast (instantly knocks the target back four tiles. Does 1d6 damage if they hit a wall or another monster)
Special: The flamethrower ignites anything it hits for 2 damage per second for five seconds. The flamethrower does an additional +3 damage if the player is standing on or over lava. 

Grenade Launcher
Exotic Weapon
Description: They'll glue you back together -- IN HELL. Where we technically are. Shut up.
Damage: 6d6
Accuracy: +2
Clip size: 4
Alt Fire: Lengthens the fuse on the grenade to 16 tiles before detonation.
The grenade launcher is almost identical to the rocket launcher with one major distinction. Grenades can be bounced around corners, ricocheted off walls, and fired at other crazy angles, allowing the player to make crazy trick shots. Grenades will always travel 8 tiles before detonating, unless they hit a monster.
Title: Re: New unique items
Post by: Fanta Hege on March 09, 2010, 01:37
Lets continue with it then, shall we?

The Direct Hit
Unique

Description; Turn Pro
Damage; 8d6
Damagetype; Explosive
Blast radious: 1x1 - 2x2?
Accuracy: +1
Clip; 4
Firespeed; 1
Reloadspeed: 2

Similiar to that off rocket/missile launcher expect with a way way lower blast radious. Perfect for precision fireing.
Uses rockets as ammo

Force-A-Nature
Exotic

Description; Brotha, I hurt people!
Damage; 9d3x2
Damagetype; Normal
Accuracy: N/A
Clip; 2
Firespeed; 0.5
Reloadspeed: 2

Special; Any enemy hit with this will get some SERIOUS knockback, I mean it should send them FLYING backwards.
Uses shells as ammo


The Huntsman
Unique

Description; Bows are primitive and harmless? Yeah right.
Damage; 10d2
Damagetype; Normal
Accuracy: +3
Clip; 1
Firespeed; 2
Reloadspeed: 1

Ammotype; Considering you can't get arrows anywhere... This weapon will use Combat Knives (!!!).


Gunboats
Unique
Boots.

Protection; 5/5
Durability; 200%
Special; Allows you to rocket jump with 75% decreased self damage.
Speed bonus; 0%
Knockback bonus: 0%


Kukri
Exotic

Description; You got blood on my knive, mate
Damage; 5d4
Damagetype; Normal
Accuracy: 1
Clip; N/A
Firespeed; 1
Reloadspeed: N/A

Special; Hits double damage on invisible opponents. (dohohohooo)
Title: Re: New unique items
Post by: DarckRedd on March 09, 2010, 11:23
Well, if you insist...

BONK! Atomic Punch
Unique Consumable
Description: Radioactive? I think you mean delicious!
On consuming BONK!, the Space Marine will get 20 seconds of +50% speed and 100% dodge. Once BONK! expires, the Marine suffers a 10 second period of -20% speed and -20% dodge.

The Sandblaster
Exotic Weapon
Damage: 4d5
Damage Type: Normal
Accuracy: +1
Clip: 1 baseball
Attack Speed (Melee): .5
Attack Speed (Baseball): 1.0
Reload Speed: Instant
Alternate Fire: You launch a baseball an enemy. If it connects, the target suffers 1-10 seconds of stun. You can only reload by picking up your baseball. You automatically recover it if you leave the level without it.
Title: Re: New unique items
Post by: Madtrixr on March 09, 2010, 13:35
Look, I would do it myself, but I'm no good with the numbers.
Title: Re: New unique items
Post by: raekuul on March 09, 2010, 15:44
As long as we're on the subject of TF2:

The Blutsauger
Unique Weapon
Description: The healing is not as rewarding as the hurting!
Damage: 2d4x6 autofire
Accuracy: +1
Fire Speed: .8
Ammo: Regenerates, like the Nuclear Plasma Rifle

The Blutsauger heals 1 HP for the player per successful hit.
This is a weapon I would like to have, and the NPR-style ammo regen, if it blocks manual reloading, is the icing on the proverbial cake.
Quote
The Flamethrower
Melee Weapon
Description: Mmphmpmphmp!
Damage: 13d3
Accuracy: +6
Range: melee
Alt-fire: Airblast (instantly knocks the target back four tiles. Does 1d6 damage if they hit a wall or another monster)
Special: The flamethrower ignites anything it hits for 2 damage per second for five seconds. The flamethrower does an additional +3 damage if the player is standing on or over lava. 
Airblast. Guaranteed knockback. Want.
Quote
Grenade Launcher
Exotic Weapon
Description: They'll glue you back together -- IN HELL. Where we technically are. Shut up.
I'm not saying it. I'm sure as hell thinking it, but I'm not saying it.
Quote
Damage: 6d6
Accuracy: +2
Clip size: 4
Alt Fire: Lengthens the fuse on the grenade to 16 tiles before detonation.
The grenade launcher is almost identical to the rocket launcher with one major distinction. Grenades can be bounced around corners, ricocheted off walls, and fired at other crazy angles, allowing the player to make crazy trick shots. Grenades will always travel 8 tiles before detonating, unless they hit a monster.
Now this weapon introduces new tactical strategies I would like to explore...
Lets continue with it then, shall we?

The Direct Hit
Unique

Description; Turn Pro
Damage; 8d6
Damagetype; Explosive
Blast radious: 1? 2?
Accuracy: +1
Clip; 4
Firespeed; 1
Reloadspeed: 2

Similiar to that off rocket/missile launcher expect with a way way lower blast radious. Perfect for precision fireing.
Uses rockets as ammo
Blast Radius is given as a linear number, not as a square array, because the outer part of the blast is exactly R tiles away from the impact point. Other than that nitpick, I'd lock the radius at two and change the damage to 7d7 instead of 8d6.
Quote
Force-A-Nature
Exotic

Description; Brotha, I hurt people!
Damage; 9d3x2
Damagetype; Normal
Accuracy: N/A
Clip; 2
Firespeed; 0.5
Reloadspeed: 2

Special; Any enemy hit with this will get some SERIOUS knockback, I mean it should send them FLYING backwards.
Uses shells as ammo
Woohoo, more Guaranteed Knockback weapons. I love knocking back enemies, especially into lava and acid.
Quote

The Huntsman
Unique

Description; Bows are primitive and harmless? Yeah right.
Damage; 10d2
Damagetype; Normal
Accuracy: +3
Clip; 1
Firespeed; 2
Reloadspeed: 1

Ammotype; Considering you can't get arrows anywhere... This weapon will use Combat Knives (!!!).
O hai dere knife collection, wanna see some use?

On a less silly note, would this be allowed to be used in AoMr? I would like it a lot more if that was the case.
Quote

Gunboats
Unique
Boots.

Protection; 5/5
Durability; 200%
Special; Allows you to rocket jump with 75% decreased self damage.
Speed bonus; 0%
Knockback bonus: 0%
Other than the really bad pun, this would be good. Too bad I would only ever find them on Fireangel runs.
Quote

Kukri
Exotic

Description; You got blood on my knive, mate
Damage; 5d4
Damagetype; Normal
Accuracy: 1
Clip; N/A
Firespeed; 1
Reloadspeed: N/A

Special; Hits double damage on invisible opponents. (dohohohooo)
Hey, Waldorf, are there any invisible opponents to test this out on? Or is that in the beta?
Well, if you insist...

BONK! Atomic Punch
Unique Consumable
Description: Radioactive? I think you mean delicious!
On consuming BONK!, the Space Marine will get 20 seconds of +50% speed and 100% dodge. Once BONK! expires, the Marine suffers a 10 second period of -20% speed and -20% dodge.
On the one hand, radioactivity does not work that way. On the other hand, more consumables!
Quote
The Sandblaster
Exotic Weapon
Damage: 4d5
Damage Type: Normal
Accuracy: +1
Clip: 1 baseball
Attack Speed (Melee): .5
Attack Speed (Baseball): 1.0
Reload Speed: Instant
Alternate Fire: You launch a baseball an enemy. If it connects, the target suffers 1-10 seconds of stun. You can only reload by picking up your baseball. You automatically recover it if you leave the level without it.
Sandblaster... why am I thinking Haruhi Suzumiya when I should be thinking TF2 Scout?
Title: Re: New unique items
Post by: DarckRedd on March 09, 2010, 20:07
Team Fortress never dies.

The Flaregun
Exotic Weapon
Description: Light up someone's day.
Damage: 2d4
Accuracy: +2
Fire Speed: 1.0
Reload Speed: 1.5
Clip Size: 1
Any target hit with the Flaregun will catch ablaze, and take continuous damage for some time afterward. It gets a +2 damage bonus if the player is standing on lava.

The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.
Title: Re: New unique items
Post by: ChaoticJosh on March 10, 2010, 14:55
The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.

That's horrifically strong with Berserk. I say this since, as you probably already know, being in berserk status doubles the physical damage you do, so with this you're doing quadruple damage while berserking... You could probably take out Cybie in two hits flat in a Max Carnage run while berserking and the timer still going.
Title: Re: New unique items
Post by: DarckRedd on March 12, 2010, 20:32
That's horrifically strong with Berserk. I say this since, as you probably already know, being in berserk status doubles the physical damage you do, so with this you're doing quadruple damage while berserking... You could probably take out Cybie in two hits flat in a Max Carnage run while berserking and the timer still going.

You're totally right. I wasn't thinking too much about balance, just modeling the TF2 weapon.

Then again, the random number god would never be so kind as to allow such a combination!
Title: Re: New unique items
Post by: raekuul on March 12, 2010, 22:20
Do not taunt Happy Fun RNG.
Title: Re: New unique items
Post by: Simon-v on March 13, 2010, 06:58
Mournblade
Unique

Inventory description: The black blade hums slightly, demanding blood.
Base damage: 4d5
Base attack speed: 1s
Special: When wielded, the blade grants you the same benefits as the Vapmyre master trait (similar to how the Butcher's Cleaver does for Blademaster). However, as long as you are in melee range from an enemy, any move action you attempt is replaced with a melee attack action towards the nearest enemy, preventing you from running away and forcing you to continue fighting regardless of your judgment. Phase devices still work normally.
Source: Elric of Melniboné (http://en.wikipedia.org/wiki/Elric_of_Melnibone (http://en.wikipedia.org/wiki/Elric_of_Melnibone))
Title: Re: New unique items
Post by: ChaoticJosh on March 13, 2010, 16:32
Elephant Gun
Unique
10d10
Ammo: 10/10 shotgun shells (uses them all in one shot)
Firing time: 1s
Reload: 4s
Alternate fire: N/A
Alternate Reload: N/A
Special: This guns is massively powerful, shooting out a torrent of death whereever you point it. However, the recoil from this gun is so intense it will knock you back 2 squares whenever you fire it, and then needs a 4 second reload. Also, seeing as how it's not a shotgun, cannot be quickloaded with shottyman.
Title: Re: New unique items
Post by: raekuul on March 13, 2010, 19:49
Syrinx Axe
Unique
What could this strange device be...?
Base Damage: 7d5
Base Attack Speed: 2s
Special 1: Hits the targeted tile (at regular power) and the two tiles that are both adjacent to it  and perpendicular to Doomguy's line of attack (their armor is +5 for this).
Examples:
Code: [Select]
<X>
.@.
...

Code: [Select]
..>
.X.
<.@

Special 2: Gibs if it deals more than 30 damage on an attack. Yeah, I know, it makes AoMC a lot easier on N!. So what?
Title: Re: New unique items
Post by: DarckRedd on March 13, 2010, 20:59
Gammatron Cleric Katana
Unique
Hey, if we have the pistol, we might as well go all the way.
Damage: 6d7
Speed: 1s
Special: If you keep the Katana in the reserve while using the Gammatron Cleric Beretta, it's treated like you have the Juggler trait -- you may switch between them instantly, and you'll automatically use the Katana in melee.
Title: Re: New unique items
Post by: LockeCarnelia on March 14, 2010, 19:55
Riot Gun
Damage: 6d3x5 (30-90)
Speed: 1.0 Sec
Reload Speed: 2.5 Sec, one shell per reload
Accuracy: Shotgun, Spreads less than shotgun.
Clip: 20 (Unloads 5 shells per shot.)
In-Game Description: Might be a bit unwieldy, but 20 shells in the tank doesn't lie.

Eats shells like candy, doesn't spread as much as a shotgun, but does a ton of damage, and serves as a slight in-between between the Chaingun and the Shotgun.
Title: Re: New unique items
Post by: UnderAPaleGreySky on March 14, 2010, 21:20
Someday, I'm gonna go through some of this thread, pull out a few and bodge them up in the sandbox. :P
Title: Re: New unique items
Post by: Gargulec on March 15, 2010, 15:36
My very own take at ultra-hiper-deadly-super-killy-shotty piece of weaponry.

The Randomator
Safeties? I need no safeties!

Damage: 1d200
Clip: 5 (uses rockets as ammo, takes 5 per shot)
Splash radius: 5
Firing time: 0.1s
Reload time: 1 second per rocket.
Damage type: Fire
To-Hit: Special. You do not choose a destination firing the Randomator. Instead, every time you fire this bizarre piece of tech, a huge explosion is created in random point of level. This can be out of LOS, or in LOS or even on a top of DoomGuy. Since this weapons is very destructive and powerful, if somewhat random one, it can be as deadly for player as for his foes. And overusing it is a sure invitation to suicide. And it shines with Fireangel.
In-game description: 'Strike the bell, bid the danger. And get obliterated today!'


Emergency Teleporatation Device
'Warp out!'

Looks like hell staff- lime ?. Can be used only if player is cautious or running, and tires him afterwards. It allows to telporatate to any tile, picked by player, using normal targeting methods. It can be used to jump beyond LOS. But, should the player teleportate onto a tile that is occupied with a wall... Then he dies, he knew the risk after all. Same goes for spaces occupied with enemies. So, it is very powerful and insanely risky piece of equipment, that can save life, or give a very amusing YASD.
Title: Re: New unique items
Post by: raekuul on March 15, 2010, 16:21
I'm still waiting for someone to slug me for the 2112 reference.
Title: Re: New unique items
Post by: Psion on March 15, 2010, 16:45
Omni Launcher
A gun that launches anything in your inventory a short distance.  Deals moderate damage and destroys the item if it hits anything but, if it doesn't, the item lands safely.  In other words, it facilitates long distance gift dropping.
Title: A few ideas
Post by: Strange guy on March 16, 2010, 10:15
Ambassador
Exotic
Damage:    4d6
Accuracy:    +6
Base Fire Time:    2.0 second
Base Reload Time:    2.5 second
Clip Size:    6
Ammunition:    10mm ammo
Alternate fire: Aimed shot
Alternate reload: If you have Dualgunner trait - it reloads both pistols in your weapon and prepared slot.
Quote on pickup:    "The time for negotiations are over"
Ingame Description:   Put two wheels on this thing and it's a cannon.
Reference: TF2

Gatling Shotgun
Unique
Damage:    (7d3)x4
Accuracy:    Standard shotgun spread
Base Fire Time:    1.0 second
Base Reload Time:    2.5 second
Clip Size:    40
Ammunition:    Shotgun shells
Alternate fire:   Chain fire
Ingame Description:   When you need to give the air itself lead poisoning.

Razor
Unique
Damage:    4d5
Accuracy:    +1
Ingame Description:   Perfect for slitting throats on the streets of London town.
Special:  Does 1.5x damage to humanoid (ie can use items/wear armour) enemies.
Title: Re: New unique items
Post by: action52 on March 24, 2010, 17:24
Lightning Gun
Exotic
Damage:    5d3, armor piercing
Accuracy:    +8
Base Fire Time:    0.6 second, alternate fire 1.5 second
Base Reload Time:    2.5 second
Clip Size:    100, consumes 5 per shot
Ammunition:    energy cells
Alternate fire: Shoots a big but inaccurate bolt that consumes 20 cells, for 20d3 damage
Alternate reload: None
Ingame Description:   Concentrated electric death. Be careful around water with this thing.
Reference: Quake
May not seem powerful, but notice the very quick base fire time.
When you use this on an enemy standing in water, all other enemies in the water will be damaged. If you use it on an enemy standing in water while you are standing in the water, you will instantly consume all the cells in your clip, doing (d3)x(number of cells) damage to yourself and all enemies in the water.

Vorpal Weapon Mod Pack
Unique Mod Pack, Works on weapons only
Reference: Rogue (but Rogue is referencing Through the Looking Glass)
Ingame Description: This glowing... thing seems to be pulling itself towards one of your weapons.
When you use this mod pack on one of your weapons, it immediately becomes "vorpalized" versus one random nonboss monster type. Could be Arch-Viles, could be Former Humans. A vorpalized weapon will flash whenever the one of the monsters it is vorpalized against steps into view. It will always hit its monster type, and will do an extra 10 points of damage. Plus, there is a 10% chance of instantly killing that monster every time you hit it.
Title: Re: New unique items
Post by: Kornel Kisielewicz on March 26, 2010, 03:55
Lightning Gun
(...)
Ingame Description: This glowing... thing seems to be pulling itself towards one of your weapons.
When you use this mod pack on one of your weapons, it immediately becomes "vorpalized" versus one random nonboss monster type. Could be Arch-Viles, could be Former Humans. A vorpalized weapon will flash whenever the one of the monsters it is vorpalized against steps into view. It will always hit its monster type, and will do an extra 10 points of damage. Plus, there is a 10% chance of instantly killing that monster every time you hit it.
Oh yeah, this was planned since 0.9 I think, but would be a bitch to code without hacks -_-
Title: Re: New unique items
Post by: UnderAPaleGreySky on March 26, 2010, 05:17
A couple from my sandbox level, tweaked a little.

.44 Magnum
Exotic Weapon
Inventory Description: I know what you're thinking. "Did he fire six shots or only five?"
Damage: 4d3
DamageType: Normal
Accuracy: +5
Clip: 6
AmmoType: Bullets
FireSpeed: 1.2s
ReloadSpeed: 2.0s
First Pickup Quote: "Go ahead, make my day."

AltFire: Aimed shot.
AltReload: Dual reload.

Crowbar
Exotic Weapon
Inventory Description: Normally used for opening crates or doors. Good for skulls, too.
Damage: 3d4
DamageType: Physical
Accuracy: +2
First Pickup Quote: Looks like Freeman didn't make it...

EDIT: Fixed crowbar to be better than combat knife.
Title: Re: New unique items
Post by: GenTechJ on March 26, 2010, 06:58
Someday, I'm gonna go through some of this thread, pull out a few and bodge them up in the sandbox. :P

Same, there's some nice uniques in here.

EDIT: Kornel, or anyone who's messed with sandbox mode more than I have, is it possible to have "bouncing" weapons? So I can make grenades and grenade launchers work (semi-)properly?
Title: Re: New unique items
Post by: yaflhdztioxo on March 26, 2010, 19:58
I don't think so.  If anyone can figure out a way to bounce projectiles they would make a lot of people happy.
Title: Re: New unique items
Post by: Madtrixr on April 02, 2010, 01:36
On the one hand, radioactivity does not work that way. On the other hand, more consumables!

It does in TF2...Bonk is the best way to piss a heavy off, or probably survive a turret.
Title: Re: New unique items
Post by: SirReginaldBathwater on April 05, 2010, 00:57
Necronomicon
One-use item, probably either
-drains the life from all nearby monsters and heals you up to 300%, which will decay as normal, down to 200% for Badass.
-draws power from all corpses on the level, and heals you the same way, or possibly makes you invulnerable (mortuary anyone?)

Since the Butcher's Cleaver is in there...
Hellforge Hammer
\
Damage - 15d4
Inventory description - The hammer of Hephaestus, said to shatter the very soul of evil.
Pickup - The power of hell flows into your hands.
Acc - + 6
Firespeed 1.8s
Normal fire - smash a foe with the hammer
Alt-Fire - Shatter the very earth! Aim it like a normal weapon, causes damage (less than attack) in a line, and turns the tiles struck into lava, including walls, tires you out.

Found in a unique level perhaps, the Hellforge - You must defeat Hephastus (a powerful melee-baron), and can choose to either shatter the hellstone *, and gain some random loot, mostly upgrade kits (for non-melee chars) or keep the hammer.


Title: Re: New unique items
Post by: BEEF on April 06, 2010, 07:06
Thought there should be a second chaingun-based weapon, so harrup:

Flechette Gun
Exotic weapon
Description: Death by a thousand needles.
Damage: 1d3x9 (1d3x3)x3
Damage type: Physical
Accuracy: +3
Clip: 30 x 10 mm ammo
Firetime: 1 second
Reload time: 2.0 seconds
Alt-Fire: Chainfire
Special: Fires 3 shots for every bullet consumed. Each level of Triggerhappy increases the number of shots fired by 3, Firestorm mod by 6. Each bullet does damage three times, as indicated in Damage.

Pretty weak without Son of a Bitch, and even with that maxed out revenants and the Cyberdemon will be tough to crack. On the other hand, enemies with less than 4 armor will take wicked amounts of damage, especially if you power mod it.
Title: Re: New unique items
Post by: Gargulec on April 06, 2010, 07:15
Thought there should be a second chaingun-based weapon, so harrup:

Flechette Gun
Exotic weapon
Description: Death by a thousand needles.
Damage: 1d3x9
Damage type: Physical
Accuracy: +3
Clip: 30 x 10 mm ammo
Firetime: 1 second
Reload time: 2.0 seconds
Alt-Fire: Chainfire
Special: Fires 3 shots for every bullet consumed. Each level of Triggerhappy increases the number of shots fired by 3, Firestorm mod by 6.

Pretty weak without Son of a Bitch, and even with that maxed out revenants and the Cyberdemon will be tough to crack. On the other hand, enemies with less than 4 armor will take wicked amounts of damage, especially if you power mod it.

Erm... I do not understand. Are you saying that this is (1d3x3)x9 (three shots per one bullet?). If that's true, it does not deal wicked amounts of damage, it deals INSANE amount of damage. Without tri and SoaB which turns this thing into ultimate machine of Doom, Death and Destruction.
Title: Re: New unique items
Post by: BEEF on April 06, 2010, 07:21
Nah, using that notation it would be (1d3x3)x3, but I thought that implied it fires only 3 shots, each of which does damage three times, like some kind of double-Jackhammer or something.

It uses 3 ammo, but fires 9 shots, each doing damage once.
Title: Re: New unique items
Post by: Gargulec on April 06, 2010, 07:31
Ah, then it is pretty balanced. But still, with Tri2 and Soab3 it deals damage faster than plasma rifle.
Title: Re: New unique items
Post by: BEEF on April 06, 2010, 07:53
Well yeah, it's an exotic, so it's supposed to be better than the standard weapons. Otherwise, why would an Ammochainer use that, ever? Plus, you'll still get a nasty surprise when it turns out a baron was wearing red armor.

Also, on second thought it probably should fire three shots that hit three times each, if only for the sake of sanity when watching the animations.
Title: Re: New unique items
Post by: BEEF on April 06, 2010, 14:55
Thinking about it some more, the flechette gun has enough going for it that it doesn't have to be better than a plasma rifle. If it did (1d4x3)x3 shrapnel damage, it would do a respectable 26.25 damage to a monster with 2 armor, and a floor of 15 damage isn't too shabby either. On the other hand, unarmored monsters have few enough hp that they'd die in one hit. With 1 armor, it would average 52.5 damage, enough to take down a hell knight in one volley, or up to two demons if you're lucky.
Title: Re: New unique items
Post by: raekuul on April 07, 2010, 10:34
Syrinx Axe <-- UPDATED
Unique
What could this strange device be...?
Base Damage: 7d5
Base Attack Speed: 1.4s
Special: Gibs if it deals more than 30 damage on a killing attack. Yeah, I know, it makes AoMC a lot easier on N!. So what?
Title: Re: New unique items
Post by: UnderAPaleGreySky on April 07, 2010, 10:53
But combine the attack speed with the N! enemy buffs..

Although, I don't see why you would be hitting something with it.. :/
Title: Re: New unique items
Post by: ChaoticJosh on April 07, 2010, 22:57
Here's one I was toying around with:

Nuclear Plasma Shotgun
Unique
Clip size: 12 (uses 3 per shot)
damage: 8d3 (same as Plasma Shotgun)
Alternate Reload: Overload the reactor, causing a nuclear explosion.
Description: Like all nuclear weapons, this one replenishes it's own ammo as time passes. Can't be manually reloaded. The regular plasma shotgun is an exotic, while this is a unqiue, so I think that'd make up for it's improved usefulness.

Also, Looking at the exotics and uniques list, I realize that there's exactly ONE melee unique, the butchers cleaver, and no melee exotics. This is bothersome because exotics were implemented precisely to combat the aggravating lack of uniques that would fit any particular run due to RNG cruelty, but melee lovers were left in the dust apparently. I think there should be atleast one melee exotic to make up for this unfairness, maybe one of those suped up combat knives that were mentioned earlier.
Title: Re: New unique items
Post by: UnderAPaleGreySky on April 08, 2010, 02:11
Actually, you may want to re-check those lists. There's more than one unique melee weapon.
Title: Re: New unique items
Post by: SirReginaldBathwater on April 08, 2010, 02:16
Well... Chainsaw is considered an exotic, and Longius is a special dungeon reward. There are lots more uniques of other types which drop more. I've seen the Cleaver once ever, on a Shotgunnery run, straight after beating AoB. 
Title: Re: New unique items
Post by: raekuul on April 08, 2010, 07:16
Which is why I guess it's a good thing that the Plasma Knife is in the running in the Best New Unique/Exotic Ideas Nominations. Now if only I could get more support for the Syrinx Axe... maybe improve the attack speed from 2s to 1s?
Title: Re: New unique items
Post by: UnderAPaleGreySky on April 08, 2010, 08:34
Nah, 1s is to quick.. 1.4s maybe.
Title: Re: New unique items
Post by: ChaoticJosh on April 08, 2010, 14:47
How could've I forgotten about the chainsaw? Oh yeah, because it's a normal item that got upgraded to exotic status, that's why. I don't mind it, but some variety would be nice.

I don't mind the sounds of the plasma knife.
Title: Re: New unique items
Post by: UnderAPaleGreySky on April 08, 2010, 16:17
/me notes that there is still one unmentioned unique melee weapon
Title: Re: New unique items
Post by: raekuul on April 08, 2010, 17:06
That's because that's neither exotic nor unique... it's the Dragonslayer, and it's so awesome it gets a class of its own!

Syrinx Axe modified
Title: Re: New unique items
Post by: ChaoticJosh on April 08, 2010, 17:11
Yeah, the DS doesn't get mentioned ever in any practical way. In fact, finding it has more of an achievement value than actually doing anything with it.
Title: Re: New unique items
Post by: UnderAPaleGreySky on April 08, 2010, 17:41
I've seen it, but I haven't even occupied the same tile as it. Cursed arachnotrons..
Title: Re: New unique items
Post by: dougjoe2e on April 20, 2010, 19:55
No idea what it would do, but the name just popped into my head: what about a unique combat knife called "Dervis' Blade"?
Title: Re: New unique items
Post by: Matandun on June 03, 2010, 12:04
Hi!
Did anybody suggest to add a gravity gun (from Half-Life 2) into Doomrl as an unique weapon? Picking up items from the distance and throwing napalm barrels on monsters' face... that would be awesome.
Title: Re: New unique items
Post by: Angles of death on June 28, 2010, 09:00
I have an idea
Name:Maleks shotgun
Damage:8d12
Description:The gun of the Grand Inquisitor
Alt fire:does 13d12 damage at the cost of some health and it knocks you back
Alt reload:Nothing

About the damage thing I don't even know how that works im just thinking it is 8 dice and 12 damage.
Title: Re: New unique items
Post by: Melon on June 28, 2010, 09:31
I have an idea
Name:Maleks shotgun
Damage:8d12
Description:The gun of the Grand Inquisitor
Alt fire:does 13d12 damage at the cost of some health and it knocks you back
Alt reload:Nothing

About the damage thing I don't even know how that works im just thinking it is 8 dice and 12 damage.

