New unique items

Started by Angle of Death, January 25, 2009, 00:22

Captain Trek

QuoteShots: 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)....

Thomas

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.
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Dervis

Quote from: Thomas on July 16, 2009, 03:45The 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.

Kornel Kisielewicz

Thomas, I really dig your avatar :>
at your service,
Kornel Kisielewicz

Thomas

July 16, 2009, 07:26 #94 Last Edit: July 16, 2009, 07:31 by Thomas
Quote from: Dervis on July 16, 2009, 04:22AltFire: 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.

Quote from: Kornel Kisielewicz on July 16, 2009, 06:12Thomas, I really dig your avatar :>

Thanks :D
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Zi

July 17, 2009, 23:03 #95 Last Edit: July 17, 2009, 23:46 by Zi
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.

Shinji_Ikari_9th

Quote from: Zi on July 17, 2009, 23:03Energy 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...
Over and Out!

Generic

July 23, 2009, 12:36 #97 Last Edit: July 23, 2009, 12:42 by Generic
Quote from: Zi on July 17, 2009, 23:03Tornado (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.

Gargulec

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.

And greater honour is well due to them
when they foresee (and many of them foresee)
that in the end Ephialtes will appear,
that after all the Persian shall break through.

Melon

Quote from: Gargulec on July 23, 2009, 16:22Combat 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!
Ludzie, którzy piją, są dla mnie niczym...

... niczym bracia!

Silhar

July 24, 2009, 01:56 #100 Last Edit: July 24, 2009, 02:27 by Ilhar
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 !)

Gargulec

Quote from: Melon on July 24, 2009, 01:32
Quote from: Gargulec on July 23, 2009, 16:22Combat 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
And greater honour is well due to them
when they foresee (and many of them foresee)
that in the end Ephialtes will appear,
that after all the Persian shall break through.

Captain Trek

Quote from: Ilhar on July 24, 2009, 01:56Inspired 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...

Gargulec

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


And greater honour is well due to them
when they foresee (and many of them foresee)
that in the end Ephialtes will appear,
that after all the Persian shall break through.

Hipster Scumbag

Quote from: Gargulec on July 26, 2009, 16:25Boltgun
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?