Minimum damage: 12
Maximum damage: 156
Average: 78

This weapon has average damage nearly the same as maximum damage of BFG9000. So it's 3-4 shots (with average damage) to kill Cyberdaemon.

A definite no-no.
Title: Re: New unique items
Post by: Angles of death on June 29, 2010, 00:40
Minimum damage: 12
Maximum damage: 156
Average: 78

This weapon has average damage nearly the same as BFG9000. So it's 3-4 shots (with average damage) to kill Cyberdemon.

A definite no-no.
Fixed : )
Title: Re: New unique items
Post by: Fanta Hege on June 30, 2010, 21:00
+
MSJar
MegaSphere in a jar? Every marine's dream come true...


Basicly a carriable megasphere.
As good as this sounds, too bad its atleast 10 times rarer than regular megasphere, so what chances do you think you have for ever finding it?
Title: Re: New unique items
Post by: thelaptop on July 01, 2010, 00:08
+
MSJar
MegaSphere in a jar? Every marine's dream come true...


Basicly a carriable megasphere.
As good as this sounds, too bad its atleast 10 times rarer than regular megasphere, so what chances do you think you have for ever finding it?
Actually I think we can just have a jar item that allows us to capture any spheres that are lying around.  Might be more handy for the adventuring Marine than just a single MSJar.
Title: Re: New unique items
Post by: Melon on July 01, 2010, 01:30
+
MSJar
MegaSphere in a jar? Every marine's dream come true...


Basicly a carriable megasphere.
As good as this sounds, too bad its atleast 10 times rarer than regular megasphere, so what chances do you think you have for ever finding it?
Well, since megaspheres do not exist, then you wouldn't have a chance to find such MSJar. However, a "jar" to capture spheres...

No, the game would be too easy. Leave it be [;
Title: Re: New unique items
Post by: Garlyle on July 01, 2010, 04:03
Well, since megaspheres do not exist, then you wouldn't have a chance to find such MSJar. However, a "jar" to capture spheres...

No, the game would be too easy. Leave it be [;
I wanted to say that a jar to pick up and hold onto a powerup for later would be awesome, but you're right.  Carrying an Invulneurability Globe would make some things way too easy.

I wouldn't mind some sort of consumable unique/exotic that can restore armor somehow, which is the main thing that such an item would allow that could be useful without being broken (I think?)
Title: Re: New unique items
Post by: ZZ on July 01, 2010, 04:22
Something that repairs armor you want?

Armor Repair Kit
Exotic Endless Consumable
InGame Desc: A kit that repairs your armor but however needs power
Transorms cells into armor durability with the rate 5%=1 cell.
Title: Re: New unique items
Post by: action52 on July 03, 2010, 00:33
I don't think a rare, one-use item that acts like a portable Megasphere would be unbalanced. Or even a portable invincibility power-up. Sure, it would make the Cyberdemon a cakewalk, but for every player who successfuly used it on Cybie there would probably be five who died with it in their inventory because they were saving it for later.

A jar that lets you collect powerups would definitely be unbalanced, though.
Title: Re: New unique items
Post by: Garlyle on July 03, 2010, 03:05
I don't think a rare, one-use item that acts like a portable Megasphere would be unbalanced. Or even a portable invincibility power-up. Sure, it would make the Cyberdemon a cakewalk, but for every player who successfuly used it on Cybie there would probably be five who died with it in their inventory because they were saving it for later.

A jar that lets you collect powerups would definitely be unbalanced, though.
...All things considered a portable one-use invulneurability might be awesome.  I think I'm all for it - it would definitely help out in a pinch, and yeah, invariably people would die with it in their inventory anyway, just like health kits.
Spoiler (click to show/hide)
Not sure how I feel about a portable Megasphere, but a portable Supercharge would probably be alright (A super medkit of some sort)

Also, the armor repair kit sounds great, but as it currently stands, it would make Ammochain builds even more ridiculous than they currently are, even if the ammo cost was increased.
Title: Re: New unique items
Post by: Angles of death on July 10, 2010, 06:12
I have another failed idea:

Necrogun
Clip:2
Damage:The same as a Double Shotty
Acuracy:0 (its a shotgun)
Ammo: Shotgun Shells
Special fire:for the cost of some health and making you tired it can make the shotgun shells that you fired explode
Spoiler (click to show/hide)
you can shoot it again once you are not tired
Special reload:Reload the gun using some health instead of shells.
Description ingame:A truly vile device,made of what appears to be flesh and bone.You hear screams of tortured souls and get a cold chill when you look at it.
Title: Re: New unique items
Post by: UltimateChaos on August 17, 2010, 19:10
I don't see why armor repair kits would even have to be a unique, we have health powerups and medkits, phase devices and teleporters, why not armor packs and armor shards?

I think the pistol exotic/unique ratio is a little imbalanced.  Anti-freak jackal ought to be dropped down to exotic status so the awesome referenced pistols can stand glorified.  Here's my idea for another one.

Pistol Unique: Hades
Gotten from:  The Anime "Black Cat"

Desc:  A beautiful pistol made of orichalcum.
Damage: 3d5
Base Fire time: 0.8s
Accuracy +8
Alternate fire: Railgun.  Fires off a shot similar to the railgun (8d8 travels through targets) but makes you tired.
Title: Re: New unique items
Post by: Captain Trek on August 18, 2010, 10:25
With regards to the powerup jar idea, do you guys suppose it could work if it were a unique (that is, rare and only one per game at most) and only worked once?
Title: Re: New unique items
Post by: ZZ on August 27, 2010, 17:47
Demon's Mark
 Unique Boots
All parameters are 0.
Description: You feel it won't be easy to wear this.
Special: Every 2 seconds you wear this you loose 1 health. Demons can't hurt you while you wear this.
Title: Re: New unique items
Post by: Melon on August 28, 2010, 01:26
Demon's Mark
 Unique Boots
All parameters are 0.
Description: You feel it won't be easy to wear this.
Special: Every 2 seconds you wear this you loose 1 health. Demons can't hurt you while you wear this.

By what do we understand daemons? All the monsters? We don't include possessed?
Title: Re: New unique items
Post by: ZZ on August 28, 2010, 02:57
Every enemy. This is meant to be awesome escape thingy, but you can't use it for long.
Title: Re: New unique items
Post by: Melon on August 28, 2010, 06:33
Boots? That would be very unbalanced. These boots will grant you automatic Full-win. You just pump-up yourself with health, approach the Cybie, put on the boots and you do not need to dodge his rockets anymore. Not to mention what happens when you get to JC. He can summon even 1000 BoH and this won't help him.

If such unique item would exist, it would certainly have to be a normal armour. Boots only get damaged on hazardous surfaces.
Title: Re: New unique items
Post by: UltimateChaos on August 28, 2010, 22:58
Heheh, but what if it was cursed?
Title: Re: New unique items
Post by: thelaptop on August 29, 2010, 01:28
He can summon even 1000 BoH and this won't help him.

He can't.  I'm sure DoomRL will crash from having too many sprites to display on the limited sized map...
Title: Re: New unique items
Post by: Melon on August 30, 2010, 03:17
He can't.  I'm sure DoomRL will crash from having too many sprites to display on the limited sized map...

So how about 5 Cybies and 3 AoD? :P
Title: Re: New unique items
Post by: LockeCarnelia on August 31, 2010, 11:59
Thunder Hammer
Exotic
Wield the power of the GODS!
Base Damage: 4d8
Base Attack Speed: 1.6s
Special: Deals severe knockback to anything it hits.
Title: Re: New unique items
Post by: LockeCarnelia on September 09, 2010, 11:49
I know that I shouldn't doublepost, but I think this is a neat enough idea that it deserves a new post.

Mod Gun
Exotic/Unique, undecided.
Damage:    Starts at 1d6
Accuracy:    Starts at +0
Base Fire Time:    2.0 second
Base Reload Time:    2.5 second
Clip Size:    6
Ammunition:    10mm ammo
Alternate fire: None
Alternate reload: Removes Modifications
Quote on pickup:    "What the hell IS this thing?!"
Ingame Description:   A somewhat gun-shaped device that looks like it has all sorts of slots for modifications.

Special: Attributes for the gun are determined by what modifications one puts on it.  Starts off with 5 mod slots, Whizkid gives standard mod slots for a maximum of 9 slots.
Power Mod: +1d6 Damage each mod, tops out at 4d6, 3 mods.
Agility Mod: +2 Accuracy, tops out at +6, 3 mods.
Bulk Mod: +2 Ammo Size, tops out at 12, 3 mods.
Technical Mod: -.3 Firing Speed, tops out at 1.1, 3 mods.
Firestorm Weapon Pack: Gives x4 Chaingun-style, allows Chainfire.  More Firestorm Weapon Packs added on increase the multiplier by x2.  Technically unlimited amount of mods, but how many of these are you gonna find?
Sniper Weapon Pack: Gives 100% Accuracy.  More Sniper Weapon Packs give levels of Cateye.  Technically unlimited amount of mods, but how many of these are you gonna find?
Nano Pack: Gives Ammo Regeneration.

(Damage Calculations:
4d6 at maximum damage. 4-24 Damage, Normal Damage.)

Lupara
Exotic
Damage:    (8d3)x3
Accuracy:    Shotgun
Base Fire Time:    1.0 second
Base Reload Time:    2.0 second
Clip Size:    2
Ammunition:    Shotgun Shells
Alternate fire: None
Alternate reload: Dual-Reload (If Dualgunner is Allowed)
Quote on pickup:   "From the Old Country."
Ingame Description:   A completely sawed-off shotgun.  Wieldable in one hand!

Special: Can be used with the Dualgunner trait, Gun Kata capable, Shottyman Capable.  Acts otherwise as a Double-Barreled Shotgun who thinks its a pistol.  Absolutely mind-numbingly devastating if used with two, but that probably won't happen except in Ao100 games.  Cannot use Mods, the guns are minimized too much to accept modifications.

(Damage Calculations:
24-72 Damage, 48 Average. 48-144 Damage,  96 Average with Dualgunner, however, armor points half damage due to Shrapnel Damage, and has DBS range, rendering it far less effective out of close quarters.  It will pretty much eat people close up if you have two, however.)


Armor of Pain
Unique armor
Description: You will feel my pain.....
Protection: 1
Durability: 200%
Move Speed: +10%
Knockback: -10%
Special: Whenever an enemy does damage to you in melee combat, 50% of the damage caused to you is reflected back to them.
Title: Re: New unique items
Post by: Angles of death on September 29, 2010, 04:25
Name: Medic armor
Protection value 2/2 (protection value dosen't go down)
Durability: 150%
Special ability: Damages it's self by 1 point to give you 2 HP, it will keep on giving you HP until it breaks or you hit 100 HP.
Knockback: +10
Move speed: -10

Description: A prototype medical armor. It is intelligent and will heal it's wearer when he is damaged.
Title: Re: New unique items
Post by: thelaptop on September 29, 2010, 05:28
Medic Armour sounds like a cool idea, but a 2/2 without scaling from damage to durability seems a little overpowered to me.

Maybe keep it at 1/1 instead?
Title: Re: New unique items
Post by: Fanta Hege on September 29, 2010, 09:21
2/2 is decent, otherwise it really wouldn't have any combat potential and it'd pretty much chew itself out and kill you in the first mancubi encounter..


Though I doubt anyone would wear this for anything other than turning armor shards to health. 
Title: Re: New unique items
Post by: Shoop da Whoop on October 01, 2010, 22:20
Well, it will be third time for this weapon, but we need another shotgun unique. Beware of mighty... Tetragun! (Quadruple shotgun sounds worse for me. Also, hello, Trigun!)

Damage: (5d5)x6/30-150
Average damage: 15*6*0.9=81 (point blank)
Damage type: Shrapnel
Accuracy: 0 or N/A (by the way, that how it should be marked in the next version)
Base fire time: 1.0 second (uses 4 shells per shot)
Base Reload Time: 2.5 seconds
Clip Size: 4
Ammunition: Shotgun shells
Alternate Fire: 1.0 second (uses 2 shells per shot; damage is (8d3)x3, just like double-shotty)
Alternate Reload: Loads two shells (1.25 seconds).
Quote on pickup: One! Two! One-two-three-four!
Ingame Description: Once upon a time we used so much barrels to hunt ducks. Someone thinks that demons are far different?

Comments: let it has super shotgun damage dropoff. Let it has a double shotgun spread. Let it has damage over BFG 9000 (well, it's still shrapnel) and reduced ammo in crazy rate. It's insane and unique!
Title: Re: New unique items
Post by: Angles of death on October 02, 2010, 02:27
Well, it will be third time for this weapon, but we need another shotgun unique. Beware of mighty... Tetragun! (Quadruple shotgun sounds worse for me. Also, hello, Trigun!)

Damage: (5d5)x6/30-150
Average damage: 15*6*0.9=81 (point blank)
Damage type: Shrapnel
Accuracy: 0 or N/A (by the way, that how it should be marked in the next version)
Base fire time: 1.0 second (uses 4 shells per shot)
Base Reload Time: 2.5 seconds
Clip Size: 4
Ammunition: Shotgun shells
Alternate Fire: 1.0 second (uses 2 shells per shot; damage is (8d3)x3, just like double-shotty)
Alternate Reload: Loads two shells (1.25 seconds).
Quote on pickup: One! Two! One-two-three-four!
Ingame Description: Once upon a time we used so much barrels to hunt ducks. Someone thinks that demons are far different?

Comments: let it has super shotgun damage dropoff. Let it has a double shotgun spread. Let it has damage over BFG 9000 (well, it's still shrapnel) and reduced ammo in crazy rate. It's insane and unique!
No is all I can say to this.
Title: Re: New unique items
Post by: Fanta Hege on October 02, 2010, 11:23
Shotgun uniques eh?

AutoShotgun
"I hate demons"
Damage:    6d3
Damage Type:    Shrapnel
Accuracy:    N/A
Base Fire Time:    0.7 second
Base Reload Time:    0.3 second
Clip Size:    8
Alt Fire: Fires triple shells for triple power but forces you to reload.
Alt Reload: Fully reloads the gun

Unmoddable, doesn't need pumping.
Clearly an upgrade to assault shotgun, an unique, but trust me, using this will make you chew your ammo pile so fast you don't even notice.
Title: Re: New unique items
Post by: Angles of death on October 02, 2010, 11:38
Isn't that just a downgraded Jackhammer? Or did I misread it?
Title: Re: New unique items
Post by: Shoop da Whoop on October 02, 2010, 12:51
Quote
doesn't need pumping
This.
Title: Re: New unique items
Post by: Fanta Hege on October 02, 2010, 15:14
Isn't that just a downgraded Jackhammer? Or did I misread it?

Jackhammer shoots burst of 3 every turn and has longer fireing and reload values. Might be similiar to that of jackhammer apart that this is faster and has more control to your fireing.
This would be upgraded assault shotgun with an alt fire that makes one big blast for triple damage and "jams" the gun for the reloads.

This gun would basicly be useful for fast damage when you're surrounded for many direction. Where as Jackhammer would basicly be useful for one direction of extreemly damaging and pushbacking direct damage.
Title: Re: New unique items
Post by: Gargulec on October 02, 2010, 15:51
Shotgun unique, eh?

Chain-Shot-Gun
'And here I thought I was insane'

Type: shotgun, chain weapon
Damage: (3d5)x4
Spread: like normal shotty 
Firing time: 1.0s
Clip size: 40 shotgun shells
Reload time: 2.0s
Damage: shrapnel
Alt-Fire: chainfire
Description: Chaingun that fires like a shotgun... okay, now this is weird.


Why? Why not.
Title: Re: New unique items
Post by: Shoop da Whoop on October 02, 2010, 20:01
In order of new
Spoiler (click to show/hide)
ideas:

Magnetic shotgun!
Don't know about stats. But the idea is: instead of normal knockback we have reversed, just like from imp fireballs. Less distance - more of reverse knockback!
Pickup phrase: "No return for you!"

Pairing this with normal shotgun this will cause enemies to fly back and forth... And die.
Title: Re: New unique items
Post by: ZZ on October 03, 2010, 14:22
We already have pistol-chaingun, pistol-RL, BFG-Chaingun, shotgun-plasma hybrids, and have proposed here pistol-BFG, pistol-shotgun, Shotgun-RL, Shotgun-Chaingun hybrids. Which of the valid hybrids are left?
Title: Re: New unique items
Post by: Simon-v on October 03, 2010, 14:55
We already have pistol-chaingun, pistol-RL, BFG-Chaingun, shotgun-plasma hybrids, and have proposed here pistol-BFG, pistol-shotgun, Shotgun-RL, Shotgun-Chaingun hybrids. Which of the valid hybrids are left?

The RL-Chaingun and BFG-Shotgun. The RL-BFG hybrid would be utterly boring.
(I made a table to figure it out.)
Title: Re: New unique items
Post by: Gargulec on October 03, 2010, 15:08
RL-Chaingun?

Rocketgun
O_o

Damage: (6d6)x4
Accuracy: +4
Blast radius: 4
Fire time: 2s
Reload time: 2s
Magazine: 20 rockets
Alt-fire: chain-fire
Description: I have the strange feeling that whoever constructed it must have been quite... weird

(Funnily, this would not be *that* OP- the ammo consumption rate is just to high)
Title: Re: New unique items
Post by: Fanta Hege on October 04, 2010, 02:22
Imagine that gun, a firestorm mod, 50 rockets and mortuary.
No survivors.


Also while we're at it..

Devastator
"When one missile just ain't enough"

Damage: 4d5
Accuracy: +1
Blast radius: 3
Firetime: 1.5s
Reload time: 1s
Magazine; 9

Fires 3 rockets at a time, lowering accuracy for each and a change to slightly off to otherdirection.

Alt fire; Explodes the other 2 rockets prematurely giving the first rocket +3 to accuracy, 5 extra damage and a powerful explosive trail... which will also hurts the user.

ElectroMagnetic"waver"
"Out of all the things you can find.."

Damage: 2d2
Damage type; Plasma
Accuracy: N/A
Firetime: 1
Reload time: 1s
Magazine; 50, uses cells.

Fires a electric wave infront of the user up to 6 tiles, with a spread of 3 - 5 tiles damaging all enemies hit. The special thing to compensate for the weakness? It can pierce walls without damaging the walls themselves. Each shot costs 5 cells.

Alt reload consumes 25 cells and causes a shock wave to all directions with same power and length.


And now for something completely different

The DemonologyPhysiologisticsTachyonCompasator
"...You lost me"

Damage: ???
Accuracy: ???
Firetime: ???
Reload time: 4.
Magazine; 100, uses cells.

The most weirdest thing you ever picked up. Instead of fireing anything, this weapon fires what ever you last got hit by! Consuming 5 ammo.

Should use the Alt fire you will find all corpses within 2 tiles of you to explode with a power of a fuel barrel consuming 20 cells.

Should you use alt reload you will find yourself in a completely different place in the map, consuming 70 cells.
Title: Re: New unique items
Post by: ZZ on October 04, 2010, 07:15
Virus Gun
Unique Gun
Damage:1d1;
Acc:+2;
ClipSize: 10;
Description: Hopefully those biologists found the way to kill demons.
Special: Every enemy hit with it receives damage each turn. 1 initial +1 for each action. If it gets hit it gets another +1. Valid for first 50 shots.
AltFire: Fires normal 2d4 round;
AltReload: Resets the countdown of the special.

Another random idea.
Title: Re: New unique items
Post by: Madtrixr on October 06, 2010, 05:18
Shotgun unique, eh?

Chain-Shot-Gun
'And here I thought I was insane'

Type: shotgun, chain weapon
Damage: (3d5)x4
Spread: like normal shotty 
Firing time: 1.0s
Clip size: 40 shotgun shells
Reload time: 2.0s
Damage: shrapnel
Alt-Fire: chainfire
Description: Chaingun that fires like a shotgun... okay, now this is weird.


Why? Why not.

Oh god...All I can think of is the Shotcycler, and that is not good.

Eightball
Unique Rocket Launcher
Damage:6d8
Acc:+1
Clipsize:8
Description: For when one rocket just isn't enough...
AltReload: Put one rocket into the chamber, up to 8
AltFire: Switch to Grenade mode (rockets bounce for a couple turns and explodes when they hit something or a few seconds after firing)

Just throwing out a UT weapon. We could also tone it down to the Tri-Barrel from UT03, 04, and III, but whatever.
Title: Re: New unique items
Post by: ZZ on October 20, 2010, 09:46
Immortailty Kit
Unique Consumable
Heals you up to 5 HP. Used automaticaly when you're below 1 HP. Makes you invulnerable for 3 moves after use.
Title: Re: New unique items
Post by: C4Cypher on October 20, 2010, 21:10
Boomstick
'The twelve-gauge double-barreled Remington. S-Mart's top of the line. You can find this in the sporting goods department.'

Type: Unique Double Shotgun
Damage: (8d5)x3
Spread: Tighter spread than Double shotgun, only double damage reduction, rather than triple
Firing time: 1.0s
Clip size: 2 shotgun shells
Reload time: 2.0s
Damage: shrapnel
Alt-Fire: Fire Single barrel
Alt-Reload: Reload Single barrel
Description: The preferred weapon of the greatest warrior ever known in the fight against the army of darkness, this hunting shotgun inflicts double the knockback that one would expect ... gotta love seeing them tumble like rag-dolls. Groovy.

Edit: I made a pitiful attempt of making this in the sandbox. I don't think the current engine has base modifiers for modifying knockback modifiers (aside from the damage) ... like it does with the armor's knockback reduction. I think this might be scriptable, but I'm not yet comfortable with lua or the engine's hooks. I also struggled with the weapon flags, as to which combination would produce the primary and alternate fire and reload actions to emulate the double shotty, but I'll still submit what I have here for the sake of completeness.

Ignore the stats and flags, just the game text ... I was hoping for something with a little more damage than the doubleshotty, with a little bit tighter spread, just wider than the combat shotgun.  (not quite so much damage as the super) That and double the knockback effect per damage as other weapons. 

Spoiler (click to show/hide)
Title: Re: New unique items
Post by: Thomas on November 05, 2010, 22:04
Quote from: Myself, a month ago
An exotic/unique that increases dodging would be pretty cool, but if we did get one then we'd also need a regular item that does it. You can't just say "Oh yeah active defense is a possibility on Nightmare! now that we have a 1 in 50 shot at getting the Ninja Garb"

Ninja Garb
Exotic Armour
Description: A comfy, stealthy suit. It really is easier to dodge those fireballs with this on.
AC: 0
Durability: 100%, roughly the same 'HP' as blue armor
Move penalty: +5% (that is, you move a tad faster)
Special: Increases the chance of your sidesteps working by 10% (additive, so 50% becomes 60%)


Purple Armor (I guess 'Kevlar Jacket' or something would work?)
Regular Armour
Description: This stuff is even less protective than your standard-issue equipment! Although, it does look good for getting around quickly.
AC: -1
Durability: 100%, roughly the same 'HP' as green armor.
Move penalty: +10%
Special: Increases the chance of your sidesteps working by 5%


White Armor (I don't know a good GRITTY REALISTIC TOTALLY NORMAL name for this one)
Regular Armor
Description: The sides of the armor seem to deflect attacks. Perhaps that will make dodging easier?
AC: 1
Durability: 100%, roughly the same 'HP' as blue armor
Move penalty: -10%
Special: Increases the chance of your sidesteps working by 10%


Jetpack
Unique Armour
Description: You've been trained not to run while shooting. They didn't say anything about flying, though.
AC: 0
Durability: Invincible
Move penalty: +30%
Special: Every time you do a non-movement action, you move in a random direction anyway. This forces you in to 'running mode' forever even if you're tired and unequiping it will make you tired.

EDIT: Added 'White Armor' to the post as a more midgamey alternative to 'Purple Armor'.
Title: Re: New unique items
Post by: rchandra on November 05, 2010, 22:18
those armours are pretty neat!  I'm sure I'd get many Jetpack-related deaths.  I'd hope that the jetpack grants flying (no lava/acid damage) though!
Title: Re: New unique items
Post by: Stormlock on November 13, 2010, 23:38
Hmmm, some ideas:

Monkey Claw
Unique Weapon
Type: Special
Damage: (67d1)
Spread: None, but auto hits what you aim at, like the Revenant rocket launcher.
Firing time: 0.0s (Yes, really)
Clip size: 5 fingers.
Reload time: N/A (Cannot be reloaded)
Damage: Plasma
Alt-Fire: None
Alt-Reload: None
Description: Seems dangerous. Better be careful how you use it...
Special note: Imparts juggler when wielded, so swapping back from it when it's empty doesn't waste any time.

Damage is high enough to kill a Baron in a single shot, but not an Arch-Vile (Though it'll be damned weak.) A cool and very useful item to have, but won't change the rest of your game the way the most powerful uniques do. 0 firing time means it's useful even if you're surrounded, as long as you're willing to burn through your shots or can switch quickly and just need to take out a key enemy.

---

Elixir

Type: Exotic Consumable

Grants Supercharge, 3 turns of invincibility, and 10 turns of berserking. For when you need to take on 40 barons at once with your bare hands.

Description: Just like that flask dad hid in the grandfather clock...

---

Asura

Type: Unique Melee
Damage: (8d5)x1/x2/x3
Firing time: .5s/1s/1.5s
Damage Type: Normal
Alt-Fire: Switches modes between single strike, double strike, and triple strike. Takes no time.
Description: Painful to hold. A frightening sword not of this world.

Special: Drains 1 HP per strike. Increases movement speed 10%

Was inspired by SaGa Frontier and the Grammaton Cleric Barretta. Would be nice to have a unique melee weapon you wouldn't necessarily use for every swing after you pick it up, and switching modes is fun. Technically does more DPS than any other melee weapon. Of course, it has it's drawback.

---

Sat. Linker

Type: Extreme Artillery

Damage: (12d12)
Spread: Radius 12. Or one, for alt fire.
Accuracy: +6
Firing time: 0.0s
Clip size: 50 cells.
Reload time: 4.0s
Damage: Plasma
Alt-Fire: Snipe shot, hits a tiny area target, uses 12 ammo instead of 100.
Alt-Reload: None
Description: Seems to be some sort of artillery targeting system. That's odd, it's showing everywhere you point it as a valid site.

Special: Ammo drains entirely if you don't fire it immediately after loading it. In other words, you have to reload it from a position where you can fire it from. Of course, if your target walks in at just the right time or you can fire it blindly into the distance, it's practically a certain kill on a massive scale. Unless something kills you while you reloaded. Intuition 2 would sure be handy. And reloader 3 would almost make it not suicidal to fire at an enemy that can see you. Almost.
Title: Re: New unique items
Post by: Deathwind on November 14, 2010, 00:06
Those first three sound ok but the last one...

I think the monkey paw thing should be able to kill a vile as one of it's wishes.

The elixir's invincibility should be 5 turns, berserk for 15 (as there is a overlap), if that's too strong make the effect a large med kit.

Asura could be abused for move speed with juggler in a non-melee game.

Your version of an up-link cannon doesn't make sense in an underground base, looks like it was designed for style not function, and doesn't even hold enough ammo for it's std fire.
Title: Re: New unique items
Post by: Stormlock on November 14, 2010, 00:58
Forgot to edit it back when I was toying with how much ammo it should use. Normal shot should be 50 ammo.

And obviously, the satellite simply blasts through all the floors above you. Well, it makes at least as much sense as invincibility orbs anyways. But you're right, it's easily the poorest suggestion of the group. I just had the idea for a weapon you need to wait stationary before firing like that and couldn't think of anything else that fit that premise.

Balancing the elixir is really tricky. Invincibility lets you plant a nuke without having to find the powerup, and berserk on demand is pretty much a free kill if it lasts long enough and you have a chainsaw, especially if it supercharges. The basic function is kind of like the monkey paw too: helps get through those horribly sticky situations, like certain special levels or just using your last phase and ending up in a room with 2 viles and 4 revenants.

Abusing the Asura with juggler seems like a fair trade considering you'd be getting a trait that otherwise is doing nothing for you while blocking off your swap weapon.
Title: Re: New unique items
Post by: Deathwind on November 14, 2010, 15:13
Any invincibility that you can carry will do that so how about just 30 turns berserk and a supercharge? It fits the decription better anyway.

Juggler is almost free with an ammochain build and they mostly use hotkey weapons anyway so no drawback.
Title: Re: New unique items
Post by: Stormlock on November 14, 2010, 15:41
I suppose. I was thinking of Marksmen and Shotty games, since you're weapon restricted there. Any time you can use ammochain you might as well use the thing to hack shit up anyways. Could add a health cost for swapping onto it too. Just 1-2 hp would probably be enough. Alternately, make it drain 1 hp every second or 2, so it's something you'd only want to whip out for combat. Juggler would make it useful for meleeing without weilding it then, but you couldn't abuse it for movement so easily.
Title: Re: New unique items
Post by: Captain Trek on November 28, 2010, 21:23
Virus Gun
Unique Gun
Damage:1d1;
Acc:+2;
ClipSize: 10;
Description: Hopefully those biologists found the way to kill demons.
Special: Every enemy hit with it receives damage each turn. 1 initial +1 for each action. If it gets hit it gets another +1. Valid for first 50 shots.
AltFire: Fires normal 2d4 round;
AltReload: Resets the countdown of the special.

Another random idea.

I fucking love this thing, but it soooo overpowered. Fire into the darkness, hear a Vile gasp, move away, listen as the Vile slowly dies, rinse and repeat...
Title: Re: New unique items
Post by: Deathwind on November 28, 2010, 23:25
even more fun with int 2...
Title: Re: New unique items
Post by: Fanta Hege on January 09, 2011, 22:35
Dark Claw
Unique
"..I'm not sure if this was a good idea"

Description; It seems to hunger.

Damage: 7d7
Acc: -2
Clipsize 20/20
Alt reload; Devour corpse, every corpse adds +2 "ammo" to the clip. If no useable corpses are around you, you lose 10hp and 3 ammo is added.


Special; Succesfull kills gives you +2 hp, also this is a MEELEE weapon. Each swing takes 1 "ammo" from clip. This weapon is also cursed in terms that you cannot take it off, but you can switch it to prepared slot.
Title: Re: New unique items
Post by: ZZ on January 10, 2011, 09:27
The EGRR (Enhanced Gamma-Radiation Rifle)
Unique Rifle
Damage: 4d5, ignores armor;
Acc: +4;
ClipSize: 24 cells, 3 per shot;
Description: "They've found the way to kill enemy while not harming self."
Special: Bullets fly through wals.
AltFire: N/A;
AltReload: Explodes the weapon, killing everything in the small radius, like the nuke.

We all hope that this won't hurt the user. The radioactive element is supposedly is inside the gun, and there is enough of it for the energy to be the only issue.
Title: Re: New unique items
Post by: Deathwind on January 10, 2011, 23:47
The fire through walls thing is good but I think that a radiation weapon should function as a directional burst, ignoring accuracy and having drop off for distance, not a machine gun like volley. I'd say shotgun spread with double shotgun drop off for initial tests and adjust from there.

I'm honestly shocked no one has come up with grenades yet, they could be found in packs of 4-5, throw like knives and 2-3 seconds later explode with radius 2.
Title: Re: New unique items
Post by: thelaptop on January 11, 2011, 00:02
I'm honestly shocked no one has come up with grenades yet, they could be found in packs of 4-5, throw like knives and 2-3 seconds later explode with radius 2.
I think that grenades have been suggested, but the mechanics of how to implement it in the context of a rogue-like have not been fully explored.

But since we have asynchronous display updates, I can foresee this as being a possibility.
Title: Re: New unique items
Post by: Shoop da Whoop on January 20, 2011, 10:54
Neutron Bomb
""50 kilotons". And how much in BFG's?"

Before use: %
After use: 0

Sister (perhaps, elder) of Thermonuclear Bomb. Destroys everything living (and undead), but leaves all the items, walls and stuff. Same 5000 damage, but more careful. So, needs to be more rare.
Title: Re: New unique items
Post by: metroidRL on January 20, 2011, 14:21
Lucky Shotgun
You'll need some serious luck to use this

Acc: ignored
Damage: (1d7)x7 (average: 28 damage)
Icon: {
Clip size:7
Alt reload: full reload.
Alt fire: "N/A".

Description:"Do you dare to use this weapon? If you are lucky you could deal massive damage, if not.... well......"

Its time for luck-based weapons.
Title: Re: New unique items
Post by: raekuul on January 20, 2011, 15:14
I'd rather have more crowd-control weaponry. I suggested the Bee Bee Gun a long while back, lemme refresh it. I just had an idea to make it much more practical.

Bee Bee Gun
S-Class Weapon
Assault spread
Clip Size 16
Damage: As assault shotgun
Alt reload: Full Reload
Alt fire: (4d1)x16


This way, you're not wasting entire stacks of Shells against one or two lesser enemies, and it can still have its 16 damage burst for when you've got a ton of weaker enemies or have shells to burn. It's still painfully wasteful, though.

Now, I need to do some research into the Former Whatevers in order to find out what the minimum damage for the Golden Gun would have to be in order to be a one-hit kill on them...
Title: Re: New unique items
Post by: Thomas on January 20, 2011, 16:08
Former humans/sergeants/captains have 10 HP and can wear armor.

Former commandos have 20 HP, 1 natural armor and can wear additional armor.
Title: Re: New unique items
Post by: ParaSait on January 20, 2011, 17:48
Lucky Shotgun
You'll need some serious luck to use this

Acc: ignored
Damage: (1d7)x7 (average: 28 damage)
Icon: {
Clip size:7
Alt reload: full reload.
Alt fire: "N/A".

Description:"Do you dare to use this weapon? If you are lucky you could deal massive damage, if not.... well......"

Its time for luck-based weapons.
Acc: Ignored? Then what would be the odds that you'd actually hit an enemy? If it's an accuracy field of like 180° as I am imagining, I don't think the 28 damage would really be worth it. Especially for a shotgun-type, which has the property of losing damage with distance.

As a comparistion, I think you could as well just take a slightly muscled-up rocket launcher and take 2d6 dice. Rule is, if you get 6 on both, you are ALLOWED to hit the enemy. Just seems kind of... weak to me, and that's an understatement.
Title: Re: New unique items
Post by: Deathwind on January 20, 2011, 23:27
Mrazerty: hate to break it to you but all current shotguns ignore accuracy

metroidRL: It would just get insane with SoaB
Title: Re: New unique items
Post by: metroidRL on January 21, 2011, 00:08
Which has the property of losing damage with distance.

[...]Just seems kind of... weak to me, and that's an understatement.

It has the same damage distance as Assault shotgun.

Also... Weak?.... Check this out:

Shotgun (8d3) (average: 16/distance)
Combat shotgun (7d3) (average: 14/distance)
Double shotgun (8d3)x3 (average: 48/distance)
Lucky shotgun (1d7)x7 (average: 28/distance)

So its weak huh?
Title: Re: New unique items
Post by: Kg on January 21, 2011, 03:00
Voodoo Doll

You feel uneasy...

Yes, this is the ultimate weapon of death - if you use it on targeted monster in your LOS, it's dead instantly. Though is has only 10 charges! (Or maybe 1 charge which is replenished after you kill 13 monsters - needs to be in prepared slot to count deaths, and doesn't work on Cyberdemon or JC ofc... or does it? Mhwhahahah).
Other technical things: It works even if you use it over obstacles - It's like pin-point accuracy, you just need to have monster in LOS.

Source: Blood
Title: Re: New unique items
Post by: Deathwind on January 21, 2011, 03:31
Something like this was brought up a while ago, at the time we thought that 5 shots with no way to recharge was kind of over powered (personally I'd just use it for nothing but viles)
Title: Re: New unique items
Post by: Kg on January 21, 2011, 08:00
IMO considering it would be kinda rare, 5 shots wouldn't be op.. On higher difficulties/floors you encounter hordes of monsters anyway, so It would be used rather on Viles as you say... Maybe it should have increased fire time so it wouldn't be so easy to use it?
Title: Re: New unique items
Post by: Game Hunter on January 21, 2011, 11:29
Also... Weak?.... Check this out:

Shotgun (8d3) (average: 16/distance)
Combat shotgun (7d3) (average: 14/distance)
Double shotgun (8d3)x3 (average: 48/distance)
Lucky shotgun (1d7)x7 (average: 28/distance)

So its weak huh?
It's probably better to look at it from a per-shell perspective. Since (I assume that) you're using seven shells per shot, given the clip size, it's going to be (1d7)x7/7, which is just 1d7 = 4 average damage per shot, per shell. And, since armor reduces each hit, this thing would be hard to sell on lower floors.

Since the range of the normal shotgun is 8d3 = 8-24, you may want to go with something like 1d40, which has a great average damage per shot but low reliability. It'd be great for the Cyberdemon (since you're going to end up using a lot of shells on him anyway) but you'd want a more normal variant against packs of weaker enemies.
Title: Re: New unique items
Post by: rchandra on January 21, 2011, 12:38
Crossbow
exotic
Accuracy: +3, with +3 per Eagle Eye instead of +2
Damage: 3d6
Ammo: holds 1 quarrel
Reload: 1.5s

Pistol Crossbow
exotic (counts as a pistol)
Accuracy: +5, with +3 per Eagle Eye instead of +2
Damage: 2d6
Ammo: holds 1 quarrel
Reload: 1.0s

Autocrossbow
unique
Accuracy: +3, with +3 per Eagle Eye instead of +2
Damage: 3d8
Ammo: holds 5 quarrels, fires 1. needs to be pumped like the combat shotgun (a step or reload)
Reload: 0.5s to load a quarrel, 0.5s to pump. (an empty weapon would need both a reload and a pump)
Alt-fire: fire all quarrels, 3 seconds, with an accuracy penalty (-3)
Alt-reload: full reload, 2.5s.

Whenever a Quarrel hits an enemy, it gets added to that enemy's inventory.  If it misses, it appears on the floor.  The first time you pick up any crossbow, you get a stack of quarrels (10).

Alternately, half-life's sniper crossbow could be neat.  But there are a few auto-hit weapons already, and my main motivation was the idea of being able to recover your quarrels; molten steel doesn't make for good recovery. :)

I'm really not sure on the damage of these, could be too high or too low.  Their main drawback is the inability to keep shooting, like the shotguns but moreso since you'll never have many quarrels.
Title: Re: New unique items
Post by: metroidRL on January 21, 2011, 20:32
It's probably better to look at it from a per-shell perspective. Since (I assume that) you're using seven shells per shot, given the clip size, it's going to be (1d7)x7/7, which is just 1d7 = 4 average damage per shot, per shell. And, since armor reduces each hit, this thing would be hard to sell on lower floors.

Erm... no, what im saying is: each shell fired is multiplied by 7... the clip size has nothing to do with damage.
Title: Re: New unique items
Post by: Game Hunter on January 21, 2011, 21:38
Erm... no, what im saying is: each shell fired is multiplied by 7... the clip size has nothing to do with damage.

In every in-game case, having a weapon that comes with the "x" (for instance, chaingun with (1d6)x4) means that x shots are fired (in my previous post I meant seven shells per burst, sorry). Usually, this means using up that much ammo, as well (double/super shotgun is an exception with three bursts and two shells). The only difference between 1d7x7 and 7d7, ammo aside, is the effect the attack will have on armor.

That said, if you want a shotgun that effectively deals 7d7 per shell, I'd call that way too overpowered. 1d49 would probably be random enough to be balanced, though, given the damage scaling.
Title: Re: New unique items
Post by: metroidRL on January 21, 2011, 23:23
In every in-game case, having a weapon that comes with the "x" (for instance, chaingun with (1d6)x4) means that x shots are fired (in my previous post I meant seven shells per burst, sorry). Usually, this means using up that much ammo, as well (double/super shotgun is an exception with three bursts and two shells). The only difference between 1d7x7 and 7d7, ammo aside, is the effect the attack will have on armor.

That said, if you want a shotgun that effectively deals 7d7 per shell, I'd call that way too overpowered. 1d49 would probably be random enough to be balanced, though, given the damage scaling.

Ohh now i get it..... thanks for the info.

Ahem... ok another unique

Long pistol
"Whoa it has the double size of a common pistol!."
Type: Exotic

Acc:6+
Clip size:12
Damage: (4d3)
Alt fire: It tries to hit the head of an enemy (if it has a head, if not it will hit the body instead) changing the damage to (4d7) and ignores armor, but reduces the accuracy to:-3 and increases fire rate to: 1.45 seconds
Alt Reload: N/A
Reload time:1.20 seconds
Fire rate: 1.10 seconds

Description: A weapon made for landing critical hits
Well......
Title: Re: New unique items
Post by: Gargulec on January 22, 2011, 04:09
Azrael's Scythe
'Why do I find it so familiar?'

THE SECRET OF GETTING IT WILL NOT BE WIDELY KNOWN!

Statblock:
Damage: 9d9
Accuracy: autohit
Attack time: 0.7
Damage type: Ignores armor.
Special: Cleaves, as Butcher's Cleaver. All foes killed by it are automatically gibbed. Is cursed, can't be dropped or taken out from main weapon slot.

Why? To further spice AoB up! It is grossly OP, even more than LS in some fields, but on the other hand, I guess that getting to it would be a pretty amazing feat on it's own, well requiring a reward.
Title: Re: New unique items
Post by: ParaSait on January 22, 2011, 10:09
Mrazerty: hate to break it to you but all current shotguns ignore accuracy

metroidRL: It would just get insane with SoaB

It has the same damage distance as Assault shotgun.

Also... Weak?.... Check this out:

Shotgun (8d3) (average: 16/distance)
Combat shotgun (7d3) (average: 14/distance)
Double shotgun (8d3)x3 (average: 48/distance)
Lucky shotgun (1d7)x7 (average: 28/distance)

So its weak huh?

Well I guess I just don't get the whole "luck" concept. I thought it'd be something like, a shotgun randomly shooting around within a 180° range. That would be freaking weak.
Title: Re: New unique items
Post by: Fanta Hege on January 22, 2011, 12:20

But what about nightmare? 100% kills on N! is pretty impossible last I checked.
Title: Re: New unique items
Post by: Gargulec on January 22, 2011, 13:21
I guess it should drop on N! too, without the kill clause.
Title: Re: New unique items
Post by: Sihoiba on January 25, 2011, 02:51
Bandoleer
Increase ammo stack size by 10%.

They were definitely in quake 2, and a smaller exotic version of the backpack so you get a chance of finding it on Ao100.

I'm sure it has probably been suggested before, but couldn't find it with a search on the forums.
Title: Re: New unique items
Post by: Kashi on January 26, 2011, 14:22
Cerberus Left
"A weapon fit for those beyond the grave."
Type: Unique

Acc: 5+
Clip size: 12
Damage: (3d6)
Alt fire: Aimed Shot
Alt Reload: N/A
Reload time:1.00 seconds
Fire rate: 0.60 seconds

Anime/Game Reference: Gungrave

Casull
"You should be helluva strong to use this nasty gun."
Type: Unique

Acc: 6+
Clip size: 12
Damage: (3d4)x3
Alt fire: Chainfire
Alt Reload: N/A
Reload time:1.5 seconds
Fire rate: 0.75 seconds

Anime reference: Hellsing
Title: Re: New unique items
Post by: Simon-v on February 02, 2011, 06:08
The more i thought of it, sillier the idea sounded. But then, i remembered the other ideas in this thread.

Bubblegum
Exotic consumable

Use message: "You feel like kicking ass!"
Effect: resets running state; temporary +1 armor, -10% move speed, -10% knockback for 60 turns.
Effect depletion message: "Damn it! All out of gum!"
Reference: Meh. Too obvious.
Title: Re: New unique items
Post by: metroidRL on February 02, 2011, 10:09
-10% move speed,

Hm? isn't -10% going to make you more slower rather than faster?
Title: Re: New unique items
Post by: Kornel Kisielewicz on February 02, 2011, 11:15
Actually you should run right out of it... :P
Title: Re: New unique items
Post by: Simon-v on February 02, 2011, 11:32
Hm? isn't -10% going to make you more slower rather than faster?
You try running while chewing bubblegum!

Actually you should run right out of it... :P
Amended.
Title: Re: New unique items
Post by: ZZ on February 02, 2011, 12:11
+1 armor isn't enough to make this exotic. Maybe some kind of HP regeneration or something would be better?
Title: Re: New unique items
Post by: Simon-v on February 02, 2011, 12:38
To address all concerns regarding the bubblegum:
1) This is a consumable, which means you use it once and then it's gone forever.
2) It is supposed to be relatively rare, being an out-of-universe item and such.
3) It is supposed to make you slightly more badass for a rather short while without being overly useful.
4) It is supposed to be more funny than useful.
Title: Re: New unique items
Post by: Gargulec on February 02, 2011, 13:58
Exotic consumables?

Nuka-cola
'It is supposed to glow, right?'

Effect: gain 50 HP, take 70 damage in subsequent 140 turns (1 HP of damage per two turns)
Upon consumption: "Real taste, uplifting radiation!"
Upon taking final point of damage: "I live on irradiated side of life now"
Title: Re: New unique items
Post by: Deathwind on February 02, 2011, 16:55
You mean nuka-cola quantum right? Or is quantum a 10 turn berserk in a bottle with -10 hp at the end?
Title: Re: New unique items
Post by: Gargulec on February 03, 2011, 06:31
Quantum is Fallout 3. Fallout 3 never existed.
Title: Re: New unique items
Post by: Kornel Kisielewicz on February 04, 2011, 09:31
Problem with exotic consumables that have a time limit is that there's no simple way to define new time-based effects -- each effect would require it's own status type.
Title: Re: New unique items
Post by: Deathwind on February 04, 2011, 21:47
Is a berserk in a bottle possible as an exotic consumable? We already have multiple effects that cause berserk. Even if it was just a berserk pack that you could carry with no other effect it would be nice.
Title: Re: New unique items
Post by: thelaptop on February 04, 2011, 22:36
Is a berserk in a bottle possible as an exotic consumable? We already have multiple effects that cause berserk. Even if it was just a berserk pack that you could carry with no other effect it would be nice.
Hm.

Stay tuned for 0.9.9.2... for I think there is something there that might sound similar to what you have suggested here.
Title: Re: New unique items
Post by: Kashi on February 09, 2011, 10:22
Raising Heart

"Let's 'befriend' the hordes of Hell with maximum power, hehehe..."

Stats:
Damage: 6d8
Accuracy: +6
Attack Time: 1.2 sec
Damage Type: Plasma
Ammo it uses: Power Cells (The sweet magic of science, yes...)
Clip Size: 10

Anime: Mahou Shoujo Lyrical Nanoha (That anime with little girls packing the same power as the Death Star)

Insane, yes, but REAL MEN USE MAGICAL, GIRLY BOOMSTICKS OF DOOM TO DES-- ERRR, "BEFRIEND" THEIR ENEMIES INTO SUBMISSION!

EDIT: Reduced damage dice and clip size, and removed the altfire (Even if it was a cool thing).
Title: Re: New unique items
Post by: raekuul on February 09, 2011, 11:56
Cut the damage by a face, drop the altfire.
Title: Re: New unique items
Post by: darksergio on February 10, 2011, 12:20
Kashi that made my day I am finishing of watch the first season while I am trying to find the movie just wondering what was the altfire but I am getting the idea about the altfire
Title: Re: New unique items
Post by: raekuul on February 11, 2011, 06:48
You do know that 1% of HP is a half a hit point, yes? You start the game with 50 HP unless you take Ironman for your first trait. And we already have an Angel Arm effect on the Trigun, and that's already an anime reference. Angel Arm cuts 5 HP from your total, so that's a 10% drop if you're invuln, first use, and not used Ironman.

And before we call Raging Heart girly, let me remind you that Yuuno Scrya, the ultimate Defensive Mage within MSLN, was its previous owner. I don't think he cared about it, though.

EDIT: Didn't see that it had been edited; what I meant by drop the damage by a face was to drop the second number, not the first.
Title: Re: New unique items
Post by: Frankosity on February 14, 2011, 04:50
Do we really need more anime references in this game?
Title: Re: New unique items
Post by: Kashi on February 14, 2011, 07:43
Do we really need more anime references in this game?
Consider this: Animes provides with an enormous source of possible weapons/items to implement, many more than those FPSs can give. After all, most (If not all) of the FPSs in the world actually use the same weapon standard implemented by Doom, that is: Pistol, Shotgun, Rapid-firing weapon, heavy weapon (Be it a rocket launcher or a mortar launcher or a sheep launcher, they fulfill the same functions), energy rapid-firing weapon and a heavy energy-powered weapon. Leaving aside the last two (Because they are mostly restricted to futuristic FPSs), this model was used over and over and over.
Title: Re: New unique items
Post by: Frankosity on February 14, 2011, 08:08
But... why do they have to be Anime references? You can suggest new stuff without it having to be a nudge-nudge-wink in-joke. It's just filling the game with stuff that a lot of people won't understand and, I suspect, will put others off. A weapon from an anime about magical girls is kind of going against the whole flavour and mood of Doom.

The Berserk stuff isn't too bad because it's pretty much an easter egg considering how hard it is to find and esoteric to actually use. Personally, I find the Trigun and Jackal to be a little much to all be in the same game together.

Plus, there is something to be said for a small, focused class of weapons. I'd rather have a limited selection of solid guns that have their own tactical purpose and modification potential with a handful of high-powered variants (like we have now) than a hundred magic anime guns that focus the power of Heart or whatever happens in Mahou Sensei Musical Magic Dongleberry Star 3.

Maybe someone should use the Valkyrie library to make AnimeRL.
Title: Re: New unique items
Post by: Thexare on February 14, 2011, 14:19
Can accuracy go negative on a weapon?

Blaster Rifle
In-game Description: "Only Imperial Stormtroopers are so precise."
Damage: (2d6)x5/10-60
Damage Type: Plasma
Accuracy: -2
Base Fire Time: 0.8 seconds
Base reload time: 1.5 seconds
Clip Size: 30
Ammunition: Power Cells
Special Attribute: Some shots will go off to the side, like a Mancubus's missiles but less extreme.
Alternate Fire: Single Shot - normal damage, accuracy +3, no spread.
Quote on pickup: I dunno.
Reference To: Star Wars


If negative accuracy can't be done, the entire point of the weapon's pretty much lost, but it could be changed to +0 accuracy (Plasma Rifle and Chaingun are both +2) with damage changed to maybe 1d10.

There's your non-anime gun.
Title: Re: New unique items
Post by: Tavana on February 14, 2011, 14:37
...than a hundred magic anime guns that focus the power of Heart or whatever happens in Mahou Sensei Musical Magic Dongleberry Star 3.

I don't know what it would be about, but I would watch it.
Title: Re: New unique items
Post by: Kornel Kisielewicz on February 14, 2011, 15:36
Blaster Rifle
In-game Description: "Only Imperial Stormtroopers are so precise."
...
Accuracy: -2
EPIC :P
Title: Re: New unique items
Post by: thelaptop on February 14, 2011, 19:36
Gunslinger Armour
Because your guns are your life blood.
An armour that has +5% movement speed, -10% knockback, and has protection of 2 with durability of 100%.  Has the special property that will automatically load any form of pistol instantly from the 10mm reserves in the backpack whenever the magazine of any pistol goes to 0.
Title: Re: New unique items
Post by: Kashi on February 14, 2011, 20:45
Diabolus Interfectum

"What's this? This is no mere human weapon..."

Stats:
Damage: 7d6
Accuracy: +0
Attack Time: 1 sec
Damage Type: Physical
Special Features: Heals 1 HP per action. Enemies know where you are, because you're holding something they learned to fear and rage against in an angry mob (No pitchforks, thankfully).

Going for a unique not based on... pretty much anything. Only the HP Regen feature was based on Excalibur and it's magical sheath but, pretty much, the rest is an invention of mine. Basically, it should act like an upgraded version of the Butcher's Cleaver, having high attack, but not as high as that of the LS or the DS. The healing effect was left at 1 HP to not make it too much of a gamebreaker.

EDIT: Added the suggestion given by Frankosity. I liked it. A LOT.
Title: Re: New unique items
Post by: Fanta Hege on February 14, 2011, 20:49
Frostmourne
"Just as the blade rends flesh, so must power scar the spirit."

Damage; 8d8
Speed: 1
Accuracy; +1
Damage type; Plasma (!)
In-game description; "I don't like thise whispers.."

Special; Every 2 seconds, you're drained 1 hp, however it cannot kill you. Every opponent you kill, restores 4 hp. Once equipted, this cursed blade cannot be taken off.

Reference; Warcraft 3.
Title: Re: New unique items
Post by: raekuul on February 14, 2011, 21:01
As long as we're doing Melee weapons...

Mourning Star
Time to crush some demonic skulls
Damage: 7d5 (range 7-35)
Speed: 1.10/swing
Accuracy: 0
Damage type: Physical
Inventory Description: When all you have is a hammer...
Special: Chance to stun enemy == current HP% (where stun = enemy misses next action)

I think the attack speed of the Mourning Star is where this will be balanced best; the damage is better than a shotgun and there's a chance to stunlock enemies (Naturally, unique enemies should be immune to this, or at least highly resistant). The drawbacks? It's slow already and you have to be in melee to use it.

As for pointless references...

Miss Muffy
Let's return you to your owner, little dolly.
Inventory Description: "A child's plaything... why is this here in Hell?"
On Use: Gives message "You hear a voice long dead echo in the back of your mind... 'WILL YOU PUT THAT AWAY! What would Hercules think if he saw you playing with that?'" (does nothing else)
Title: Re: New unique items
Post by: Frankosity on February 15, 2011, 11:35
Diabolus Interfectum
It's a good idea, but unfortunately I think any kind of costless HP renewal is game breaking. there's nothing to stop you finding a safe place after every fight to get your health back to maximum. Although, one way to balance that could be that it lets every enemy on the level know where you are and aggro on you, so you won't be able to find any breathing space as long as the level is populated...
Title: Re: New unique items
Post by: Kashi on February 15, 2011, 12:10
It's a good idea, but unfortunately I think any kind of costless HP renewal is game breaking. there's nothing to stop you finding a safe place after every fight to get your health back to maximum. Although, one way to balance that could be that it lets every enemy on the level know where you are and aggro on you, so you won't be able to find any breathing space as long as the level is populated...
Interesting. That's a nice addition, yes.
Title: Re: New unique items
Post by: Frankosity on February 16, 2011, 12:26
I don't know if this really deserves its own thread, so I'll mention it here: I've been thinking about the Berserker Armour, and how it relates to the Dragonslayer. As it is, the DS is an absurdly rare easter egg weapon which is unusable except under very specific circumstances, but now you've got this armour which complements it for flavour, and I guess it feels a bit of a waste of potential to have a couple of interlinked items that are both highly elusive and a puzzle to use.

What I was thinking was this: the Berserker Armour could basically have the stats it has currently (maybe more protection?) but wearing it drives you permanently berserk. Like the Cybernetic Armour, it's cursed, and with it equipped you're subjected to a variant of the Masochism rules: you can only heal through Berserk and Invulnerability orbs. Alternatively, healing is disabled altogether. It's basically a gigantic power boost, but at the cost of your HP becoming a ticking clock, dwindling as the monsters whittle you down.

With these abilities the Armour could be as common as the other high-end unique armours like the Necroarmour, considering the substantial drawbacks to the power boost.
Title: Re: New unique items
Post by: Game Hunter on February 16, 2011, 13:06
Hey man, we don't even know what the combo DOES yet (or if it's even a combo). For all we know it could suddenly transport you into a Berserk mini-game (much like BerserkRL) except all the baddies are formers without guns, or it could grant permanent whirlwind (you hitting everything adjacent to you on attack), or you just WIN THE GAME right then and there. I'd wait until we find out the actual use of the Berserker Armor before undervaluing it.

Also, I probably wouldn't wear it if was cursed AND masochistic. It's got -70% move speed on top of that, you know.
Title: Re: New unique items
Post by: Frankosity on February 16, 2011, 14:13
Yeah, I know we don't know what the combo does, I was just suggesting a way in which the Armour could be conventionally useful, because as it is it's just another rare unique that's effectively useless unless you've already found and know how to pick up the OTHER rare unique.

Alternatively, I'll just suggest the overall concept as a separate item. I just like the idea of a piece of equipment that gives you a tremendous boost but puts a big ticking clock over your head, so you have to carefully consider the risks and rewards of equipping it.
Title: Re: New unique items
Post by: raekuul on February 16, 2011, 15:13
Fading Armor
Move Speed +/- 0
Protection [7]
Infinite Durability
Can't be modded
Special: Can't be removed/destroyed. Applies Masochism rules (No healing except Zerk/Invuln orbs) when worn.
Title: Re: New unique items
Post by: rchandra on February 17, 2011, 00:44
Medical Armor* / Transfusing Armor
exotic
2 protection
While this is equipped, using a medpack takes 0.1 sec.

*Inspired by Game Hunter and ZZ, and I think this could replace the current Medical Armor.
Title: Re: New unique items
Post by: thelaptop on February 17, 2011, 18:04
Brass Knuckles
Punching the hell out of demons since WWI
You love punching things with your fists.  With these, you get an additional edge in fisticuffs, an additional 2d2 damage to be exact.  But, if you take a little more time and aim your blow carefully, you do almost as much damage as a knife to whatever the hell you are hitting (Alt-Fire: 2d4 damage, attack time +20%).
Title: Re: New unique items
Post by: Thexare on February 17, 2011, 20:53
I... honestly don't see the advantage to that over even a Combat Knife. Maybe I'm missing something though.
Title: Re: New unique items
Post by: thelaptop on February 17, 2011, 21:30
I... honestly don't see the advantage to that over even a Combat Knife. Maybe I'm missing something though.
Sunrise Iron Fist vs Malicious Knives.

It can help you do a "Fists only" badge.
Title: Re: New unique items
Post by: Game Hunter on February 17, 2011, 21:59
Also, Brass Knuckles would be usable in AoMr/AoSg so that builds like this (http://forum.chaosforge.org/index.php/topic,3881.0.html) would actually be considered.

Though I think it should actually be guaranteed at CC instead of the chainsaw (for the aforementioned challenges), so that those players are getting something they could actually FIGHT with.
Title: Re: New unique items
Post by: raekuul on February 18, 2011, 06:11
Wait wait wait. Is it an equip or an upgrade?
Title: Re: New unique items
Post by: thelaptop on February 18, 2011, 10:20
It's an exotic equip that will still count as being fists only.
Title: Re: New unique items
Post by: raekuul on February 18, 2011, 10:34
Pity. An upgrade/exotic powerup would free up an equipment slot (for AoMr Dualgunner games)
Title: Re: New unique items
Post by: Kashi on February 18, 2011, 15:05
Pity. An upgrade/exotic powerup would free up an equipment slot (for AoMr Dualgunner games)
Not only it would work for AoMr games, but also AoSh ones, where you can only use shotgun and fists.
Title: Re: New unique items
Post by: MaiZure on February 21, 2011, 16:28
GAUSS RIFLE
Mini rapid fire railgun (5d5)?
Requires TWO ammo types to load
Plasma to fuel the accelerator
10mm as the projectile.
Title: Re: New unique items
Post by: Thexare on February 27, 2011, 20:53
Carnage Shotgun
In-game Description: "Holy crap! It shoots rockets!"
Damage: 4d6
Damage Type: Fire
Accuracy: +3
Base Fire Time: 1.0 seconds
Base reload time: 1.5 seconds
Clip Size: 8
Ammunition: Shotgun Shells
Special Attribute: Radius 2 splash damage - it shoots rockets.
Reference To: Borderlands
Title: Re: New unique items
Post by: Ander Hammer on March 01, 2011, 17:20
"Holy crap! It shoots rockets!"

I really appreciate the sentiment, but I can't shake the notion that this should be much worse solely by virtue of its source material.

If this goes in, can we also have Volcano sniper rifles? High attack time, cateye when equipped, radius 1, LAVA EVERYWHERE!
Title: Re: New unique items
Post by: Deathwind on March 02, 2011, 00:05
Please post all ideas from Borderlands here http://forum.chaosforge.org/index.php/topic,3434.0.html (http://forum.chaosforge.org/index.php/topic,3434.0.html)
Title: Re: New unique items
Post by: Thexare on March 02, 2011, 01:21
Please post all ideas from Borderlands here http://forum.chaosforge.org/index.php/topic,3434.0.html (http://forum.chaosforge.org/index.php/topic,3434.0.html)
Your opinion has been noted and filed appropriately. (http://i26.photobucket.com/albums/c133/tcalanis/trash-can.jpg)

That said, I know Carnage shotguns were among the worst choices in Borderlands because of slow projectiles, and I considered low accuracy to reflect that. However, Shotgun builds aren't touching Eagle Eye and it still does less damage and with less accuracy than a standard Rocket Launcher. Its only advantages are clip size, less rare ammo, and that it can be used in AoSg.
Title: Re: New unique items
Post by: Deathwind on March 02, 2011, 01:36
The Carnage "Shotgun" has always been and will always be a misnamed rocket launcher. There is no reason this should use shells or even exist in doomrl as we have actual rocket launchers.
Title: Re: New unique items
Post by: Ander Hammer on March 02, 2011, 03:30
The Carnage "Shotgun" has always been and will always be a misnamed rocket launcher. There is no reason this should use shells or even exist in doomrl as we have actual rocket launchers.

You keep acting as if it's a bad (http://doom.chaosforge.org/wiki/index.php?title=Anti-Freak_Jackal) idea (http://doom.chaosforge.org/wiki/index.php?title=Butcher%27s_Cleaver) to suggest crazy (http://doom.chaosforge.org/wiki/index.php?title=Dragonslayer) uniques (http://doom.chaosforge.org/wiki/index.php?title=Grammaton_Cleric_Beretta) from other (http://doom.chaosforge.org/wiki/index.php?title=Trigun) media (http://doom.chaosforge.org/wiki/index.php?title=Railgun) that would be interesting (http://doom.chaosforge.org/wiki/index.php?title=Anti-Freak_Jackal).

That said, it probably should be kinda crappy to offset the fact it's a shotgun that shoots rockets, and it was crap in Borderlands.
Title: Re: New unique items
Post by: raekuul on March 02, 2011, 07:44
Just so it's on the record: I've been fiddling with making Shotguns that shoot projectile type Fire, and it's not possible as of 0.9.9.3a to make a shotgun that doesn't

A) Use Shells and Shrapnel damage
B) Use a cone type (Normal, Double, Assault are the cone types - Double has wider spread but sharper dropoff, while assault has narrower spread but less dramatic dropoff)

By comparison, hacking a pistol can give you a rocket launcher that wipes out the screen, a BFG that only uses one ammo, a chaingun that effectively fires rockets, or a plasma rifle that only shoots one 10mm bullet. I still haven't figured out how to make them load different types of ammunition.

In short: On an AoSh game, the Carnage Shotgun would still be a P-Class weapon, and therefore disallowed.
Title: Re: New unique items
Post by: thelaptop on March 02, 2011, 07:49
Urgh... Angel of Shotgunnery is AoSh.

>.<

Someone needs to fix the Wiki for that also...
Title: Re: New unique items
Post by: Nameless on March 02, 2011, 08:14
You keep acting as if it's a bad (http://doom.chaosforge.org/wiki/index.php?title=Anti-Freak_Jackal) idea (http://doom.chaosforge.org/wiki/index.php?title=Butcher%27s_Cleaver) to suggest crazy (http://doom.chaosforge.org/wiki/index.php?title=Dragonslayer) uniques (http://doom.chaosforge.org/wiki/index.php?title=Grammaton_Cleric_Beretta) from other (http://doom.chaosforge.org/wiki/index.php?title=Trigun) media (http://doom.chaosforge.org/wiki/index.php?title=Railgun) that would be interesting (http://doom.chaosforge.org/wiki/index.php?title=Anti-Freak_Jackal).
Hey you cheater, you linked the Anti-Freak Jackal twice! :o
Title: Re: New unique items
Post by: Ander Hammer on March 02, 2011, 10:01
Hey you cheater, you linked the Anti-Freak Jackal twice! :o

For emphasis. It's a pistolbullet rocketlauncher. But I guess shotguns are a funky category, so it's more of a 'no' than other ideas.
Title: Re: New unique items
Post by: raekuul on March 02, 2011, 11:25
For reference:

M-Class Weapons - Melee Weapons and anything that takes the bonuses from Brute. Examples: Combat Knife, Chainsaw, Azrael's Scythe

P-Class Weapons - Weapons that shoot a single projectile or a string of projectiles. Examples: Pistol, Railgun, BFG-9000.

S-Class Weapons - Weapons that shoot a cone of shrapnel damage. Examples: Any and all shotguns.

P-Class uses the Projectile Type to distinguish between what the shot actually does, S-Class uses Projectile Type to determine Spread/Dropoff. I don't know what M-Class uses that number for yet, and I really don't want to find out. I haven't found where the data for what the game reads the actual weapon as yet. As the Ammo Type seems to be tied to what weapon the game saw it as at pickup, I think it might actually be hardcoded in the weapon definitions and not something that we'd be able to mod once sandbox is perfected.
Title: Re: New unique items
Post by: rchandra on March 02, 2011, 19:14
Screwdriver
this could be a consumable (it breaks), or a mod pack (perhaps with a different name), or even a re-usable unique misc item (Tesla's chisel?).  Use on an item to remove its mods.  Destroying the item would probably be reasonable.
Title: Re: New unique items
Post by: raekuul on March 04, 2011, 09:58
Korbu's Dagger
4d5
Melee
Special: Recover HP like a Vampire
Title: Re: New unique items
Post by: darksergio on March 04, 2011, 11:56
here is my idea for a unique armor but maybe is a little overpowered

H.A.C.S
Protection: 5
Durability: 100
Move speed: -15
Knockback: -20
in game description: you think you saw this in old video game
it remplace your current equiped weapons whit a 500 bullets minigun whit a 2d5 damage whit a underslug rocket launcher whit 5 round whit half the rocket  launcher damage and splash and the prepared weapon whit a chainsaw. the weapons cant be reoaded and cant be repaired by armor shard
Idea from: time crisis razing storm
Title: Re: New unique items
Post by: Kashi on March 04, 2011, 13:29
here is my idea for a unique armor but maybe is a little overpowered

H.A.C.S
Protection: 5
Durability: 100
Move speed: -15
Knockback: -20
in game description: you think you saw this in old video game
it remplace your current equiped weapons whit a 500 bullets minigun whit a 2d5 damage whit a underslug rocket launcher whit 5 round whit half the rocket  launcher damage and splash and the prepared weapon whit a chainsaw. the weapons cant be reoaded and cant be repaired by armor shard
Idea from: time crisis razing storm
What the freaking hell. Just... wow. I'm speechless.
Title: Re: New unique items
Post by: darksergio on March 04, 2011, 18:02
What the freaking hell. Just... wow. I'm speechless.
ok I wasnt expecting that reaction from a veteran but please tell me is it overpowered because I posted it after getting killed by 3 of them in arcade mode in razing storm playing in hard
Title: Re: New unique items
Post by: Kashi on March 04, 2011, 18:24
ok I wasnt expecting that reaction from a veteran but please tell me is it overpowered because I posted it after getting killed by 3 of them in arcade mode in razing storm playing in hard
Veteran? Hardly. I just know how to react to stuff.

Let's explain a bit this: It's awesome, I concede it. I would like to see it appearing in the game, but it would be one hell of an issue to codify it. First, it's an armor or a weapon? I can't simply understand it. I don't know if it's possible, but I think that making something like this is as-of-now a difficult (If not impossible) task for Kornel. Making the 500-bullet minigun with a rocket launcher altfire could be easy (And believe me, I want a gun like that in the game), but combining it with an armor that also carries a chainsaw just makes me think one thing: "Aw, crap".
Title: Re: New unique items
Post by: raekuul on March 04, 2011, 21:53
Ammo and Armor/Boot Health are 1-byte variables, max is 255
Title: Re: New unique items
Post by: Game Hunter on March 04, 2011, 22:18
Ammo and Armor/Boot Health are 1-byte variables, max is 255

Code: [Select]
[b]DoomRL v.0.9.9.2[/b]
...
[mod] -- TR#152: durability of armor is no longer limited to 255
...
Not anymore, they're not! And since armor durability isn't limited, I'm sure upping the ammo max is quite possible as well (and I believe it could be done on a minigun if it didn't bug out).

The idea of a weapon/armor combo unique is interesting, for sure. I wouldn't mind seeing this around at ALL.
Title: Re: New unique items
Post by: Game Hunter on March 05, 2011, 21:37
Ethereal Crossbow
Pickup: "What an archaic weapon!"
Description: The bolts are long gone, but plasma seems to work fine.
Damage: 4d5 (main shot), 3d5 (side shot)
Shot cost: 4
Clip size: 20 (cells)
Accuracy: Mancubus (I think that means 100% as long as it's in the missile path)
Fire time: 1.0s
Reload time: 1.5s
Special: Fires a main shot and two side shots, just like the Mancubus projectiles (except different damage for side shots, see above)

Gauntlets of the Necromancer
"There's a strange lifeforce breathing in these..."
Description: Stained in blood, they react abnormally to rage.
Damage: 2d6
Attack time: 0.50s
Accuracy: +0
Special: If berserked, each successful attack heals for 1 HP.
Title: Re: New unique items
Post by: Ander Hammer on March 06, 2011, 05:43
+1

The Crossbow should do something different when Berserked, too... if it's possible to have something fire five projectiles.
Title: Re: New unique items
Post by: raekuul on March 06, 2011, 21:33
Hmm... that's an interesting project for next time, to muck around with what Mancubi fire. Has its max HP been changed at all since 0.9.8.10?
Title: Re: New unique items
Post by: ZZ on March 07, 2011, 13:38
Personal Shield
Unique
Inventory Text: Experimental personal deflector shield. Self-powered.
Special: Grants +2 defense while in inventory.
Title: Re: New unique items
Post by: Ander Hammer on March 07, 2011, 14:10
In a similar vein:

Power Shield
Armor
Inventory text: Some sort of fancy futuristic armor... the visor is very shiny.
Effect: Negates all damage/very high armor rating. Durability is something low - 50%, prevents up to 10 or 15 damage, whatever. Sits on you at zero/reduced effectiveness when broken. If you avoid getting hit for 20 or so turns, it regains its defense and begins to somewhat rapidly recharge.

Inspiration is sort of obvious. Something in this vein could be prettty cool - a great armor that reduces the risk of taking potshots, dueling imps and formers, or getting unlucky with splash, but coupled with it is a frailty that lasts until after combat.
Title: Re: New unique items
Post by: Game Hunter on March 08, 2011, 14:08
piercing weapon pack
Completely ignores enemy armor. Can only be applied to weapons.

confinement armor pack
Halves splash damage. Can only be applied to armor.

screening boots pack (filtering? filtrating?)
Halves environmental damage. Can only be applied to boots.

Potentially, these could be "special" mod packs that are specifically found in Hell's Armory and other special levels.
Title: Re: New unique items
Post by: MaiZure on March 08, 2011, 16:03
BLAST SUIT
Unique Armor
Armor: 1
Move Speed: -15%

Grants the effect of Fireangel to the wearer at a cost of low protection and reduced movement speed
Title: Re: New unique items
Post by: Fanta Hege on March 08, 2011, 18:21
Automatic Pistol

Damage:    2d3
Accuracy:    +2
Base Fire Time: 1
Base Reload Time: N/A
Clip Size:    6

When on prepared slot, automaticly reloads when main hand weapon is reloaded. Cannot be manually reloaded otherwise. 


Armor of the Damned
unique
Protection; 5
Speed; -5%
Knockback; +25%

You only receive the minimun damage roll from enemy hits but only deal minimun damage from your own weapons aswell.

Mysterious Totem
unique

Allows you to sense all the powers up the level for the cost of 10 health.

Survival Armor

Protection; 3
Speed; -10%
Knockback; +25%

If you're dropped below 20% health while wearing this armor, you will go berserk. Destroys the armor in process.
Title: Re: New unique items
Post by: Buzzard on March 09, 2011, 11:18
Since there's a melee weapon that gives you Blademaster for free, why isn't there a melee weapon that gives you Vampyre for free?
Title: Re: New unique items
Post by: raekuul on March 09, 2011, 12:19
Korbu's Dagger
4d5
Melee
Special: Recover HP like a Vampire
Title: Re: New unique items
Post by: Game Hunter on March 09, 2011, 12:37
Since there's a melee weapon that gives you Blademaster for free, why isn't there a melee weapon that gives you Vampyre for free?
Because Vampyre is so much more useful than Blademaster. The only reason you'd want to pick MBm over MVm is because of HR/DM.

If there could be a weapon with a more subdued version of Vampyre (for instance, my suggestion of the Gauntlets of the Necromancer) then I could see it being used. Otherwise, you have to remember that zerking DOUBLES melee damage which, on even the chainsaw, kills a lot of stuff in one hit, and almost certainly in two. An AoB player with Vampyre and HR/DM would be far too easy.
Title: Re: New unique items
Post by: Angles of death on March 10, 2011, 18:04
Chain-exploder

Ammo: Plasma cells
Damage: 5d4+2
Accuracy:  +2
Explosion radius: 4x4
Base Fire Time: *Insert Rocket Launcher base fire time here)
Base Reload Time: *Insert plasma rifle base fire time here)
Clip Size: 3
Special things: It uses all 3 plasma cells loaded, the explosion will spread on to those who are hit by the splash (for example, Arch-Vile gets hit by the explosion, revenant is in the splash damage and has an explosion centered on it which hits a former human which also has an explosion from the gun centered on it)

Title: Re: New unique items
Post by: raekuul on March 10, 2011, 20:40
We have that already, it's called a BFG 9000
Title: Re: New unique items
Post by: Zloibuka on March 13, 2011, 19:24
Meat launcher
Damage: 4d4
Accuracy:  +4
Clip Size: 10
Alt Reload: Fire mode: Melee or raged
Ammo: Meat. Automatically charging by dead monsters :)
Quote on pickup: You're a walking meat grinder
Base Fire Time: 1
Base Reload Time: +0.8
Long-range attack can activate berserker, if you have it)

BFG-Pistol
Damage: 8d2x2
Accuracy: +1
Explosion radius: 2
Base Fire Time: 1.
Base Reload Time: 2.0
Clip Size: 8
Ammo: power cells
Title: Re: New unique items
Post by: bardysya on March 26, 2011, 11:21
Electric Guitar
Damage: Don't know measuring so:
Average damage: 16
Accuracy: +3
Base Fire Time: 0.9
Quote on pickup: Let's rock'n'roll in hell!>)
Title: Re: New unique items
Post by: Ander Hammer on March 27, 2011, 03:01
Mjolnir
Base stats: something impressive, but not Dragonslayer broken
Special: throwable, returns automatically, does plasma damage.

To compensate for giving berserkers a ranged option, make certain traits and (status effects) only apply when it's used in melee and make it not-so-rapid.

This could have some kind of cool unlock mechanism ala scythe or spear. Regardless, this game has plenty of bullet but not enough hammer.
Title: Re: New unique items
Post by: Deathwind on March 28, 2011, 00:57
First we get a sickle and now you want to add a hammer?</joke>

All joking aside it sounds like a good idea.
Title: Re: New unique items
Post by: Creepy on March 29, 2011, 00:16
Bunkerbuster
Melee
Damage: 6d6
Ammo: Rockets
Clip: Single shot

Info:
A heavy melee weapon that uses rockets as ammo and does about the same damage as a rocket launcher (6d6), including the whole "explosion" thing and Fire damage. The shockwave shouldn't hurt the player (Maybe?)

The benefits are that you can deal with crowds by punching them with a point-blank rocket, and with this you can go through walls like the goddamn Kool-Aid Man. The drawbacks are that it's obviously ammo-based whereas other melee weapons are not, and the knockback from the explosion isn't something you generally want happening in melee games.

A utility for melee characters to deal with crowds and walls, but not a replacement for the chainsaw. But it would be hilarious to shove a rocket up the hindquarters of a Baron while berserk'd. Give his colon a good, fire-y cleansing with pure rage.

Title: Re: New unique items
Post by: Solarn on May 03, 2011, 13:46
Maybe these should go in the horrible ideas thread...

Force-A-Nature
Uses shotgun ammo
Higher damage at point blank than the double shotty with extra knockback, but with even steeper falloff, basically useless at range. Slow reload time.
"When you absolutely, positively need to hurl enemies far away from you and into a pool of lava."

Dalokohs bar
Consumable
Heals the player like a normal small med-pack if damaged, but adds 10 health like a small health globe when at full health.
"Did you ever want to pick up a small health globe and save it for later? Now you can do it, with delicious chocolate-like flavor!"

Gunboats
Boots
Protective boots + TB
2 protection, player receives 50% damage from own rockets (this stacks with rocket jumping).
"This nifty invention makes walking forever obsolete!"

Sharpened volcano fragment
Melee
Damage somewhere between the knife and the chainsaw (plasma maybe?), accuracy good, leaves a square of lava where it's swung.
"Really not something you should be swinging around."

Chargin' Targe
Melee
Damage and accuracy comparable to knife. Alt-fire: can only be used when not tired, launches you forward 10 squares or until you hit something, doing damage at the end of the path based on the distance travelled and tiring you out. Note that this does not protect you from environmental damage.
"No true Scotsman would ever use a shield for anything else."

Amputator
Melee
Combat knife + PB
Slightly higher damage than the knife, heals a trivial amount on each hit.
"You're pretty sure this weapon does not belong here."

Sniper rifle
Uses 10mm ammo
Single shot weapon, decent accuracy and damage. Alt-fire: always hits, huge damage, but physical (so armor gets in the way) and so slow you might miss a turn entirely.
"You don't know why, but you feel an urgent need to be polite and efficient."

Ambassador
Uses 10mm ammo
Pistol + ATP
High accuracy, decent damage, slow firing time but quick reload.
"It certainly makes hostile negotiations much easier."

Why yes, I did just recently get Team Fortress 2. The Engineer doesn't get an item because all his weapons are building-related and that sucks.
Title: Re: New unique items
Post by: raekuul on May 03, 2011, 14:35
No, but the Engineer would probably find a Mod Removal Mod to be very useful...
Title: Re: New unique items
Post by: zenfur on May 04, 2011, 07:16
How about soul-eating skull?

how it works:
when you kill somebody, and you have soul-eating skull in inventory, it eats part of soul (or whatever immortal demons have) of killed (not a must, that killed by you) possesing 1% of dead's health, and accumulating these. If you use it from you inventory, you gain as many health points, as you may get till 200%. Rest, what you can boost into yourself, stays in skull.

To make this item weaker, you may add some limit of accumulating health and/or penalty of 1 max health taking when using.

Note: Yes, if you have 2 soul eating skulls each of them bites the vailing souls to feed themselves, and generate health points.

Source: labirynth of my mind
As some items/powerups free some space in your backpack like ammuniton or blue/green armors are needless, it would do similar thing with med-packs.

Btw. sorry if I'm sometimes not possible to be understood, I am not native English speaker =) forgive me.
Title: Re: New unique items
Post by: Thomas on May 04, 2011, 08:25
Some of those TF2 ideas could be interesting, but the lower-level assemblies are supposed to be more doom-related or based on something in real life. Also, game designers work in NUMBERS!

Blast Boots
Assembled Boots
Recipe: Protective Boots + BT
Protection: Original (2)
Durability: Original + Mod (200%)
Knockback: Original + Mod (-50%)
Movespeed: Original - Mod (-10%)
Special: Reduces Rocket Jump self-damage by 60%, but the knockback is not reduced. Allows players with Badass or Fireangel to rocket jump at regular effectiveness.
Description: Original, unfortunately.
Description (if assembly descriptions are implemented): Seemingly-magical boots that reduce rocket jump damage, rendering stairs (and bridges) forever useless.

High Caliber Pistol
Assembled Weapon
Recipe: Pistol + APP
Damage: 4d6
Damagetype: Physical
Accuracy: Original + Mod (+5)
Firetime: 1.5s
Reloadtime: Original (1.2s)
Clip: Original (6)
Altfire: Hip fire. Takes 1.0s, but has only +2 accuracy.
Altreload: Dualreload.
Description: Original, or "All of those mods create a pistol with quite a kick to it!"

Auto-Sniper Rifle
Unique Weapon
Damage: 2d5 (x4)
Damagetype: Physical
Accuracy: +6
Firetime: 1.0s
Reloadtime: 1.5s
Clip: 32 (10mm ammo)
Altfire: Scoped shots. 2.0s fire time, never misses (like a sniper modded weapon).
Description: This should stop those demons right in their tracks... could they just stand still for a second?

Screwdriver
Exotic Consumable
Special: On use, brings up a menu of all weapons in your inventory. You can choose a modded weapon, at which point you will be prompted "Reclaim weapon or reclaim mods? [w/m]" You get the weapon or the mods back, but the other is destroyed.
Description: You've been looking for one of these! Use it on a modded weapon to reclaim them (or the weapon) for later use.



As for some original ideas, here's one I've suggested before:
Sledgehammer
Exotic Weapon
Damage: 10d6
Damagetype: Physical
Accuracy: +0
Firetime: 2.0s
Altfire: Narrow swing. Deals half damage, takes 1.5s.
Description: Nothing can stand up to a sledgehammer! Swinging the damn thing is a real workout, though.

And another for good measure:
Six-Shooter
Exotic Weapon
Damage: 3d5
Damagetype: Physical
Accuracy: +5
Firetime: 0.5s
Reloadtime: 1.5s (normal reload) 0.5s (see below)
Clip: 6 (10mm ammo)
Altreload: Dualreload.
Special: Between each firing command, you must move or reload as though it were a combat shotgun. These restrictions apply even if it's your prepared weapon and you have dualgunner.
Description: Yeeehaw! You're the quickest draw on phobos, partner!

EDIT: The six-shooter could possibly be a bit more powerful with the restriction that it can't be used with another pistol, because that's just silly.
Title: Re: New unique items
Post by: Ander Hammer on May 04, 2011, 15:00
I don't see a reason for the six-shooter to be unusable with another pistol, even another six-shooter. Just make it necessary to move/reload both chambers if you want to shoot two bullets next attack.

I don't see a reason to make the high-caliber pistol's alt fire 'hip fire' when that could be the normal fire mode and we can tack 'aimed shot' on. I'm under the general impression that normal shooting is from the hip in this game.
Title: Re: New unique items
Post by: Shinji_Ikari_9th on May 04, 2011, 21:43
Bunkerbuster
Melee
Damage: 6d6
Ammo: Rockets
Clip: Single shot

Info:
A heavy melee weapon that uses rockets as ammo and does about the same damage as a rocket launcher (6d6), including the whole "explosion" thing and Fire damage. The shockwave shouldn't hurt the player (Maybe?)

The benefits are that you can deal with crowds by punching them with a point-blank rocket, and with this you can go through walls like the goddamn Kool-Aid Man. The drawbacks are that it's obviously ammo-based whereas other melee weapons are not, and the knockback from the explosion isn't something you generally want happening in melee games.

A utility for melee characters to deal with crowds and walls, but not a replacement for the chainsaw. But it would be hilarious to shove a rocket up the hindquarters of a Baron while berserk'd. Give his colon a good, fire-y cleansing with pure rage.

Cybie will be fa#$ing and be#$#ing FIRE!!!
Title: Re: New unique items
Post by: Shinji_Ikari_9th on May 04, 2011, 22:25
Don't know what to call this thing, but here goes.

Fire time: 3.0 sec
Damage: 3d6*3 Physical
Alt-Fire: High Explosive Rounds(9d6*3 Explosive(note: blast radius equal to a rocket launcher.))
Ammo: 90 (10mm rounds)
Reload time: 5.0 sec

Be aware that the shere size of this weapon will slow your movement down by 20%.

-=-

I got the idea for this beast from a model I used in the fifth image I posted on this thread.
http://forum.chaosforge.org/index.php/topic,4052.0.html (http://forum.chaosforge.org/index.php/topic,4052.0.html)
Please take a look at things and tell me your thaughts on them.

Thanks.
Title: Re: New unique items
Post by: Ander Hammer on May 04, 2011, 22:36
Don't know what to call this thing

How about 'Holy Shit!'? That aside, I think the numbers are just too high across the board, and as-is it'd be a novelty sort of thing even with Finesse and tech mods and Triggerhappy and whatever.

It looks more to me like three miniguns, which shouldn't fire that slow... unless I'm looking at the wrong image.

Edit: IDEA.

Ultimate Bullet Hose
Damage: 1d6x6
Fire Time: 1.0-1.5s
Alt-Fire: Chainfire (special)
Ammo: lots, or alternatively never needs to reload as long as you have 10mm ammo but takes a little extra time to switch to
Reload time: ridiculous, or see above

On the surface, a slightly better chaingun. However... it's got three rotating barrels instead of one! So when chainfire is initial, it shoots three shots... warming, it shoots six... full-auto does 9. Triggerhappy effects each barrel, so with Triggerhappy (2) a normal attack fires 12 bullets, and a full-auto burst will fling 15 bullets per round. Let's hear it for wasteful excess!

It could have two barrels instead of three, different damage or rounds fired, whatever. I'm just a big fan of the 'bullets everywhere' style of fighting.
Title: Re: New unique items
Post by: Shinji_Ikari_9th on May 05, 2011, 10:29
How about 'Holy Shit!'? That aside, I think the numbers are just too high across the board, and as-is it'd be a novelty sort of thing even with Finesse and tech mods and Triggerhappy and whatever.

It looks more to me like three miniguns, which shouldn't fire that slow... unless I'm looking at the wrong image.

Edit: IDEA.

Ultimate Bullet Hose
Damage: 1d6x6
Fire Time: 1.0-1.5s
Alt-Fire: Chainfire (special)
Ammo: lots, or alternatively never needs to reload as long as you have 10mm ammo but takes a little extra time to switch to
Reload time: ridiculous, or see above

On the surface, a slightly better chaingun. However... it's got three rotating barrels instead of one! So when chainfire is initial, it shoots three shots... warming, it shoots six... full-auto does 9. Triggerhappy effects each barrel, so with Triggerhappy (2) a normal attack fires 12 bullets, and a full-auto burst will fling 15 bullets per round. Let's hear it for wasteful excess!

It could have two barrels instead of three, different damage or rounds fired, whatever. I'm just a big fan of the 'bullets everywhere' style of fighting.

Love what you've done with my idea, and you did look at the right picture.  The time was based on the size of the weapon making it slow to bring into position.
Title: Re: New unique items
Post by: Kashi on May 11, 2011, 09:00
Ultimate Bullet Hose
Damage: 1d6x6
Fire Time: 1.0-1.5s
Alt-Fire: Chainfire (special)
Ammo: lots, or alternatively never needs to reload as long as you have 10mm ammo but takes a little extra time to switch to
Reload time: ridiculous, or see above

On the surface, a slightly better chaingun. However... it's got three rotating barrels instead of one! So when chainfire is initial, it shoots three shots... warming, it shoots six... full-auto does 9. Triggerhappy effects each barrel, so with Triggerhappy (2) a normal attack fires 12 bullets, and a full-auto burst will fling 15 bullets per round. Let's hear it for wasteful excess!

It could have two barrels instead of three, different damage or rounds fired, whatever. I'm just a big fan of the 'bullets everywhere' style of fighting.

So it's just like KOS-MOS' gatling. No, seriously, it's like KOS-MOS' gatling gun, which has three barrels, with the added bonus of holding ANOTHER one of those in the other hand.
Title: Re: New unique items
Post by: Fanta Hege on May 11, 2011, 15:20
Choppa
"red mak it go fasta"

Damage: 10d5
Fire time; 2.0s

Meelee weapon.

Special; Every kill drops the fireing time by 0.1s, capped at 0.5. Resets at the start of the level.
Title: Re: New unique items
Post by: raekuul on May 11, 2011, 17:20
Mancubus Arm
"Like it hot, scum?"

Damage: 5d5x3, Mancubus/Cybie style shots (so one straight ahead, two at 30-degree diffs)
Magazine: 9 Rockets
Splash Radius 5
Fire Time: 1.1s
Reload Time: 1.5s/rocket, caps at 10.0s
Alt. Fire: 7d3x3 cone
Title: Re: New unique items
Post by: Thexare on May 12, 2011, 21:01
Unmaker
Damage: 2d4
Damagetype: Plasma
Accuracy: +2
Firetime: 1.0s
Reloadtime: 2.5s
Clip: 20 (Power Cell)
Pickup: "What the !@#%* is this!"
Description: You don't know what this thing is, how it works, who made it, or why it takes your power cells.
Special 1: Has three mod slots, regardless of Whizkid investment.
Special 2: All weapon mods have an additional effect of +1 shot per burst. Bulk mods add 20 to the clip instead of their normal value.
Special 3: Does not take assemblies.
Valid Weapon-Specific Traits: Triggerhappy (even unmodded), possibly Ammochain.


I believe this is the third proposed version of the Unmaker.

I got the idea at work, remembering that the Unmaker in Doom 64 was the only weapon in the official series that was capable of upgrading on its own, but was rather crappy without any upgrades. Since almost everything in DoomRL can be modded, I decided to make the Unmaker heavily reliant on mods.

Edit: grommile's comments made me redo my math and see that the original was kinda... really weak for a Unique. This one may be a bit too strong instead, but given how Ammochain used to require Whizkid, I always took it to mean you were modifying your weapon; that's far harder when it wasn't made by humans. This could therefore, logically and for balance reasons, not work with MAc.
Title: Re: New unique items
Post by: grommile on May 13, 2011, 02:22
Obvious technical questions: Is it a pistol? Is it ammochainable?
Title: Re: New unique items
Post by: Thexare on May 13, 2011, 02:54
Counts as an automatic for the purposes of Triggerhappy, and maybe ammochainable (but that's for the balance people to consider).

Although the Tech mod being +1 shot is more of a balance concern for me. Maybe drop it down to 2d4, still automatic for TH, and make it so every basic mod counts as +1 shot in addition to the normal benefits instead. Hrm... that would max out at, for maximum power with common mods, 5d4x4, 20-100 damage, +2 accuracy. Current version is 2d4x5, or 10-40... hell that's weaker than the Plasma Rifle.

*rushes to edit post*

Edit, after waking up: In fact, the new version is more true to the original anyway, since every upgrade either made it fire faster or fire more shots at a time.
Title: Re: New unique items
Post by: raekuul on May 17, 2011, 20:30
Terror Blade
Knife
1d50
Pickup:Deadly things come in small packages
Inventory: A Poisoned dagger. But how powerful is it, really?

El's Drinker
Melee Weapon
3d7
Pickup: A Chill runs through your arm...
Inventory: A weapon left over from the last dimension Hell tried to conquer.
Special: Recover 2 HP for each successful kill (stacks with Vampyre)
Sources for both: Dark Sun: Shattered Lands
Title: Re: New unique items
Post by: Fanta Hege on May 17, 2011, 20:55
Arcanite Reaper
"True Warriors rite of passage"

Damage; 7d7
Altfire/reload; Deals double damage at cost of tiring you out, if berserked, triple damage at the cost of your berserk state.
Firespeed; 1.4
Title: Re: New unique items
Post by: thelaptop on May 17, 2011, 21:00
Terror Blade
Knife
1d50
Pickup:Deadly things come in small packages
Inventory: A Poisoned dagger. But how powerful is it, really?
Huh?  1d50 means an average damage of around... 25.5.  Is that a little... too much?
Title: Re: New unique items
Post by: raekuul on May 18, 2011, 16:32
The Terror Blade was the second-best weapon in the game (second only to Dragonsbane), useless only against enemies that could inflict poison on you. As for the high average, it's supposed to be powerful, but not to the point where you'd want it over one of Death's Drops or the Dragonslayer. If I recall correctly, their averages are higher still than Terror Blade's, and they don't occasionally give dud strikes.
Title: Re: New unique items
Post by: darksergio on May 18, 2011, 19:50
raekuul correct me is I am wrong but did using el drinker makes him apparer later on the game for get it back or did we had to take it from him I played darksun 10 year ago I dont recall it is was a random drop or a unique weapon in the game
Title: Re: New unique items
Post by: raekuul on May 18, 2011, 21:26
I was referring to the first game, where you get it after freeing Gedron from Wyrmias; I have no idea how it works in the second.
Title: Re: New unique items
Post by: Simon-v on May 31, 2011, 16:12
Lucky Coin

Icon: $
Melee damage: 1d3 (same as fists)
Description: An old coin that seems to always fall on one side.
Special: When equipped in the prepared slot, it effectively negates streaks of "bad luck". That is, your third shot, following two misses is guaranteed to hit and you are guaranteed to successfully dodge the third shot if you were hit by the previous two. In addition, phase devices have 10% chance to bring you within 5 tiles of the exit and small med-packs have 10% chance to heal you for twice their normal strength.

You're that one guy who seems to always roll the worst possible results in every possible situation? This one is for you.
Title: Re: New unique items
Post by: thelaptop on May 31, 2011, 18:26
You're that one guy who seems to always roll the worst possible results in every possible situation? This one is for you.
Make it such that when this spawns, there is a moat of acid 2-deep surrounding it -- that will fit the theme of that guy.  =P
Title: Re: New unique items
Post by: Fanta Hege on May 31, 2011, 18:28
You're that one guy who seems to always roll the worst possible results in every possible situation? This one is for you.

and watch as it spawns on 24th level when you're about to go fight cybie with 12% health left with no suplies or ammo
Title: Re: New unique items
Post by: Angles of death on June 05, 2011, 09:08
Shock rifle

Damage:    1d4
Accuracy:    +5
Base Fire Time:    .5 second
Base Reload Time:    2.0 seconds
Clip Size:    10
Ammunition:  Cells
Special Reload:    None
Special effect: Stuns enemy for 1d25 turns (when I say turns, I mean how long it takes to have a turn armourless)
Special fire: Charge shot. Takes 1.5 seconds to shoot but fires five of the shots in ONE turn. The shots have a high knockback but do not stun.
Quote on pickup: ???   
Ingame Description: A high voltage weapon. Enough to keep the strongest demon on the floor for quite a while
Title: Re: New unique items
Post by: General Patton on June 19, 2011, 01:11
Portal Gun
Unique
Damage:  0
Accuracy:  +4
Base Fire Time:  1.6 seconds
Clip Size:  4 (Regenerates slowly)
Special effect: Projectile ignores enemies, barrels and doors. When it hits a wall, the player is teleported next to the wall, going to the same side that was shot.
Special fire: Floor shot. Let's you aim at the ground within your LOS, like a Revenant's Launcher, and teleport there. If shot at a square containing an enemy or barrel, they are also teleported to the player's previous position.
Quote on pickup: The device has been modified.
Ingame Description: A handy teleportation device. If only you could get some height...


Tau Cannon
Unique
Damage:  1d10x4 Plasma
Accuracy: +4
Base Fire Time:  .6 second
Base reload Time:  1.8 seconds
Clip Size:  100
Ammunition: Cells
Special effect (if feasible to code): Can reflect off of walls if it hits at a low enough angle, <=45 degrees recommended, number of reflections should be limited.
Special fire: Gauss jump. Takes 3.5 seconds, 12 cells, has +8 accuracy, does 8d8 damage without damaging walls, penetrates through enemies and walls, creates 9d1 damage explosions of radius 2 when it hits walls, launches the player 15 squares in the opposite direction and can still reflect off of walls.
Quote on pickup: I'm a physics-crunching badass.
Ingame Description: An experimental particle beam. Explosively punches through walls when charged.
Works with ammochain.
Title: Re: New unique items
Post by: Angles of death on July 07, 2011, 15:35
Autoloader mod

An exotic mod that will make you reload your gun when you move, just like Shottyman with a combat shotgun. It removes manual reloading, so you WILL have to move to reload. Standing still will NOT reload the gun, neither will getting knocked back.
Title: Re: New unique items
Post by: s0ulman on July 14, 2011, 11:27
Demolition Mod
A unique weapon-only mod that maximises damage roll for every shot (like on AoMC).
Title: Re: New unique items
Post by: raekuul on July 14, 2011, 22:09
The Demolisher
Exotic Rocket Launcher
6d6 [5/5] Unmoddable
Pickup: "Warning: Do not fire in close quarters."
Inventory: A Bazooka from Spartan Manufacturing
Special: Blast Radius is 8
Title: Re: New unique items
Post by: Zeleny List on July 30, 2011, 12:03
Lava Surfboard
Unique *boots*. Allows you to surf the lava!

Huge movement buff when surfing the lava - but in cost of some knockback and accuracy!

Notes: Moving on ground/acid/water with this equipment not possible - lava only! Indestructible.
EDIT: Well.. any thoughts? Is it just a piece of crap? Tell me!
Title: Re: New unique items
Post by: FrostyTheDragon on July 30, 2011, 14:33
Flamewall
Unique Rocket Launcher
8d6 [3/3] Unmoddable
Pickup: "They'll bury you in a lunchbox, hellspawn!"
Inventory: The name 'Ballistikraft' is etched on the side... what the hell?
Alt-Fire: Aim at ground.
Special: This gun consumes 3 (!) rockets PER SHOT.

Notes: The Flamewall's area of effect works differently.  When firing normally, the rocket goes 3 squares out.  If it hits something before it reaches that, it does minimum damage.  At the fourth square, when the rocket strikes the ground, it turns into a wave of fire, starting from length 3 at the fourth square, to length 9 (!) at square seven.  Said wave travels some more distance (I haven't determined this yet, although the original kept going until it hit a wall last I remember) before dissipating.  The alt-fire basically starts the wave off right at square one, hitting maximum spread at square four and going from there.

Lastly, I haven't come up with firing or reload times, so ammo per shot is the only way I can prevent overuse.  And that may not even be enough ammo spent to balance the way this works.
Title: Re: New unique items
Post by: FrostyTheDragon on August 05, 2011, 19:48
Time for me to finally submit something that ISN'T from Rise of the Triad.  Be warned, though, this still needs some fleshing out to be both true to the source AND workable in DoomRL (yes I care that it's both).

Sword of Omens
Unique Melee
7d6 fire (unmoddable)
Alt-fire: Sight Beyond Sight: Increases dodge chance by 30% and allows dodging to work regardless of movement circumstances (as in, you can dodge even if moving parallel to the line of fire).  Lasts for 10s and tires the user out afterward.
Special: Increases armor by 2 while either equipped or prepared.

Notes: The reason Pickup and Inventory quotes aren't yet supplied is because in both cases, I want to quote the series that is the origin of the weapon (in case you don't know, this thing's from ThunderCats) without being too blatant, and/or possibly break the fourth wall by wondering what this thing is doing around all these hellspawn.  Since I didn't already have quotes prepared, I chose not to supply any of my own just yet, rather than submit a crap one and ruin an idea.

My excuse for the free armor is, well, the sword's sheath is actually an arm shield (claw shield if you want to be REALLY technical).  Maybe this would work better if it was ONLY while the weapon was prepared, and not actually the equipped weapon?

Also, why does this thing do fire damage when it's very much a physical blade, you may ask?  Simple.  I note in at least the 2011 version of ThunderCats that the sword is capable of cutting through stone very easily.  And yet, I don't want this doing plasma damage as then it's too much of a kid brother to the weapons in Unholy Cathedral.  Giving it fire damage (which can destroy walls) is my compromise in this regard.  (If you're familiar with this weapon in its sources and plasma damage is actually more justified, please let me know.)

Lastly, I'm working on trying to find evidence of this sword reflecting magic attacks in its own series (either the original or the 2011 version), as that's what I REALLY want with the alt-fire - reflecting enemy projectiles.  If I can't find that, what you see here is one alternative.  The other is a blast of energy (I want to avoid this if I can because it'll be too much like the Cathedral weapons again).

All in all, what I'm trying to develop here in terms of game stats is a weapon that won't entirely replace the Cathedral weapons, but may be worth keeping around even if you have them.
Title: Re: New unique items
Post by: Angles of death on August 05, 2011, 20:32
Spinal Staff
Artifact(?) staff thingy
Damage: N/A
Pickup: "A shiver runs down your spine!"
Inventory: There's something strange about this staff...

Using this will put you in a state of invulnrability. You'll be immune to other attacks but it costs 5 permanant health and drains 1 health point (not permanantly, though) every turn until the invulnrability  runs out or you hit 1 health. Using this makes you tired. It can only be used once in each level, you'll have to wait for the other level to use it again if you use it.l. The invulnrability lasts as long as an invulnrability globe. Having this in your inventory stops the health drain from the
Spoiler (click to show/hide)

I was thinking of suggesting this to be put into the City of Skulls, but I think that makes it a bit too easy to get.
Title: Re: New unique items
Post by: DeathDealer on September 01, 2011, 07:32
New assembly:

Phase knife (Sniper + Technical)

Damage:    3d4/3-12
Average Damage:    7
Damage Type:    Physical
Accuracy:    +5
Clip Size: 1
Ammunition: Self manufactured (1 per 2 actions)
Alternate Fire:    Throw (Range 8)
How to get it:    Assembly (Sniper + Technical)
Quote on pickup:    N/A
Appearance:    \
Ingame Description:    Covered in circuitry it seems to barely exist except for a wicked arc of shimmering plasteel.
Comments/special:    Ignores armor. Range of eight squares. Never leaves equipped slot. Cannot be thrown until ammunition recharges.
Title: Re: New unique items
Post by: raekuul on September 04, 2011, 13:29
Angles: Modify the Spinal Staff so that it lasts until either your health reaches 1 HP or the regular Invulnerability Time wears off, and so that you can't use it if you have a current HP of 1.

DeathDealer: That's a little weak for a modded Combat Knife.
Title: Re: New unique items
Post by: Game Hunter on September 04, 2011, 13:45
DeathDealer: That's a little weak for a modded Combat Knife.
I think the point is that it can be thrown infinite times (since it always stays in your hand) but is melee, and so is made for melee-based games or AoB.

(BTW, addressing your sig: there are some master traits that can take both TaN and EE now.)

Phase knife (Sniper + Technical)
...
Damage Type:    Physical
...
Comments/special:    Ignores armor.
As a matter of fact, there's a new damage type called piercing, which completely all resistances and protection, so you can just use that. (In addition, "physical" has been split into "bullet" and "melee", just FYI.)
Title: Re: New unique items
Post by: raekuul on September 04, 2011, 17:16
I think you accidentally a verb there somewhere, Hunter. And even then, it still looks a little weak to be using a Combat Knife, the Sniper Pack, and a Technical Pack.
Title: Re: New unique items
Post by: Fanta Hege on September 04, 2011, 18:43
So I recall there hasn't been many unique boot ideas;

Boots of Polarity
"Emits a weird aura"

[1/1] durability
0% speed
0% knockback

Special; Whopping 25% to all resistances.

Basicly, nothing special for being boots boots, however, extreemly nice for more defense.

Reference; HoM&M3
Title: Re: New unique items
Post by: Ander Hammer on September 04, 2011, 23:39
Though I understand the intent, I think right now the resistances given by boots apply only to hurtfloors.
Title: Re: New unique items
Post by: Uranium on September 05, 2011, 08:30
Meteor Armour (exotic)
2 armour value, 10% bullet and melee, 50% fire resistances.
When it becomes damaged (when you receive the message "Your meteor armour is damaged!", produces a rocket explosion centred on you (this hurts you, but then you've got fire resistance, haven't you?)
When it is destroyed, produces a shockwave pack explosion on you.

Useful for berserkers.
Title: Re: New unique items
Post by: ParaSait on September 06, 2011, 19:14
+ Vile Skull
A unique Skull item, which has the effect of reviving every corpse in your view (minus the ones that archviles cannot revive either), but the enemies will fight on your side and stay near you. Probably complex to implement since it'd need code to let enemies fight each other if not yet present... but hey, doesn't it just sound like such an epic idea? :D

! Demolition Ammo Chain
We have specials of like every type of thing now, so why not of the new ammo chains? This is an ammo chain which contains ammo that works as if your weapon had a demolition ammo mod.

+ Protector
When this item is used, it will spawn a protective robot on your side, which attacks enemies with a few plasma shots if one is sighted by it. It's ignored if it's in your own line of fire. It's tough to destroy too, but it will not follow you to the next level.

^ Doomsphere
(Originally from skulltag) This exotic powerup will make the screen go red like a berserk pack, and for as long as it lasts it will double the damage you deal. (in ST it's quad damage, but this is probably overpowered in DoomRL :P)
Title: Re: New unique items
Post by: Ander Hammer on September 07, 2011, 22:03
+ Vile Skull
! Demolition Ammo Chain
+ Protector
^ Doomsphere

Neat ideas, sure. Could even add a rare, unique ammo chain that pretty much works like it's nano-modded, though I don't know how overpowered it would be to have a bottomless magazine, albeit one that has to regenerate.

Why not just make it a Quad, though? Could make the powerup and screen brown, since there's only one other brown powerup, iirc. Have the powerup be rare and short-lived. It would be hard enough to get dangerous enemies clustered nearby, yet not able to punish your dash for the quad.
Title: Re: New unique items
Post by: drugon on September 08, 2011, 03:47
How about Gravitational Beam Emitter from 'Blame!'?
http://en.wikipedia.org/wiki/Killy_(Blame!)#Gravitational_Beam_Emitter
Title: Re: New unique items
Post by: Chronos on September 14, 2011, 10:46
What about a set of exotic mods that increases an armor's specific resistance by 10-15%?
Title: Re: New unique items
Post by: Thexare on September 14, 2011, 20:06
What about a set of exotic mods that increases an armor's specific resistance by 10-15%?
That could be cool. Too many more mods and we'll need two-letter codes, but I don't think that should be too hard...

I'd do it as two mods; boosting a single resistance type may not be worth an exotic mod. Then again, the below may be too much for Exotic... Eh, whatever. Here's my proposal, you all can rebalance it as necessary.

Ablative Armor Mod (Ab)
+20% Fire and Plasma resistance

Armor Reinforcement Kit (R)
+20% Melee, Bullet, Shrapnel resistance
Title: Re: New unique items
Post by: DeathDealer on September 15, 2011, 11:55
Brimstone Armor [4/4] (Lava Armor, Unique)
Renaming of Lava Armor and added set bonus: Immunity to lava and no armor/boot speed penalties when standing on a lava tile.

Brimstone Boots [4/4] (Unique)
Move Speed: -10%
Knockback: -30%
Resistances
-Fire: 50%
-Acid: 50%

Cannot repair normally. Whenever you step on a corpse a lava tile is spawned beneath your feet. Repairs 5% of durability when standing on lava. Set bonus: Immunity to lava and no armor/boot speed penalties when standing on a lava tile.
Title: Re: New unique items
Post by: DeathDealer on September 15, 2011, 18:18
New unique powerup:

Quad Damage. Nuff said.
Title: Re: New unique items
Post by: Angles of death on September 16, 2011, 04:57
New unique powerup:

Quad Damage. Nuff said.
Oh gods... Imagine all of the gibs blowing around.

Angles aproves of this idea.
Title: Re: New unique items
Post by: alver on September 16, 2011, 05:46
New unique powerup:

Quad Damage. Nuff said.

Quad Damage to everyone, including DoomGuy, right?
Title: Re: New unique items
Post by: DeathDealer on September 16, 2011, 08:23
Yeah I think. And it lasts until you go down the stairs ;)
Title: Re: New unique items
Post by: Ander Hammer on September 24, 2011, 01:10
Grenade Launcher
Clip: 6 rockets (maybe less for balance)
Damage: 4d4-ish? rad-1 or 2
Fire time: 1.0s
Reload time: a little fast if it's one at a time, slow if the full clip needs to go in at once.
Special: Explodes on or near the targeted square.
Altfire: possibly a grenade that waits a few seconds before exploding, or a round that bounces when it hits walls.

And since it came into mind when writing the above.

Sticky Launcher
Clip: a number of rockets
Damage: fairly low
Fire/reload time: whatever sounds reasonable
Special: lands on the targeted square and does nothing. One per square.
Altfire: costs 0 ammo, blows up any stickies in sight.

Would be more useful if one explosion didn't push a monster out of range of any others that might hit it but occurred 'later'. Sort-of balanced by requiring lots of rockets.
Title: Re: New unique items
Post by: Fanta Hege on September 24, 2011, 02:22
The gut
unique "armor"
"ew"

[1/1]
knockback resistance; 25%
speed; 0

Special;
Each time you receive damage, the damage you received is added to your resistance. (eg, demon meelees you for 5 damage, you gain 5% meelee resistance)
However the resistance starts to drain down if you have not received damage for x amount of turns
Title: Re: New unique items
Post by: raekuul on September 24, 2011, 05:51
Giant Doughnut
Unique Consumable
"Finally, some actual grub!"
Effect: Portable Megasphere.
Title: Re: New unique items
Post by: zenfur on September 26, 2011, 09:27
Portable force field generator (armor)
- cannot be modified
-has 10 + durability/10 resistance to all
- cannot be repaired manually, must be recharged, and that can happen only when you hold power cell battery in hand, each action 1 energy is depleted from cell and durability of armor is increased by 2 (or 1 if you find it too strong)
- it's max durability is 200 by default, but you find it at 100
- speed -5/0%, knockback 0-+25% armor: 2/1 - choose what seems resonable
- it has 1/4*durability chance to reflect the missile/bullet to the opponent, it doesn't apply to vile's and shotgun attack
- cannot be destroyed

source: just idea

penetration bullets (master assembly or only pistol advanced assembly)
doesn't make any sense for shotguns, and does little sense for rocket launcher
Effect: when bullet hits something, it doesn't stop unless it was a wall
(Similar to railgun)
Possible mod settings: PPPF, PPF, PPP, PPTF, PPS... (I'd like 2 power mods, as it's quite logical, that if something has such effect, it must have enforced power)

enforcement of armor (probably master assembly, or advanced)
effect: doubles current resistances capped at 70 (not if the original is higher, like 95)
setting:... PTAB? PTA?
Title: Re: New unique items
Post by: gunofdis on September 26, 2011, 11:33
Anyone who has played EDF:Insect Armageddon will tell you that penetration bullets make all the sense in the world on rocket launchers.  There's a gun in that which pierces enemies and explodes every hit.
Title: Re: New unique items
Post by: darksergio on September 28, 2011, 18:13
which one and in which class?
Title: Re: New unique items
Post by: GrimmC on September 29, 2011, 22:07
Doomguy Rifle or Sig-Cow
Clip: 10 bullets
Damage: 3d6
Accuracy: +6
Fire time: 1.2s
Reload time: 1.2s
Pickup: What the Hell? This gun actually exists?!
Ingame: For nostalgia's sake. / A gift from the Human Fly. (if Sig-Cow name is used)

Remember those silly silver guns all the formers and marines carried around? Why not try one out? Accuracy should be equal to chaingun + EE 2, which should make it usable by just about anyone. Great for "the little ones", as the Shielded Armor descrip says, though probably not useful for much else. Who knows, maybe there are some crazy assemblies you could make with it too....
Title: Mod!
Post by: zenfur on September 30, 2011, 07:20
Advanced assembler (mod) You could figure out some other name, something like alien technology or something... be creative!
"This looks even more sophisticated than devil's intrigues!""
Adds as many slots as you could normally add, and one more assembly slot.
What does it mean:If you haven't yet assemblied something, you can add double amount of mods, as you could normally add. If you assemblied something at master whizkid (you have one slot left), you can add THIS mod and assembly it again (or add as many mods as you could add to an unassemblied thing).
Important: you can't add same assembly 2nd time; like high power high power something. Also you shouldn't be able to create from gatling gun, assault rifle, but high power assault rifle, or nanomanufacture ammo hyperblaster; why not!
(for example your unmodded armour can get now [1+your whizkid lev]*2, also 2 power mods 2 technical mods, etc...)
I hope I am understandable, now, if it's special item, as I proposed, in spoiler I'll write how to obtain it. If you count it as unique, you won't need it.
Spoiler (click to show/hide)
Title: Re: New unique items
Post by: Virgil on September 30, 2011, 11:46
Quad Shotgun
Four times the gun, four times the fun.
Damage: [6d3]x6
Clip size: 4 / Accuracy: Shotgun
Base fire time: 1.0 / Base reload time: 3.0
Range: Low / Spread: Massive

This is crying out for a Quad damage joke in the flavor text.
Title: Re: New unique items
Post by: Motorheadbanger on September 30, 2011, 14:45
Quote
2nd way requires adding a new boss: archatron boss.

Spider Mastermind, remember?
Title: Re: New unique items
Post by: Uranium on October 28, 2011, 06:17
Unique Rocket Launcher: Red Glare
Ammo: rockets
Damage: 6d7x3
Firetime: 0.9s
Reload time: 2.5s
Accuracy: +1
Mag size: 12
Standard fire: fires three 6d7 rockets at your target.
Altfire: fires three 6d7 rockets at your target, mancubi-style.
Can be firestorm modded (oh god)
Note: standard reload reloads the whole magazine, there's no way to reload one-by-one.
Probably not ammochainable.

+1 if you know where this is from ;)
Title: Re: New unique items
Post by: RickVoid on October 28, 2011, 10:43
Unique Boots: Boots of the Duke
No idea about protection value or resistances, but it should allow you to make a kick attack by melee'ing an enemy with a ranged weapon equipped. mid-level damage and high knockback. Kick should be an alt-fire for melee weapons.

Hell, Kick should just be alt-fire for melee weapons anyway.

Edit: Actually, Maybe I should just suggest adding the kick alt-fire, with regular boots increasing kick damage, and the Duke Boots should let you kick with a ranged weapon and high damage and knockback.
Title: Re: New unique items
Post by: Jovian on November 04, 2011, 10:50
I'm not up on the statistics of the weaponry, so I'll just post some cool (or "cool") sounding stuff.

Cain's Club
The very weapon used in the first murder.
"Let's go out to the field..."

Good Samaritan
Based on the massive revolver of Hellboy, it would be some kind of sawn-off shotgun-revolver hybrid. As far as cross-overs go at least it fits in with the scenery!
"With this in your right hand, you'll bring doom!" - Hang on, are these all first person? Ha ha.

Shit-Kicking Boots
Steel toe-capped boots. Adds a knock-back attack of kicking to your repertoire of death.
"Comfy!"

Helm of Hades
Allows invisibility at some balanced level, say perfect invisibility while standing still, seventy five percent change of being seen while moving, fifty percent chance of being seen whilst attacking.
"How sophisticated do you have to be to make such a classy, invisible, helmet?"

Matter Cannon
Shove whatever crap you find into it, fire extra heavy cannon balls. Simple.
"Take matters into your own hands!"

Martian Sidewinder
An ancient rifle that fires plasma slugs that bounces off walls.
"Martians musta been interesting guys."

Martian Eradicator
An ancient plasma chaingun that fires through walls, causing radiation poisoning in yourself and foes alike.
"I bet this thing came with a suit...or an exoskeleton."

Martian Talon
An ancient trident which can, but doesn't have to be, powered by plasma to increase it's power.
"Martians, fighting old school before we had schools."

Martian Clicker
The BFG 9000 of the long dead Martians, it would target an enemy with a rocket, but the rocket only explodes when detonated by the player.
"It is harrowing to think that two separate sapient species can be joined in a love of explosive violence."

Oh and to continue adding with beastie:

Quad Shotgun
"Sometimes a man can't wait for a power-up."

Title: Re: New unique items
Post by: Uranium on November 04, 2011, 14:30
Boots of the Painkiller
"Looks like something the Hell Patrol would wear..."
Protection: 3
Acid res.: 50%
Fire res.: 40%
Knockback: -60%
Whenever you take enviromental damage, the boots repair themselves equal to 1d(damage received).
Title: Re: New unique items
Post by: Creepy on November 05, 2011, 01:30
Cerebus Righthead
"A deadman's handgun. Looks like part of a set."
Damage: 3d5 / 3-15
Damage Type: Bullet
Accuracy: +6
Base Fire Time: 1.0 second
Base Reload Time: 2.0 seconds
Clip Size: 15
Ammunition: 10mm ammo
Alternate Fire: Aimed shot
Alternate Reload: Dual reload

Cerebus Lefthead
"A deadman's handgun. Looks like part of a set."
Weapon Type: Handgun
Damage: 3d6 / 3-18
Damage Type: Bullet
Accuracy: +4
Base Fire Time: 1.0 second
Base Reload Time: 2.0 seconds
Clip Size: 15
Ammunition: 10mm ammo
Alternate Fire: Aimed shot
Alternate Reload: Dual reload

Notes: The Cerebus handguns are from Gungrave and would probably work best as part of a set, sort of like the Gothic Arms armor set. Maybe if you had them both, you'd get the equivalent of Bullet Dance 1 (Which sounds like it's from Gungrave too) or something similiar. They're still pretty good on their own, having damage and clip-size equal to the various pistol uniques, but without any of their really special bits. The Righthead has the Trigun's accuracy and the Jackal's base damage, the Lefthead has that flipped (Accuracy slightly down, damage slightly up), and both have almost the same clip size as the Grammaton Beratta. But they don't have the nuke, the explosive rounds, or the autofire modes of the other three uniques, unless you get the set.

They might be better off as exotics, but their power seems a bit high for that.
Title: Re: New unique items
Post by: Uranium on November 08, 2011, 08:42
Purity Skull
Guaranteed drop at City of Skulls, as long as you have 100% kills on HMP+, replaces a skull dropped by Agony Elemental.
"This skull seems to stare at you with intent. What kind of intent you aren't entirely sure..."
Gibs corpses in a range of vision+2. Deals 2d*corpses gibbed* damage to every live being on the map.

Not sure if 2d damage is high enough, though.
There's the alternative of arch-vile damage like *no. corpses gibbed*d1, but again, not really sure.
Title: Re: New unique items
Post by: Simon-v on November 08, 2011, 09:38
Purity Skull
Guaranteed drop at City of Skulls, as long as you have 100% kills on HMP+, replaces a skull dropped by Agony Elemental.
"This skull seems to stare at you with intent. What kind of intent you aren't entirely sure..."
Gibs corpses in a range of vision+2. Deals 2d*corpses gibbed* damage to every live being on the map.

Not sure if 2d damage is high enough, though.
There's the alternative of arch-vile damage like *no. corpses gibbed*d1, but again, not really sure.

As long as the damage is specifically adjusted to not kill any Arch-Viles, why not...
Title: Re: New unique items
Post by: Sambojin on November 10, 2011, 05:38
Daemon Tech-Graft.

Description:
This is the thing the daemons want us for. Our bodies and minds are playthings. They want our weapons. They want us as weapons.

Single use consumable. Style as a mod-pack for self. Uses another mod-pack as consumable. Requires at least one mod in inventory or permanent injury (-13 max HP). No gain. Text:
"It glows a greenish purple and starts shredding your body with wire-like tendrils."

If you do have a mod-pack in inventory:
-13 max HP.
Text:
"How do you wish to modify yourself? p/b/a/t?"
If you don't have the mod pack for the button pressed, see above.

Otherwise:
Power pack gives +20 HP (so +7 after the operation) and +1 to highest damage die of current weapon.
Bulk pack adds +3 to melee damage and +1 to natural armour.
 Agility pack gives +10% to speed+dodge and +2 to accuracy.
Technical pack gives +15% fire speed and the ability to mod weapons with 1 more mod.

After mod-pack is consumed:
Text:
You are now less than the human you were, but more the killer you need to be.

Just a thought on why these daemon bastards are trying (very well) to take over phobos before we show up. We don't have to join them, just beat them. With whatever is laying around.
Title: Re: New unique items
Post by: Bloax on November 10, 2011, 05:43
Mmm, that really makes me wish that it was a frequent unique. :)
Title: Re: New unique items
Post by: Sambojin on November 10, 2011, 06:00
Yeah. Make it dungeon level 16+ I'd say. You can only find such things in hell. As a unique, at least it's one every Doomguy can use.

Maybe OP, but how much do you hate finding an Anti-freak Jackal just after the Wall in AoMr? Or a fire-storm pack on shotty builds (DBs only do 2x regardless, even a few versions ago). Or even just a BFG that you have a tendancy to never fire, but makes for a great plasma ammo slot?

It might be good, but it hurts and everyone can use it. Maybe just remove the HP for power mods, no HP gain, but no pain either. Probably one to make into an auto-loss for AoHum or AoPac though.

Text:
The daemons finally consume you. You are not made for this. You must be human. You must be pure. You slowly pull the trigger......
Title: Re: New unique items
Post by: raekuul on November 10, 2011, 06:04
Cybernetic Boots
Similar to the Gothic Boots in that they're companion to the Cybernetic Armor, these are the Technician's Dream. Cannot be removed or destroyed by damage, and are fully moddable by Technicians.
Title: Re: New unique items
Post by: Bloax on November 10, 2011, 10:07
The daemons finally consume you. You are not made for this. You must be human. You must be pure. You slowly pull the trigger....
That sounds like something for Angel of Purity, Angel of Pacifism should yield something like this:

"You don't feel too good about this, but at least it won't hurt others.." Which would reduce the score counter by 0.1/0.15/0.2

Angel of Humanity could have something funkier:
Code: [Select]
"You feel that this isn't the best of ideas, are you sure you want to do this? [Y/n]"
Y - "As you use the demonic device, you feel a growing dread inside of you as everything fades away..", Action takes 15 seconds. (Ala Paralysis. :P), and sets your vision range to 0 (Oh the blindness.)
15 Seconds later (if not dead yet), lose 2 max health, "You feel cold, but alive.", receive bonus.
Code: [Select]
Power gives 10% general speed (Ala scout) & + 3 Melee damage
Bulk gives 2 armor and 1 health & + 4 Melee damage
Agility gives 15% (20%?) move speed & Dodge + 1 OVERALL accuracy & + 2 Melee damage
Technical gives 20% fire speed, 1 extra vision & 1 extra WEAPON mod.
Messages for mods:
Code: [Select]
Power: "You feel powerful and fast, and you have a feeling you'll need it."
Bulk: "You feel sturdy and strong, but not as tough as before."
Agility: "Your legs move faster, and your arms are strong and accurate." (Agility, in formal format.)
Technical: "Your knowledge of guns is keener, and your eyes seem to distinguish everything much better now." (Terminator mode - activated.)

Yes, I really like this idea. ;P
And in case this seems a bit overpowered, then remember that we're talking about Angel of Humanity.
The bonuses that are so-so for a badass marine as one is, are a bit more definite on an ordinary marine. (AKA how one is in AoHu)
Title: Re: New unique items
Post by: Sambojin on November 13, 2011, 17:54
I tend to think a few more in-game lore style uniques would make a good addition. There's so many anime/wh40k/real-life references that it sometimes feels as though it waters down the coolness that is DoomRL (or even just the Doom universe/potential story). For me it sort of makes the game deeper without necessarily changing a thing. Evoking an atmosphere occaisionally without having to stick to a story-line. The anime/wh40k thing is great, it fits much of what you're doing in-game, but there's no reason you can't have some doom-centric story telling devices chucked in as very viable uniques.....

Speaking of which:

Weapon fuser.

Description:
An circular brace with a label on each end. One says "arm", the other says "weapon". Seems pretty simple.

Style of consumable, used on self.
Gives +2 accuracy, 80% reload time, power-mod effects for weapon. Can never use any other weapon or switch to your prepared slot. -10 max HP.

Description on use:
As you insert your arm and your weapon into it, there is a flash of red light and deathly odours. You feel a searing pain followed by icy chill. Your weapon is now a part of you.

If no weapon is equipped:
Description on use:
You insert your arm into it and press the button. Barbed blades rip through your knuckles. It's boxing time......

Gives +2 accuracy and the effects of a bulk and mod pack to your unarmed attack. Still works for "fists only" badges/medals.

----------------
Just another little daemonifier unique. Again, probably over-powered. But it kind of makes sense. How did knights and barons end up with crap on their arms? Or arachnotrons get plasma guns? This is how. Although, the thought of what part a mancubus inserted in the fuser is somewhat disturbing.......

"Ride my rocket baby!"

Disturbing........
Title: Re: New unique items
Post by: raekuul on November 15, 2011, 11:25
Disassembler Kit
Why should Technicians have all the fun?

This one-use consumable item found in Hell's Arnory allows you to completely disassemble a weapon, as though you had the trait Scavenger.

Hmm.. that's got me thinking now. Should it have a preference for mod packs when it's disassembling a modded weapon or assembly? Like, Onyx > Nano > Firestorm > Sniper > Power > Technical > Agility > Bulk?
Title: Re: New unique items
Post by: raekuul on November 18, 2011, 12:08
Can we get this thread renamed to "New Special Items"? Uniques are a specific subset of Specials that can (or should, anyway) appear only once in any given game, while Assemblies and Exotics are also specials.

Speaking of, GrimmC suggested we add a Howdah Pistol (http://en.wikipedia.org/wiki/Howdah_pistol) to the Assembly list. From Wikipedia's description, this would be similar enough to the Elephant Gun that the same set of mods could be used.

And as long as I'm thinking about it, how about this?

Railpistol
(3d6)x2 [10/10]
What the hell is this, a miniature Railgun?
Altfire: Aimed Shot
Altreload: Dualreload
Railgun-type projectiles
Can take 1 mod pack
Title: Re: New unique items
Post by: Kashi on January 11, 2012, 22:21
The Lobotomizer

"A shovel? An axe? There's more than meets the eye"

Stats:
Damage: 6d8 (6-48)
Accuracy: +2
Attack Time: 1.3 sec
Damage Type: Physical
Special Features: Can destroy walls? (Which is technically one of the reasons the Lobo was ever made in-universe)
Source: World War Z
Title: Re: New unique items
Post by: Klear on January 14, 2012, 01:53
I wanted to suggest Half-Life style crowbar, but I see it's been suggested twice before, so I just second that.

Maybe it could give you small acid (and maybe fire) resistance, as a nod to Gordon's hazmat suit.
Title: Re: New unique items
Post by: snowstorm on January 14, 2012, 03:39
Has anybody suggested items that deflect/return projectiles?
It would be really fun to have a chance to throw a revenants missile back at him.
Deflection as, instead of hitting you, it jumps off you into another direction.
Return as in returning into the direction the projectile was shot from.

Makes sense since doomrl is generally a ranged combat game.

Also, doomrl, y u no grenades?
Title: Re: New unique items
Post by: IGTN on January 29, 2012, 15:15
Cybernetic Power Supply
Icon: !

Like a Power Battery, but 250 shots. Cursed. Doesn't destroy when it runs out. Might also give you a speed boost, or regenerate (if it's feeling really nice). Possibly make the regeneration a set bonus if you equip both it and the Cybernetic Armor

Streak SRM 6
Assembly: Missile Launcher + BBSF
Damage: (6d6)x6/126, radius 3
Accuracy: Autohit
Fire time: 2.0s
Reload time: 1.2s
Ammo: Rockets
Clip Size: 6
Alt reload: Full reload (standard reload reloads one rocket at a time)
Special: Shots after the first will target the original target instead of flying on the same path (if knocked back by previous shots). If the original target is killed, remaining rockets are revenant-targeted on its corpse/where it died (just shoots off in a straight line if not targeting a creature)
Source: Battletech
Title: Re: New unique items
Post by: Klear on January 30, 2012, 04:33
I think there needs to be The Good Samaritan (http://en.wikipedia.org/wiki/Good_Samaritan_(comics)) from Hellboy. Oversized four-round revolver with high damage and poor accuracy. Not sure about the stats, but I think it should be in the game, especially since it's tailor made for shooting demons and such.

Also, whenever I find the Anti-Freak Jackal, for some reason I always think it is this gun.

Edit: Something like 9d2 damage, +0 accuracy, Base Fire Time: 1.5 (it takes quite an effort to pull the trigger), reload time probably more than average as well, clip size 4, obviously.
Title: Re: New unique items
Post by: Deathwind on January 30, 2012, 16:52
How does a universal regenerating ammo pack sound, the drawback? It's cursed, doubles reload times and only holds 40 rounds with a long regen delay.
Title: Re: New unique items
Post by: Melon on February 03, 2012, 13:19
Skull of the Deceiver

Looks like any skull. Except that when used it reveals it's nature and causes the player to hallucinate. Now every monster appears to be actually another one...

Lasts for 2k2 levels
Title: Re: New unique items
Post by: Uitë on February 03, 2012, 20:39
Devastator
Damage: (4d5)x2, radius 1
Damage type: fire
Accuracy: +3
Fire time: 0.6 seconds
Reload time: 1.0 seconds
Ammunition: Rockets
Clip size: 8
Alt. fire: none
Alt. reload: none
The Devastator reloads its entire clip at once and fires the rockets in sequence.
Source: Duke Nukem 3D

Shock Rifle
Damage: 5d3
Damage type: plasma
Accuracy: +6
Fire time: 1.0 seconds
Reload time: 1.5 seconds
Ammunition: Power cells
Clip size: 6
Alt. fire: Shock combo (5d5 radius 3, costs 5 cells, hits the targeted spot)
Alt. reload: none
Source: Unreal Tournament
Title: Re: New unique items
Post by: raekuul on February 06, 2012, 07:00
I see Devastator and I immediately think of the nuclear-powered TANK from Dune 2.

Speaking of, how about this?

Sonic Shotgun
Pickup Description: When the fear has gone there will be nothing - Only I will remain.
Inventory Description: Boom for the Boom God
Depth: 10+
Damage: 4d6
Damage Type: Plasma
Cone Type: Focused
Fire Time: 0.5 Seconds
Clip Size: 3
Recharges 1 shot/second OR 1 shot/move (depending on the upcoming revamp to recharging ammunition)
Alt Fire: Fires with Wide Cone as opposed to Focused Cone
Source: Dune
Edit: Made an unique instead of an exotic, as it's technically more powerful than the SSG
Title: Re: New unique items
Post by: Klear on February 06, 2012, 07:15
Since there is only one unique shotgun in the game right now, how about

The Boomstick

Unique double shotgun, with standard shotgun spread. Damage and stats should perhaps be a little worse than those of the Super shotgun.
When equipped or in your prepared slot, and if your other prepared/equipped weapon is chainsaw, it allows you to instantly swap between them (as if you had juggler) and gives you either damage or to hit bonus with melee (or both, not sure what would be balanced)

Source: Army of Darkness (http://www.youtube.com/watch?v=pFriRcIwqNU), obviously.
Title: Re: New unique items
Post by: Bloax on February 06, 2012, 11:21
I think it should be stronger than the SSG, because honestly - the SSG is a exotic, whilst this is a unique.

Might want to make the name "The BOOMstick", too.
Title: Re: New unique items
Post by: Klear on February 12, 2012, 09:11
Well, I was thinking along the lines that the additional weapon switching bonus would compensate, which would preserve balance, but... whatever works.
Title: Re: New unique items
Post by: IGTN on February 12, 2012, 21:07
Throwing a bunch of relics out here.

Trumpet of Jericho
Symbol: ?
Destroys all walls of the room you're in. On Maze levels it destroys all walls contiguous with a tile within 3 of you, out to a 21x21 square. On a Cavern level it destroys all walls within some radius of you. Cannot be used when tired, makes you tired.

Skullstaff
Symbol: ?
A staff with a skull on it. Using it tires you out, gibs all corpses you can see, and adds five to the Berserk counter for each corpse. Cannot be used when tired.

Massacre Staff
Symbol: ?
Tires you out and does 20 damage to everything on the level. Including you. Cannot be used when tired. Works like a "The Smell of a Massacre" lever except for the part where it affects you.

Decanter of Endless Water
Symbol: ?
Cannot be used when tired, tires you out, works like a "humid" lever in that every walkable tile of the level except open doors is turned to a water tile.

Wand of Digging
Symbol: ?
Turns the level walls brittle. Makes you tired, can't be used when tired.

Crystal Ball
Symbol: ?
Sets your energy to zero and makes you tired, can't be used when tired. Effectiveness depends on traits and how much you've used it before on this level.
First Use: Gain Intuition 1 until end of level (skip if you already have it)
Second Use: Gain benefits of a computer map (or one level of map with the map system I've seen proposed)
Third Use: Gain benefits of a tracking map
Each time it's used, reveals all enemies' present position and type at time of use (enemies move off as soon as you hit enter to get out of it after first and second use, after third you track them).
Title: Re: New unique items
Post by: Motorheadbanger on February 13, 2012, 03:04
Other than the first two, all of them are too overpowered.
Title: Re: New unique items
Post by: Uitë on February 13, 2012, 04:47
Portable medkit
Appearance: +
Multi use, heals you to 100%, until depleted. Holds 100 hit points.
Source: Duke Nukem 3D

And as an extension of that:

Armour pack
Appearance: +
Multi use, restores armour to 100%, until depleted. Holds 100 armour points.
Title: Re: New unique items
Post by: Uitë on February 13, 2012, 04:59
That got me thinking:

Armour repair kit
Appearance: ?
Dissassemble one armour to repair another. Destroys selected armour and gives 50% of its durability to the armour you're wearing. Tires you out, cannot be used when tired.
Title: Re: New unique items
Post by: Kashi on February 13, 2012, 06:04
Armour pack
Appearance: +
Multi use, restores armour to 100%, until depleted. Holds 100 armour points.

This + Medical Powerarmor + Ammochain/Vampyre = Virtual Immortality
Title: Re: New unique items
Post by: Sihoiba on February 13, 2012, 06:25
Sci-fi Handgun
This fast firing pistol fires bouncing bullets, the ultimate corner shooting weapon unless you hit yourself..
Damage: 3d2
Damage type: Bullet
Accuracy: +12
Fire time: 0.8 seconds
Reload time: 1.0 seconds
Ammunition: 10mm
Clip size: 30
Alt. fire: Fast shot - Fire Time reduced to 0.6, but bullets don't bounce
Alt. reload: Dual Reload
Bullets fired by the scifi hand gun rebound off walls up to 5 times or until they hit the player/monster/door. Bullets rebound as per classic reflection (so angle of incidents = angle of reflection), and travel up to 10 paces each second.
(Source: Timesplitters)

e.g.

Code: [Select]
Imp hit in turn fired:

      @         # 
        \       #I
         \      /
          \    /
           \  /
            \/
####################

Imp hit in turn after shot fire

      @         
        \      ######
         \      /\
          \    /  \
           \  /    \
            \/     #I#
####################
Title: Re: New unique items
Post by: Ander Hammer on February 13, 2012, 22:00
???

Sci-fi Handgun should shoot plasma, or at least fire... the bullets are purple/green blasts of light.

Crystal Ball = Palantir?
Title: Re: New unique items
Post by: Sihoiba on February 14, 2012, 02:36
???

Sci-fi Handgun should shoot plasma, or at least fire... the bullets are purple/green blasts of light.

The Timesplitters 1 version fire bullets and was rapid fire, (and was generally better than the Timesplitters 2+ version that fired energy bolts in bursts of 3)
Title: Re: New unique items
Post by: raekuul on February 14, 2012, 07:14
This one probably belongs in the Horrible Ideas thread, but here it is.

Painball Gun
Damage: (5d4)x4
Damage Type: Plasma
Accuracy: +2
Fire Time: 1.0s/volley
Reload Time: 0.3s/cell (up to 6.0s)
Ammunition: Power Cell
Clip Size: 20
Alt Fire: Chainfire
Alt Reload: Overcharge for (5d8)x20
Special: Each successful hit lowers the recipient's accuracy by 2
Title: Re: New unique items
Post by: Kashi on February 14, 2012, 20:47
Painball Gun
I guess you mean "paintball". Still, it could also be a nice name. You have no idea how much those things hurt when you get fired at point blank.
Title: Re: New unique items
Post by: raekuul on February 15, 2012, 06:28
No, I'm pretty sure leaving off the t was deliberate.
Title: Re: New unique items
Post by: Kashi on February 15, 2012, 09:34
No, I'm pretty sure leaving off the t was deliberate.
Well, that's great.

---

Core Drill

"What the hell did you think this is!?"

Stats:
Damage: 5d10 (5-50)
Accuracy: +4
Attack Time: 1.1 sec
Damage Type: Physical
Special Features: Destroys walls. It's a drill, after all.
Altfire: Giga Drill Breaker: A frontal attack with a somewhat long range. Same stats as normal.
Source: Tengen Toppa Gurren Lagann

---

Type-3 Zankantou

"This sword cleaves evil in half, because I'm Zeng-- Wait, I'm not"

Stats:
Damage: 8d8 (8-64)
Accuracy: +6
Attack Time: 1.0 sec
Damage Type: Piercing
Special Features: Cleaver's pseudo Blademaster effect. IT MAKES YOU SHOUT LIKE THE BADASS MAN YOU ARE! BECAUSE EVIL CAN'T STAND PEOPLE YELLING HOW THEY WILL CUT EVIL IN HALF!
Altfire: Zankantou - Ichimonji Giri: A HUGE-ASS cleave that targets ALL enemies in a line (Be it vertical or horizontal). 6d6 damage, with same accuraccy and type.
Source: Super Robot Wars Alpha
Title: Re: New unique items
Post by: snowstorm on February 26, 2012, 05:00
Mini guard globe - a small floating mechanical ball that circles around you and shoots very small bursts of plasma at nearby enemies. Perhaps it would be easier if it occupies the same tile as the player.
Title: Re: New unique items
Post by: IronBeer on February 26, 2012, 10:55
I don't see a thread for proposed assemblies, nor have I seen anything like this proposed, so I submit:

Clip-Fed Shotgun
Mods Required: 2x Bulk (I guess? Dunno what should be appropriate)
Eligible Weapons: Combat/Assault Shotgun
Damage: Unchanged
Clip Size: +2 (Only counts one Bulk Mod's effects)
Accuracy: Unchanged
Spread: Unchanged
Firetime: Unchanged
Reload: 1.5s (Reloads entire magazine!)
Other Effects: None, Combat Shotgun base still requires pumping

Shottyheads would go absolutely bananas for something like this, and this is the sort of assembly that any Shottyman would really dig. I'm not entirely sure what modset would be balanced for such a powerful change. Bulks seem to fit the proper design mantra, but I don't want the clipsize to go through the roof when the whole thing is reloaded at once.
Title: Re: New unique items
Post by: Uitë on February 26, 2012, 14:14
Right now, Agility mods are pretty much useless on shotguns, though it's not really thematically appropriate here. Functionally, I guess it's most similar to a tactical rocket launcher (and of course the old tactical shotgun with Shottyman), which is made with Bulk mods too. I could see it being used on the regular and double shotguns like that. Also, how would you have it interplay with the Shottyman trait?
Title: Re: New unique items
Post by: IronBeer on February 26, 2012, 14:32
I could see it being used on the regular and double shotguns like that.
I suppose it could potentially work with the break-action (standard/double/Super) shotguns, but it wouldn't make a whole lot of sense. Following from the real-life inspiration, making a clip-fed break-action would basically result in a clunky Combat Shotgun. Not my intention here.
Plus, it might be too good for a double shotty; as described, the assembly would add 2 to the clipsize, which would allow 2 back-to-back double shotty blasts. Yeah, I don't think that's balanced.

Also, how would you have it interplay with the Shottyman trait?
The obvious interplay, like on the Jackhammer or old Tac Shotty: you get a fully fresh clip upon moving. Does the Tac Shotty still get a full reload from Shottyman?
Title: Re: New unique items
Post by: ZicherCZ on February 27, 2012, 01:43
I don't see a thread for proposed assemblies, nor have I seen anything like this proposed, so I submit:

Clip-Fed Shotgun
Mods Required: 2x Bulk (I guess? Dunno what should be appropriate)
Eligible Weapons: Combat/Assault Shotgun
Damage: Unchanged
Clip Size: +2 (Only counts one Bulk Mod's effects)
Accuracy: Unchanged
Spread: Unchanged
Firetime: Unchanged
Reload: 1.5s (Reloads entire magazine!)
Other Effects: None, Combat Shotgun base still requires pumping

Shottyheads would go absolutely bananas for something like this, and this is the sort of assembly that any Shottyman would really dig. I'm not entirely sure what modset would be balanced for such a powerful change. Bulks seem to fit the proper design mantra, but I don't want the clipsize to go through the roof when the whole thing is reloaded at once.

Just a consideration:
Reloading speeds are usually the most troublesome thing with shotguns, and therefore reloading full magazine at once would IMHO seem a bit overpowered for a basic assembly.
On the other hand, since WK and MAD are incompatible, making this advanced would mean that this shotgun is ruled out of MAD build  - and MAD would probably benefit the most from the reloading speed.
All in all a very nice idea.
Title: Re: New unique items
Post by: Former Lurker on February 27, 2012, 10:28
I suppose it could potentially work with the break-action (standard/double/Super) shotguns, but it wouldn't make a whole lot of sense. Following from the real-life inspiration, making a clip-fed break-action would basically result in a clunky Combat Shotgun. Not my intention here.
Plus, it might be too good for a double shotty; as described, the assembly would add 2 to the clipsize, which would allow 2 back-to-back double shotty blasts. Yeah, I don't think that's balanced.

Unless you are fighting the Cyberdemon / Mastermind, knockback will drastically reduce the damage on the second shot.
Title: Re: New unique items
Post by: HexaDoken on March 05, 2012, 00:35
<Insert a title here>

Stats: same as Rocket Launcher stats.

Special: if it kills anything, the corpse goes BOOM with a standart rocket explosion(6d6 radius 4).If the resulting explosion kills something else, the killed corpse goes boom too, and so on, and so on, and so on... possibly resulting in huge chain reactions wiping out the whole level for good. The enemy must be killed for an explosion to occur - just hitting him won't count. Chain explosions can wipe out YOU too, so, bro, be careful there.
Title: Re: New unique items
Post by: spacedust on March 05, 2012, 02:32
Corpse Explosion! Who remembers the glory days of CE Necros in D2?

:offtopic:
Title: Re: New unique items
Post by: ih8regin on March 05, 2012, 03:37
It's even greater than corpse explosion, there is one already (BFG does extra booms), while this is some infection that if kills, blows and spreads.  OW, I say. The only nitpick is that if there's nothing in your 4-tile radius, you won't get killed with this. I believe this is too OP.

And about DII and CE - there was a name for a CE necro - "I_CEdeadpeople" :)
Title: Re: New unique items
Post by: Khashishi on March 06, 2012, 17:37
Barrel Launcher.
This weapon uses barrels which are scattered around the level as ammo. You reload by standing next to the barrel and hitting reload, and somehow, you are able to pick up the barrel with launcher, because you are the DooM Guy.
Then you fire it off at a demon and it explodes with extra damage on a direct hit (to make the weapon more useful).
Title: Re: New unique items
Post by: Kazeto on March 09, 2012, 08:36
Okay, first of all I'd like to say "hello" to everyone here (as it is, in fact, my first post here). And I'd also like to say that I find DoomRL to be a great game, Kornel. A little bit too random at times, but that's the charm of being subjected to the whims of RNG.

Now with that beneath us, and with me having gotten through the entire thread (that was tiresome, but some of the ideas were pretty amusing), I'll write down my ideas of possible exotic/unique items. They'll probably be just as bad as almost all first-time attempts are, but maybe you'll find some of them interesting.

Quote
Tree Cutter (Exotic)
Damage: (1d5)x10 [range: 10-50, average: 30] bullet damage
Alternate fire: Chain fire
Clip size: 80
Accuracy: -1
Fire time: 1.2 second
Reload time: 4.0 seconds
Ammunition: 10mm
Description: A weapon that emphasizes quantity over quality. Burns through your ammo cache like a chainsaw through trees.
Pickup quote: It's time to deforest hell.
Other effects: When used with Ammochain, consumes 2 ammo per volley (possibly stacking to 4 if an assault rifle assembly is grafted onto it).
My reasoning for that one is pretty simple. Other than the minigun (1 item), there are no unique/exotic chainguns in the game, so people who want to create an Ammochain-based build have to switch to plasma rifles pretty quickly (which isn't exactly bad, but that means that, most of the time, there's only one weapon for them to choose from). The only concern is the demolition ammo assembly, since when applied to most weapons, it reduces their damage to 3d2, and that means the ridiculous amount of shots will make this weapon superior (but then again, the -1 accuracy bonus will be a curse working towards balancing it, and taking Ammochain [which is pretty much a must for any characters using this weapon] precludes taking Eagle Eye, which means this weapon wouldn't be a fix-it-all item).

Quote
BFG 3000 (Unique)
Damage: 7d10 [range: 7-70, average: 38.5] fire damage, radius 7
Alternate fire: Point-blank detonation for 5d7 [range: 5-35, average: 20] damage with radius 3, uses one rocket.
Clip size: 5
Accuracy: +5
Fire time: 1.4 second
Reload time: 3.5 seconds
Ammunition: Rockets
Description: An old-forgotten ancestor of BFG 9000. Don't blow your hands off.
Pickup quote: Ahh, the good old times...
Other effects: Uses 4 rockets per shot; can't be modded, goes into your hands as soon as you get it (just like BFG 9000).
Yes, this weapon would be on the level of BFG 9000. But then again, the BFG9k itself can be modded further, and this weapon can't (because I know one nano pack would make it utterly broken in terms of power); that alone makes it slightly worse in comparison, and it becomes even worse if you factor in the fact that, without Fireangel, its explosion radius (and the alternate fire) makes it very easy to accidentally kill oneself. The 4-rockets-per-shot thing is nothing one could ignore, but it's a decent weapon against anything if you have a lot of spare rockets and Fireangel.
Title: Re: New unique items
Post by: Mogul on March 09, 2012, 13:42
Because Firestorm packs aren't useful for Shotguns:

Storm Shotgun (Better names welcomed)
Mods Required: BBF
Eligible Weapon: Combat Shotgun
Damage: (7d3)x2 shrapnel, Focused shotgun blast
Alternate Fire: Single shot
Clip Size: 6 shells
Firetime: 1.0s
Reload: 0.2s pump, 1.0s reload (Single shell)
Alternate Reload: Full reload
Ammunition: Shotgun Shell
Title: Re: New unique items
Post by: Ander Hammer on March 20, 2012, 02:51
people who want to create an Ammochain-based build have to switch to plasma rifles pretty quickly

Ammochain is pretty much an excuse to use nothing but plasma rifles.

I'm all for seeing more exotics, but at the same time I'm wary of adding even more potentially useless drops to a pool that's already stretched pretty thin. Chaingun does get minigun, gatling gun (assembly) and an all-rapids assembly or two.

I'd still like to see my Ultimate Bullet Hose in game. 1d6x6 and multiplies all shot-increasing effects by three...
Title: Re: New unique items
Post by: Uranium on March 25, 2012, 06:34
Bone Armour
Unique
Armour: 4/4
Durability: 50% maximum
Cannot be modded. Provides no resistances. No movespeed/knockback modifiers.

Armour rating drops to 2/4 at 25% durability, then 0/4 at 0%.
Undestroyable (hurr redundancy).
Title: Re: New unique items
Post by: spacedust on March 25, 2012, 07:27
Bone Armour
Unique
Armour: 4/4
Durability: 50% maximum
Cannot be modded. Provides no resistances. No movespeed/knockback modifiers.

Armour rating drops to 2/4 at 25% durability, then 0/4 at 0%.
Undestroyable (hurr redundancy).

I don't get it... What does it do? Why would I wear this over red armor?
Title: Re: New unique items
Post by: Uranium on March 25, 2012, 09:03
Probably should be an exotic, the idea is that it's an undestroyable armour that provides considerable armour rating with no drawbacks other than it has to be repaired often. Doesn't really suit DoomRL, but hey.
Title: Re: New unique items
Post by: Klear on March 27, 2012, 16:00
I know what weapon would be great, though I have no idea how to implement half of its features:

Voilá - the ZF-1! (http://www.youtube.com/watch?v=9pxjnl1yuXk)
Title: Re: New unique items
Post by: Thexare on March 27, 2012, 20:06
Probably should be an exotic, the idea is that it's an undestroyable armour that provides considerable armour rating with no drawbacks other than it has to be repaired often. Doesn't really suit DoomRL, but hey.
You're thinking of Onyx Armor - takes no damage, indestructable, 2 def, exotic. I could potentially see a unique like that but either with more defense or some resistances added...
Title: Re: New unique items
Post by: Pricklyman on March 28, 2012, 00:17
I know what weapon would be great, though I have no idea how to implement half of its features:

Don't press the red button...nuclear explosion? =P
Title: Re: New unique items
Post by: ih8regin on March 29, 2012, 23:37
TwoDev's Armor
Armor: 0
Movement speed +50%
Fire resistance -50%
Acid resistance -50%
Plasma resistance -50%
Self-repairing, can be destroyed. One mod allowed :)
Title: Re: New unique items
Post by: thelaptop on March 30, 2012, 00:26
TwoDev's Armor
Armor: -1
Movement speed +50%
Fire resistance -50%
Acid resistance -50%
Plasma resistance -50%
Self-repairing, can be destroyed. One mod allowed :)
There, fixed it.
Title: Re: New unique items
Post by: ih8regin on March 30, 2012, 00:33
I assumed armor value cannot be negative, so put a zero. While yes, -1 seems worthy for this one :D
Title: Re: New unique items
Post by: Pricklyman on March 30, 2012, 00:45
Wouldn't it be...

-2 ?!  =P

(See what I did there?)
Title: Re: New unique items
Post by: Shinji_Ikari_9th on March 30, 2012, 01:45
The Timesplitters 1 version fire bullets and was rapid fire, (and was generally better than the Timesplitters 2+ version that fired energy bolts in bursts of 3)

I used to have those games.  I remember a time I was playing the first game by myself in multiplayer.  Can't remember what map, but there was this fan in one of the rooms, and I was shooting the gun you are basing your idea here on up through it.  Don't know how it happened because every shot before the last one missed on the ricoshet, but that last shot fraged me.(Headshot to self?)

Back to the idea, I like it but I think there should be some randomness the the rebound.
Title: Re: New unique items
Post by: ih8regin on March 30, 2012, 02:06
Yes, by the way, I didn't find a topic like "New badges/medals", so I think I can ask here.

Polished Gold Armor: Finish a standard game with 0 damage taken.
Hidden medal: Robes of Neo (maybe of TwoDev ;) ): Finish a N! (or maybe UV+) game with 0 damage taken. "Robes" because the Doomguy is so untouchable that he can dress himself in robes above armor and come out of HELL with them spotless and burnless.
Yes, for these challenges "You feel a deadly chill!" should not count as damage taken.
Title: Re: New unique items
Post by: Klear on April 03, 2012, 03:27
I had an idea for a unique powerup, which would have to be a reward for a seriously tough special level and very late game, since it is pretty much the ultimate item:

The Golden Ball: You can wish for any item (by writing its name) and you get it. If you wish for something that doesn't exist (a typo, for example), you'll get a random item instead.

Bonus points for whoever knows what is the source of the name. A lot of bonus points. Yeah, I'm that generous =)
Title: Re: New unique items
Post by: Simon-v on April 03, 2012, 03:39
I had an idea for a unique powerup, which would have to be a reward for a seriously tough special level and very late game, since it is pretty much the ultimate item:

The Golden Ball: You can wish for any item (by writing its name) and you get it. If you wish for something that doesn't exist (a typo, for example), you'll get a random item instead.

Bonus points for whoever knows what is the source of the name. A lot of bonus points. Yeah, I'm that generous =)

Roadside Picnic by the Strugatsky Brothers. C'mon, that's obvious.

Should also be able to wish for "nothing" and get nothing (and a badge for a marvelously wasted opportunity).
Title: Re: New unique items
Post by: Klear on April 03, 2012, 03:45
Hmmm.. I thought everybody only knows Stalker, where there is no golden ball...

But aside for the "nothing" thing, this would be a great opportunity for a couple of easter eggs, notably for wishing "HAPPINESS FOR EVERYBODY, FREE, AND NO ONE WILL GO AWAY UNSATISFIED!"

I wonder how the game should react if you wished for "full win"... maybe that could be justified if it was hidden as well as the secret of the dragonslayer and berserker armour, possibly in a hidden special level called the mean grinder. I think we would have to draw the line at wishing for specific badges/medals, though =)
Title: Re: New unique items
Post by: Kornel Kisielewicz on April 03, 2012, 03:48
Which still reminds me I have a StalkerRL/ZoneRL unfinished on the drawing board...
Title: Re: New unique items
Post by: Klear on April 03, 2012, 03:53
Which still reminds me I have a StalkerRL/ZoneRL unfinished on the drawing board...

I... I love you.
Title: Re: New unique items
Post by: pacmanus on April 08, 2012, 12:20
Remembering the good old Doom, propose to make a unique melee weapon - brass knuckles divine power. The main characteristic - maximum damage inflicted during melee attack - however, it prohibits the use of the second slot for a weapon.
Title: Re: New unique items
Post by: spacedust on April 09, 2012, 00:14
Remembering the good old Doom, propose to make a unique melee weapon - brass knuckles divine power. The main characteristic - maximum damage inflicted during melee attack - however, it prohibits the use of the second slot for a weapon.

That's a nice idea... I always did like the fist punching animation in Doom, and watching imps fly back when you zerked and punched them.
Title: Re: New unique items
Post by: Nightshade on April 12, 2012, 06:28
Nightshade cape
Armor prot: 1
Armor dur: Indestructible
Movement speed +100%
Knockback +50%

One mod slot

:>
Title: Re: New unique items
Post by: ulyssessword on April 12, 2012, 20:46
Shotgun assembly ideas (some may have already been suggested, I didn't read all 50+ pages):

Dragon's Breath (Shotgun)
Damage: Original -1 die
Damage Type: Fire
How to get it: Assembly: any shotgun + PF

Sawed off (shotgun)
Damage: Original - 2 dice, Wide shotgun blast
How to get it: Assembly: any shotgun + AA

Buckshot (Shotgun)
Damage: Original +1 die
Damage Type: Bullet
How to get it: Assembly: any shotgun + BB

Change Elephant Gun from a shotgun to a rifle (and modify some of its stats)

Title: Re: New unique items
Post by: skarczew on April 13, 2012, 02:53
Shotgun assembly ideas (some may have already been suggested, I didn't read all 50+ pages):

Dragon's Breath (Shotgun)
Damage: Original -1 die
Damage Type: Fire
How to get it: Assembly: any shotgun + PF
Fine idea, but I do not see any advantage of using that weapon over, lets say Elephant Gun.

Sawed off (shotgun)
Damage: Original - 2 dice, Wide shotgun blast
How to get it: Assembly: any shotgun + AA
Two accuracy mods and less focused blast? Make it TT rather. Second thing - what about DS?

Buckshot (Shotgun)
Damage: Original +1 die
Damage Type: Bullet
How to get it: Assembly: any shotgun + BB

Change Elephant Gun from a shotgun to a rifle (and modify some of its stats)
So, we should lose Elephant Gun and replace it with some weapons for wussies?

Go to Hell, hell spawn.
Title: Re: New unique items
Post by: Klear on April 13, 2012, 03:09
Besides, if there is a new shotgun, it must be the BOOMSTICK!
Title: Re: New unique items
Post by: ih8regin on April 13, 2012, 04:58
Quote
Dragon's Breath (Shotgun)
Damage: Original -1 die
Damage Type: Fire
How to get it: Assembly: any shotgun + PF
There is a Plasma Shotgun that's pretty much superior to this, that's made with a sniper pack.
Quote
Buckshot (Shotgun)
Damage: Original +1 die
Damage Type: Bullet
How to get it: Assembly: any shotgun + BB
What? A 9d3 bullet shooter? I expect this will no longer be a "true" shotgun (no spread at all, no damage decrease to distance, and no accuracy too :D), but it will eat up them shells, why not... still, elephant gun is still better than this for the only worthy purpose as I see it - whacking Cyberdemon with Dodgemaster. (But if you can snipe mancubi with this, why yes let's make it :))
Title: Re: New unique items
Post by: skarczew on April 13, 2012, 06:01
An additional Shotgun that works like Pistol, or an additional Pistol that works that Shotgun (or w/e combination of bullet/shell eater) can be interesting.

But do not touch Elephant Gun, wussies :P .
Title: Re: New unique items
Post by: ih8regin on April 13, 2012, 07:08
elephant guns are for elephant wussies! :D
Title: Re: New unique items
Post by: spacedust on April 13, 2012, 09:59
But do not touch Elephant Gun, wussies :P .

:brofist:
Title: Re: New unique items
Post by: Creepy on April 13, 2012, 22:58
Buckshot should be named "Slugthrower" instead. Buckshot is shot, it has spread and stuff. Slugs are the non-shot shotgun shell.

And poo on replacing the elephant gun with anything.
Title: Re: New unique items
Post by: ulyssessword on April 14, 2012, 11:53
Revision of my earlier post:

Rename the current Elephant Gun assembly to "Punt Gun (http://en.wikipedia.org/wiki/Punt_gun)".  Create a new assembly from a shotgun that converts it to a rifle, named "elephant gun" (possibly BP).  IRL, elephant guns are rifles, not shotguns, and punt guns are the largest shotguns, so I think the change would be appropriate. 

Buckshot was intended to still be a shotgun, but have the damage type changed to bullet to help it pierce protection better. 

Dragon's breath using fire damage would allow for easier gibbing of enemies, as well as destroying walls and corpses (?).  Also, the assembly provides a use for firestorm packs on shotgun builds. 

Sawed-Off shotguns wouldn't work with double shotguns, and I don't really care/have a good idea of which mods would be best for it.

New knife ideas: (again, some may have already been proposed)

Broadsword
Damage: 4d7
No thrown alt-fire, 1.5 sec fire time.
How to get it: Assembly: combat knife + BB

Lightsaber
Damage: 5d8
Damage Type: Plasma
No thrown alt-fire, 0.8 sec fire time.
How to get it: Assembly: combat knife + NAP

Boomerang
Damage: 3d5
main fire is thrown, 1.5 sec time (returns instantly)
Alt-fire (or bump attack) is melee
How to get it: Assembly: combat knife + TA
Title: Re: New unique items
Post by: pacmanus on April 14, 2012, 12:54
Lightsaber
Damage: 5d8
Damage Type: Plasma
No thrown alt-fire, 0.8 sec fire time.
How to get it: Assembly: combat knife + NAP

Jedi! Cool!
Title: Re: New unique items
Post by: Nightshade on April 15, 2012, 07:51
Grenade launcher
Damage: ?
Damage Type: Fire
Ammo type: Rockets
No alt-fire - 1 sec fire time - 1 sec reload time - clip/mag ?
How to get it: Random spawn
Reference: Quake

Mechanics: Fires a grenade that either explodes on direct contact with an enemy, or lies on the floor for X seconds before exploding.
Can be modded by technicians
Title: Re: New unique items
Post by: Ander Hammer on April 19, 2012, 06:31
Grenade launcher

This has been suggested so many times. :<
Title: Re: New unique items
Post by: Kg on April 20, 2012, 02:19
TotalBlender!

"Will it blend...?"

Damage: 8d8
Magazine: 40 ammo (eats up 1 per attack)
Damage type: melee?
Ammo: cells
Alt fire: GIB (BLEND) CORPSES
Random drop, let's say from Nightmare mobs

Super rare OP weapon, especially for N! players. :D Reference is obvious I think.
Title: Re: New unique items
Post by: Klear on April 20, 2012, 02:48
Chainsaw doesn't need fuel, so I guess the blender could go without ammo. I'd give it a much lower attack, since it's hard to get the enemies into the blender. I have no doubt that even Cybie would blend, though.
Title: Re: New unique items
Post by: ih8regin on April 20, 2012, 03:10
a Longinus Spear on batteries? Well, why not having a blender eat up ammo, it's consumed to actually suck a demon inside. Altfire eats up 40 ammo, and let it be just that :)
Title: Re: New unique items
Post by: Kg 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.
Title: Re: New unique items
Post by: skarczew on April 21, 2012, 04:22
Now we would only need a kitchen sink in DoomRL :) .
Title: Re: New unique items
Post by: raekuul 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"
Title: Re: New unique items
Post by: Klear on April 27, 2012, 13:25
You could throw toilets in Doom RPG (mobile game) so it's not entirely without precedent...
Title: Re: New unique items
Post by: Kahvi 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%
Title: Re: New unique items
Post by: pacmanus 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.
Title: Re: New unique items
Post by: raekuul 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...
Title: Re: New unique items
Post by: thelaptop on April 29, 2012, 16:06
Doubler Machine on itself.

FFFFF-

(By "consumable" you mean you can lug it around, right?)
Title: Re: New unique items
Post by: raekuul on April 29, 2012, 17:40
Right... though using the doubler machine on the doubler machine has the same effect as dropping it...
Title: Re: New unique items
Post by: thelaptop 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.
Title: Re: New unique items
Post by: Ander Hammer 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. (http://forum.chaosforge.org/index.php/topic,5602.0.html) 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.
Title: Re: New unique items
Post by: GinDiamond 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!
Title: Re: New unique items
Post by: raekuul 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.
Title: Re: New unique items
Post by: Hamster on May 14, 2012, 22:58
That's like BFG from some early (http://doom.wikia.com/wiki/Doom_press_release_beta) beta (http://www.youtube.com/watch?v=M9jYFneBvWo) versions of Doom...
Title: Re: New unique items
Post by: dougjoe2e 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.

Title: Re: New unique items
Post by: Melon on July 15, 2012, 01:11
When you started talking about the hologram, I noticed one thing. There is no monster infighting:

http://doom.wikia.com/wiki/Monster_infighting
Title: Re: New unique items
Post by: emulord on August 02, 2012, 18:35
Lets add this weapon!
http://doom.wikia.com/wiki/Soul_cube
Get kills while its in the prepared slot to charge it.
Title: Re: New unique items
Post by: Kabrinski on August 18, 2012, 03:30
Reactive armor. It reduces damage that ain't ove 100, but it'd be more into the exotic or manufatured realm.
Title: Re: New unique items
Post by: raekuul on August 18, 2012, 09:14
"The PFMP"
[
Durability 100
Melee Resistance: +10%
Bullet Resistance: +20%
Fire Resistance: +20%
Acid Resistance: +10%
Plasma Resistance: +15%
Move Speed: slower by 20%
Can accept 1 mod
Enemies that attack you with Melee take 1/2 of the damage they deal to you.
Minimum Depth: 18
Pickup Quote: Must be plus five magical plate.
Inventory Quote: Heavy, but it makes it easier to handle demons.
Title: Re: New unique items
Post by: Klear on August 18, 2012, 09:27
What does PFMP stand for?
Title: Re: New unique items
Post by: raekuul on August 18, 2012, 09:32
"Plus Five Magical Plate" - it's a reference to the pickup line from Gruntz when one of the Gruntz picks up reactive armor.
Title: Re: New unique items
Post by: Klear on August 18, 2012, 09:38
Oh my god... Gruntz! That was such a great game! I need to find the CD as soon as I get home and at last make a 100% complete run... the memories...

Edit: I've still got a lot of quotes from the game burned in my memory (just a few days back, I was walking around some construction workers and immediately heard “Mother always told me I'd be digging ditches!” in my head), but I don't recall this one... there weren't many of those in singleplayer and I've got this game long before I even had internet.¨

Edit 2: Ok, I remembered the exact quote now. Great. I'll have squeaky voices in my head whole day thanks to you.
Title: Re: New unique items
Post by: Kabrinski on August 23, 2012, 03:41
"The PFMP"
[
Durability 100
Melee Resistance: +10%
Bullet Resistance: +20%
Fire Resistance: +20%
Acid Resistance: +10%
Plasma Resistance: +15%
Move Speed: slower by 20%
Can accept 1 mod
Enemies that attack you with Melee take 1/2 of the damage they deal to you.
Minimum Depth: 18
Pickup Quote: Must be plus five magical plate.
Inventory Quote: Heavy, but it makes it easier to handle demons.

Hmm...howbout you need the PFMP to make Either Reactive armor-which reduces all damage-or Kinetic Armor, which reduces ranged damage. Be Kinda cool toake minimum damage.
Title: Re: New unique items
Post by: Klear on August 23, 2012, 03:50
I don't like the idea of an assembly that requires an unique to be made...
Title: Re: New unique items
Post by: Kabrinski on August 24, 2012, 13:16
Id like to see a Flamethrower integrated into the Rougelike.

And you have a point-although the kinetic or reactive armor could be an assembly for a basic armor...
Title: Re: New unique items
Post by: Reef Blastbody on August 24, 2012, 13:36
Id like to see a Flamethrower

You should try AliensRL!
Title: Re: New unique items
Post by: raekuul on August 24, 2012, 16:09
Kabrinski, you need at least two mod kits to make an assembly. The PFMP can only take one.
Title: Re: New unique items
Post by: emulord on October 12, 2012, 15:12
Elephant gun + power mods = T-Rex gun?

http://www.youtube.com/watch?feature=player_embedded&v=-EVqT3XEzss
Title: Re: New unique items
Post by: raekuul on October 12, 2012, 15:34
Twin Dragon
{
[5d5]x2, Explosion Radius 5
Ammo Cost: 1 Rocket per shot
Clip Size: 4
Minimum DLevel: DLevel 10
Special: Fires two rockets that follow normal rocket rules.
Altfire: Fire one rocket instead of two.
Pickup: Goodness, gracious, great balls of fire!
Inventory Quote: Can hellions explode twice?
Can be modded once

(The original idea was that it would fire one rocket that exploded twice, but there's no way to generate such a weapon with the current version of the game)
Title: Re: New unique items
Post by: GinDiamond on October 14, 2012, 10:59
I think that the fire time for that double rocket weapon should be about 1.5 times as long as the rocket launcher.

Will its alt+fire be one rocket at a time, or a massive rocket jump?
Title: Re: New unique items
Post by: raekuul on October 14, 2012, 11:39
It would be like the altfire on the double shotgun
Title: Re: New unique items
Post by: AJBuwalda on October 15, 2012, 02:01
I think that the fire time for that double rocket weapon should be about 1.5 times as long as the rocket launcher.

Will its alt+fire be one rocket at a time, or a massive rocket jump?
That would be hilarious!
Title: Re: New unique items
Post by: raekuul on October 15, 2012, 17:07
And it would forever answer the question of "Can you explode twice?"
Title: Re: New unique items
Post by: Fanta Hege on January 17, 2013, 08:18
Seperated Archviles Arm
/
"Who's laughing now?"

6d6 damage.
+1 accuracy
0.8 firing time
Cannot be modded

Alt fire: Hit a tile or enemy next to you using archvile fire attack for addiotinal splash damage to surrounding tiles, including yours. Might break walls?
Title: Re: New unique items
Post by: ParaSait on January 17, 2013, 11:50
Seperated Archviles Arm
/
"Who's laughing now?"

6d6 damage.
+1 accuracy
0.8 firing time
Cannot be modded

Alt fire: Hit a tile or enemy next to you using archvile fire attack for addiotinal splash damage to surrounding tiles, including yours. Might break walls?
Nah, alt fire should be revive corpses and let em fight on your side. :p
Title: Re: New unique items
Post by: raekuul on February 08, 2013, 05:19
Purple Boots
;
[4], infinite durability.
Movespeed +15%
Knockback -15%
All resistances +15% feet
"Why do these have to be purple?"
They're comfortable, they're tough... they're purple.
Title: Re: New unique items
Post by: Klear on March 26, 2013, 06:52
Purple Boots
;
[4], infinite durability.
Movespeed +15%
Knockback -15%
All resistances +15% feet
"Why do these have to be purple?"
They're comfortable, they're tough... they're purple.

That's overpowered. Make them pink and you're onto something =P
Title: Re: New unique items
Post by: EuphoricSektor on March 26, 2013, 07:49
For weapon grafting, I was thingking more along the lines of mounting it on the shoulder than the arm (so you could still use big guns logically.) What I don't know is how it would affect dualgunner.

I wonder how the life of a marine that has revolvers instead of hands would look. Besides, it's Hell anyway, which means it's totally OK to have your body parts replaced by lethal devices.
Title: Re: New unique items
Post by: Fanta Hege on March 27, 2013, 11:53
SORD..
/
'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from
Title: Re: New unique items
Post by: UnderAPaleGreySky on March 27, 2013, 20:02
SORD..
/
'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from
Now Fanta, you can't suggest something like this without suggesting some sort of pogo hammer.
Title: Re: New unique items
Post by: Klear on March 28, 2013, 02:34
AHAHAHAHAHAHA just how HIGH do you even have to BE to THUNK OF something like that...
Title: Re: New unique items
Post by: LuckyDee on March 28, 2013, 02:38
lets see how many people know where this weapon is from

I played a game called 'Legend of the Sord' once, but it was nowhere near as fun as this item seems to be... :)
Title: Re: New unique items
Post by: Melon on April 05, 2013, 05:36
Plague bearer

Upon hit enemy takes damage every move he/she makes. Lesser enemies will run themselves to death. More intelligent won't do that. Also they would use a health pack to cancel the effect. Plague bearer is active at the start of the level. Once used, you have to enter another level for it to recharge.
Title: Re: New unique items
Post by: BrewFall on April 05, 2013, 08:10
The Cross Punisher - Wolfwood's weapon from Trigun...

It's heavy because it's so full of mercy!

Machine Gun/Rocket Launcher [90/90]

Uses 9mm ammo
Accuracy +3
(1d6)x6

Alt Reload switches to Missile Mode
every shot uses 30 bullets
Accuracy +5
6d6 small explosion

Tear it up like Wolfwood!
Title: Medical implant
Post by: zenfur on April 23, 2013, 10:46
SORD..
/
'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from

Hmm shouldn't ideas like that go to crappy ideas theard? I suppose that this one is for real suggestions.

I've got an idea which could need to be balanced but is original:
Medical implant or MFDoc XXX (mechanical field doctor model XXX)
I have 2 views of this.
1)
It is cursed and can be equipped as a weapon (and swapped normally).
It is hand implant which can be reloaded with power cells (up to 100). Shift + reload turns it on/off. It uses 1 cell per player action. It stops when power is 0.
What it does is actually caring for your health. When it's powered and something hits you as hard as it would drop your health below 0 it uses more economical med pack right before it happens (small med pack if you'll be higher than 0 with your current health and small med's health, and large otherwise).

Whether this can heal you with more than 1 small med packs at once (if you don't have large ones), ammo, cell consume etc is balance issue.

2)
It's not so original, as it's just simple medpack compresser (reloaded with meds (and possibly 30 power cells per med), has up to 25 charges, shooting (using a charge) heals 7d3 health) Small meds are 1 charge, large are 3 charges. It can have 3 charges when found.

In both views cannot be modded.

BTW: Does anyone anymore treat this theard seriously? Are any of the new uniques inspired by this topic?
Title: Re: New unique items
Post by: Evilpotatoe on April 23, 2013, 14:41
Quote
Are any of the new uniques inspired by this topic ?
I guess you can find the answer by checking the 54 previous pages :p
Anyway, good ideas are often a source of inspiration, so I think it's never lost.

I like your idea, but 1st version, "death preventer" looks too easy for me (even if cells are quite precious). Would rather be something for survivalist trait.
The second one isn't much original, imo, so I'd opt for a third version, with numbers around thoses ones :
 - heals 1 hp for 2 cells on each use. Use time of 0.7 second, so that using it isn't too dangerous, but healing remains slow.
 - cursed, non-modable "weapon".
I think it wouldn't be an incredible item, but could have some use when you're really short of medpacks, or in AoI. AoMs sould not be able to equipp it, for obvious reasons. (which puts a stupid restriction in the game
Title: Re: New unique items
Post by: zenfur on April 23, 2013, 15:51
I'm glad to have inspired you.

I don't like the exact version of my suggestion, so I posted it in 2 versions and I hoped someone will improve it. I agree (and I wrote that) that 2nd one isn't original at all.

Although I am not certain about transforming cells into hp, as it can be easily farmed (in AoD, or N!) and even you haven't got any meds, you can keep some former/archatron corpses in a butchery and go there to restock your healing when things go wrong. I wanted to make it med pack dependant, and somewhat of portable god-mode (considered it not so OP as we already have berserk/invul globes). Another approach was steady healing. Your reinterpretation may be better in my view, but it still needs some tweaks imo.
Title: Re: New unique items
Post by: Sereg on April 29, 2013, 22:10
In the vein of anime themed weapons, how about a Giga Drill, with Giga Drill Break on the alt fire?
Title: Re: New unique items
Post by: raekuul on April 30, 2013, 19:13
Mind statting that and giving us a better explanation of how that would work?
----
Hell Raven's Arm
{

"Looks like a black pole... thing..."
Holds 6 rockets at once
4d7 fire damage
Splash Range 6, 1.0 fire time
Altfire: Splash Range 9, 2.0 fire time
Title: Re: New unique items
Post by: Sereg on April 30, 2013, 20:05
Gonna have to be balanced anyway, right?

Ah well, just for fun:

Core Drill
/

"A tiny drill of unknown composition, pulsing with a greenish light..."
5d4 melee
Alternate fire: Giga Drill Break - deals 10*Clvl Piercing damage to one target. Causes fatigue and permanently drains 250*Clvl XP.
Title: Re: New unique items
Post by: BGT2011 on May 01, 2013, 21:11
Mind statting that and giving us a better explanation of how that would work?
----
Hell Raven's Arm
{

"Looks like a black pole... thing..."
Holds 6 rockets at once
4d7 fire damage
Splash Range 6, 1.0 fire time
Altfire: Splash Range 9, 2.0 fire time

Not orange?
...though I guess in some depictions a certain sun-throwing hell raven's Fancy Cannon is black...

Speaking of a certain sun-throwing hell raven and her Fancy Cannon...
I wanna try with a similar(?) weapon and related armour and boots:
Yatagarasu's Third Leg
{

"The Third Leg grants the power of control over fission and fusion"
Self-charging, holds a maximum of 63 ammunition, cannot be manually loaded or unloaded, gains 1 ammunition per user action when not firing or altfiring.
Cursed, equips on pickup
Chance of finding in depth 17+
Damage: (6+n)d6 fire damage, radius 3+n, where n=number of consecutive altfires before firing, 1.0 fire time. Chance to turn tiles within radius into lava.
Altfire: (6+n)d6 fire damage, radius 3+n centered on player, where n=number of consecutive altfires, 1.0 fire time. Chance to turn tiles within radius into lava. Increases damage and radius of normal fire per altfire to a maximum of 11d6 and 8 radius. Successive altfires increase the damage by 1d6 and radius by 1 (first altfire shot causes 7d6 fire damage with radius 4, centered on player, second causes 8d6 and radius 5, next causes 9d6 and radius 6, etc.) and are double the ammunition cost of previous altfire (first altfire costs 2, next costs 4, next costs 8, etc.) to a maximum of 5 consecutive altfires. Sixth consecutive altfire or first altfire to result in a negative ammunition value will cause fatigue, discharge the weapon, set the ammunition to 0, and nuke the level.
Part of set 'Yatagarasu's Curse'
Complete set allows user to survive nukes
On pickup: 'Looks like a good whacking stick'
If Eye of Yatagarasu and Left and Right Legs are equipped, on pickup: 'They said I could be anything I want, so I became a sun god'

Eye of Yatagarasu
[

"The eye of a sun god"
Indestructible, 4 protection, grants +95% fire and +50% plasma resistance
Cursed, equips on pickup
Chance of finding in depth 17+
Part of set 'Yatagarasu's Curse'
Complete set allows user to survive nukes
On pickup: 'It's real hot...'
If Yatagarasu's Third Leg and Left and Right Legs are equipped, on pickup: 'They said I could be anything I want, so I became a sun god'

Yatagarasu's Left and Right Legs
;

"The Left Leg grants the power of fusion, the Right Leg grants the power of fission"
Indestructible, 4 protection, grants immunity to lava and +50% acid resistance
Cursed, equips on pickup
Chance of finding in depth 17+
Part of set 'Yatagarasu's Curse'
Complete set allows user to survive nukes
On pickup: 'Even Hell is cloaked in Chernobyl's shadow'
If Eye of Yatagarasu and Third Leg are equipped, on pickup: 'They said I could be anything I want, so I became a sun god'

Balance? what is that?
Title: Re: New unique items
Post by: lmaoboat on May 01, 2013, 21:56
Palsma Rifle:
Pickup text: "The initials J.S. are etched into the side."
4d4 x 3 plasma damage.
Accuracy + 0
Gives intuition 2 effect.
Description: "But now in the space station base of the UAC... he knew there were demons."
Title: Re: New unique items
Post by: raekuul on May 02, 2013, 19:39
The Yatagarasu set... is it Indestructible like the Angelic set or Impervious like something that's been Onyx modded? Because the former would be closer to balanced.

Also take out the nuke at negative ammo, it's way too exploitable when coupled with the nuke resistance.

Speaking of nukes...

Mini-Hakkero
+
On use, fires a 100d1 railgun shot with plasma damage in each of the four cardinal directions. Mostly because the Master Spark is next to impossible to recreate within the engine (but a Nondirectional laser is easy enough to fake)
Title: Re: New unique items
Post by: Fanta Hege on May 03, 2013, 13:26
so how about some dark souls

Iron And Sun Plate
"Praise the sun!"
[5] protection.
no durability, 20% fire resistance.
-20% speed.
"Someone seems to have painted a silly looking sun to this armour"


"Leggings of Artorias"
[2]
-80% move speed
-50% knockback
30% resistance to both acid and lava
every tile walked on turns to acid.
"The corrosive dark of the abyss leaks with every step of this heavy footwear.."
Title: Re: New unique items
Post by: Sambojin on May 03, 2013, 18:56
"Weak-sauce"

Shotgun.
Normal spread, 7% drop-off.
1.0 sec fire time, 1.0 sec reload time.
1 shot magazine, uses 1 shell.
1d3 damage.
Level range 4+

"A shotgun that shatters the pellets into bird-shot upon firing. Little more than a nuisance to demons."

Basic use of the weapon is to radar scout and corner-shoot/scout without popping barrels. Massively useful for any build, horribly over-powered (but not in the same way as other weapons), and extremely easy to implement. Newer players may think it's a joke weapon, but anyone who's destroyed a heap of good items or blocked a lot of passages with lava will realize just how good this is. 1 damage will always set off monster AI, but you'll still have all the items around them. Maybe change the damage to 2d3 or 3d3 so it's not too good at what it does.
 
Title: Re: New unique items
Post by: Klear on May 04, 2013, 02:14
I think you're overestimating the impact of exploding barrels. Enemies dying in a fire with little ammo investment and no danger to player is worth more than any destroyed items...
Title: Re: New unique items
Post by: Sambojin on May 04, 2013, 16:23
Good point, but there's every other kind of shotgun for that. I thought the Weak-sauce would make for a different style of shotgun but still using the same shotgun rules. It's still powerful to a degree, but because of it's weakness in combat, not it's strength. Just a different take on the "uber-weapon-'o-death" that sometimes gets suggested.

I'd still be inclined to think that I've died a few times due to blowing up medi-packs, health-spheres and super-chargers. Many of which I probably never knew were there. I thought I was doing a good thing by blowing up unseen monsters with unseen barrels, but a bet a hell of a lot of other things got destroyed at the same time. Things I really could have used.
 
Title: Re: New unique items
Post by: aka_Cthulhu on May 11, 2013, 23:55
I have half on an idea, not even sure if this is even possible.

So I remember the acid spitter, and I thought "well, what about something that uses the dead bodies of your enemies?"

Like, a corpse spitter, perhaps? You can reload the gun/cannon by standing on a corpse. Main mode of firing launches all the ammo, and it'd hit like a rocket with splash damage, as well as covering the floor with blood. Alternate fire would be a weaker shot, hitting a single opponent for a fraction of the ammo cost.
Title: Re: New unique items
Post by: Equality on May 12, 2013, 05:34
my opinion - not new uniques, but delete some of existent. If RNG so favorite and one of uniques spawns, it must be really GOOD thing. Not a junk like Mjolnir, or Flack shotgun. Or rebalance them.
And keep chances equivalent: if exist unique pistols like GCB, Trigun, AFJ - then must exist 3 of unique shotguns (not only Jackhammer) and unique rapid-fire 10mm like minigun.
Title: Re: New unique items
Post by: Shoop da Whoop on June 04, 2013, 07:52
Prowided by Bizzare and Useless Weapons Shoppe.

Duckfoot (http://pirates.missiledine.com/images/Pistols/duckfoot/duckfoot3.jpg)
Counts as double shotgun; opposite direction of improvement: instead of increasing spread cone in length (as in super shotgun), we increase width!
Code: [Select]
.......x
......xx
...@.xxx
....xxxx
...xxxxx
..xxxxxx
.xxxxxxx
Code: [Select]
....xxxx
....xxxx
....xxxx
...@xxxx
....xxxx
....xxxx
....xxxx
"Hitscan", to say so. IIRC, something less crazy with 45 degree spread was proposed, yet never done. OP since damaging pellets from Doom aren't implemented (yet?), but diferent cones are yet to be played with. For more clarification and less silly name it can be assembly called "sawed-off double shotgun" (like in Fallouts).
Title: Re: New unique items
Post by: slave on June 19, 2013, 10:08
Name: Flashlight
Class: Melee Weapon
Attack: 1d6
Special Effect when equipped: After each move extend the light radius by 2 or 3 in a smallish cone in the direction of movement (light radius stays unchanged when waiting)
Description: [Some witty Doom 3 reference about duct tape]
Title: Re: New unique items
Post by: Asmageddon on June 26, 2013, 13:55
+1 for the Flashlight idea. It's more or less useless but I like it anyway.

Well, one way or another, here's some ideas from me!

Code: [Select]
Name: Hammerfist
Class: Melee Weapon
Damage: 4d3x3 + 1d6
Alternate Fire: Single Fire
Alternate damage: 4d3 + 1d6
Ammo: Shotgun Shells
Special: 3 cell knockback, 1 cell for single fire.
Description: For the times when just smashing their faces is not nearly enough.

Also, we need more pistols because I <3 pistols. Also, there needs to be more early game weapons, especially on higher difficulty levels, though it'd be nice if they scaled to later game too.

Code: [Select]
Name: Double Pistol
Class: Pistol
Damage: 2d5x2
Ammo capacity: 10
Rarity: Found early to mid game, semi-rare.
Alternate Fire: Single Fire (obviously)
Description: Two pistols packed into one, almost.

Code: [Select]
Name: Utility Pistol / Utility Pistol (w/ knife)
Class: Special
Damage: 2d7, pistol perk bonuses apply
Melee Damage: 2d5 (with knife), melee bonuses apply
Reload time: 0.8s
Alternate Fire: Shoot knife
Alternate Fire damage: 2d10
Alternate Reload: Load knife
Alternate reload time: 2s
Special: Aside from normal ammo supply, increased damage, and decreased reload time, this pistol allows the user to attach a knife to it and use the Utility Pistol as a melee weapon, additionally, you can shoot them.
Description: The true survivalist's tool, comes with a knife attachment slot and doubles as a melee weapon. And you can shoot the knife as well!

Code: [Select]
Name: The Bloodletter
Class: Pistol
Damage: 1d8
Ammo: 60
Fire time: 0.4s
Reload time: 2s
Special: Uses 5 ammo per shot, reload by standing on corpses, each corpse yields 7-11 ammo
Description: A vile gun borne in hell, this small. nasty, syringe-shaped pistol fires frozen hellspawn blood imbued with evil sharp enough to pierce a man.


Pardon the format that isn't in line with what the wiki/game uses, but I can't be botheredddd.

EDIT: Increased the Bloodletter's fire time from 0.2s to 0.4s since I didn't notice how overpowered it was earlier.
Title: Re: New unique items
Post by: Kashi on December 27, 2013, 12:31
Shame on you, people. I haven't seen this kind of insane stuff since... well, I lost track of what was the last insane thing here.

Code: [Select]
Carnage Shotgun
Type: Special Combat Shotgun
Damage: 9d4
Clip Size: 6
Ammo used: Missiles. Yup, missiles. 1 per shot
Accuracy: ... It's a shotgun. Usual shotgun accuracy, which means it's +0, but with hitscan capabilities
Area of Effect: Focused
Firetime: 1.0s
Reload: 1.7s
Blast Radius: +2 to each enemy hit.
Description: "This would be more useful if you were to be hunting for alien relics"
Source: Borderlands
Title: Re: New unique items
Post by: Shinji_Ikari_9th on January 02, 2014, 22:41
One-handed Rocket Launcher

A pistol class weapon, with six rocket barrels.
Normal fire sends one rocket downrange, and Alt fire lets everything loose with the user taking damage for every rocket after the first.
Accuracy would be like a shot gun in alt fire mode and user would be thrown in the other direction as the alt fire shot.

Sorry of this is confusing.
Title: Re: New unique items
Post by: Thiebs on January 03, 2014, 02:33
I like the flashlight. Make it moddable (PT) into a laser knife, or PTN for a lightsaber. Both do plasma damage, have .8 sec attack, knife does 2d6 damage, saber does much more, and grants plasma resistance if you have Malicious Blades.
Title: Re: New unique items
Post by: S.K. Ren on January 27, 2014, 06:01
Thunderhammer
Type: Special Melee Weapon
Damage: 4d4
Accuracy: -2
Effect: Halves your attack speed (2x Multiplier). Enemies hit by the weapon change the timer for their next action to 2.0 sec.
Alternate Fire: Attacks enemies in a 3x3 in one direction. Causes Fatigue.
Description: ""
Source: WH40K

Fist of Dorn
Type: Unique Melee Weapon
Damage: 10d3
Accuracy: +2
Effect: Halves your attack speed (2x Multiplier). Enemies hit by the weapon change the timer for their next action to 3.0 sec.
Alternate Fire: Attacks enemies in a 3x3 in one direction. Causes Fatigue.
Description: ""
Source: WH40K
Title: Re: New unique items
Post by: raekuul on February 12, 2014, 20:34
Been a while since I've been here. Been on a Baldur's Gate kick.

Crom Faeyr
Melee
5d4
Special: Guaranteed gib on kill against mechanical foes.
Depth: 15+

Runehammer
Melee
4d4
Special: Guaranteed gib on kill against any and all formers.
Depth: 10+
Title: Re: New unique items
Post by: Sum Gai on April 30, 2014, 04:22
Here's one I've been wishing existed a long time:

Auto-phase device
If it's in your inventory when you die, then instead of dying you are teleported.
Depth: 1+
--Note: It might also heal the player, as no-one want to be teleported only to be immediately shot again before getting a turn.



(I haven't actually read all 57 pages of this thread, so you'll have to forgive me if someone's already posted something similar to this)
Title: Re: New unique items
Post by: GinDiamond on April 30, 2014, 15:09
Here's one I've been wishing existed a long time:

Auto-phase device
If it's in your inventory when you die, then instead of dying you are teleported.
Depth: 1+
--Note: It might also heal the player, as no-one want to be teleported only to be immediately shot again before getting a turn.



(I haven't actually read all 57 pages of this thread, so you'll have to forgive me if someone's already posted something similar to this)

This has been discussed before. I would think a depth level of +1 would be too unbalanced, but I do support the idea that in special cases, if you die, you can respawn. What if its if you die in only an extremely special way?
Title: Re: New unique items
Post by: ZicherCZ on April 30, 2014, 18:42
How about this:
When you have this item in possession when you die, you are randomly teleported with exactly 1HP and monsters are "stunned" for 4s (the same grace time you get upon entering new level). You get your second chance, so use it well. Of course, the item has to be unique, only one spawned per game, and maybe some med-packs nerf during the grace time might be in order as well.
Just a thought at nearly 3am here :).
Title: Re: New unique items
Post by: Sum Gai on May 10, 2014, 20:19
The stun is a pretty awesome idea.

I figured a large effect wouldn't be that big a deal for a unique drop. After all we find medpacks all over the place.
Title: Re: New unique items
Post by: singalen on June 23, 2014, 08:30
An idea from Pixel Dungeon: if you die and respawn, you lose all the inventory.
Probably it will be left lying at the "death" location. This should make a pretty pitiful respawn, especially if a Hell Baron picks up your spare Red Armor [N] and 6 Large Medkits. You might wish you died instead :-E
Title: Re: New unique items
Post by: Nick on November 23, 2014, 17:58
Repulsion Armor (2) (rare, not unique). Melee 80%, bullet 15%, shrapnel 15%.
An aura of unknown force field glows around this armor!
Feature: hitting an enemy with your fist causes titanic kickback, throwing him literally through the whole level unless a wall stops him.