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		<title><![CDATA[Latest posts for the topic "Unique Weapons"]]></title>
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			<item>
				<title>Unique Weapons</title>
				<description><![CDATA[ This is something I've been thinking about for a while, adding unique weapons that monsters drop in game, and once you pick them up, they're stored with your RPG data, always appearing in your inventory when you join the server.

These weapons would have multiple weapon effects, (Possibly both good and bad)

I've held off on implementing it though because with the addition of loaded weapons, it seems that most high level players already get really nice weapons...

What-cha all think?]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#64</guid>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 11:56:41]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[  :shock: 

HOT]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#65</guid>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 12:07:22]]> GMT</pubDate>
				<author><![CDATA[ Kris]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ I like the idea but yes it might clash with loaded weapons. So admins will just have to evaluate which they want more. Personally if it didn't conflict I would run the unique weapons alongside a loaded skill that stopped at level 1.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#66</guid>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 12:12:24]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ I love the idea, but I am very worried about balancing issues.  Maybe make it so you need a specfifc ability before you can even carry unique weapons, and that for each level of this new ability allows you to carry a unique weapon of each weapon group one at a time. 

Just brain storming.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#82</guid>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 17:56:29]]> GMT</pubDate>
				<author><![CDATA[ Cloud34]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>Cloud34 wrote:</cite><br>
		<blockquote>I love the idea, but I am very worried about balancing issues.  Maybe make it so you need a specfifc ability before you can even carry unique weapons, and that for each level of this new ability allows you to carry a unique weapon of each weapon group one at a time. 

Just brain storming.&nbsp;
		</blockquote>

I'm worried about balancing too. My current idea is that you could only hold 2 unique weapons at any time. Beyond that you'd have to pass them on to others.

Food for thought ;)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#84</guid>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 19:31:07]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ here's my idea:
you have an ability like Immoreuniquethanyou with three levels.

the first level lets you have 1 unique except one that boosts a stat

the second level lets you have 1 unique of any kind.

the third level lets you have 2 uniques of any kind.

the cost per level would be 20. (max 3)

the possible unique abilities:
 attack speed booster (2*Modifer)
 attack damage booster (1.5*Modifier)
 Ammo booster (5*Modifier)
 Dampening aura (slows down nearby enemies enemy speed-2*Modifer)
 fatal aura (slows down nearby players player speed-2*Modifier including self) 
where modifier = rand(1,10)

The chance of getting a unique would be increased by .05 for every level, starting from .05.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#88</guid>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 22:52:29]]> GMT</pubDate>
				<author><![CDATA[ Azumarril]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ does anyone remember the cluster redeemer? Dru, im not sure how bad this would lag the server but it is definately one of the coolest weapons ive seen in the game. you can set how many grenades come out of the redeemer. we used to play  with 800, and it was truly a sight to see! also, the gravity vortex would be a welcome addition, especially on an invasion server!]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#90</guid>
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				<pubDate><![CDATA[Fri, 31 Dec 2004 01:39:51]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ Also, could you please remove the cplmacredeemerofselfobliteration? That thing is really gettin to be a pain in the exit cheeks. And if not, can I at least start gettin some xp for killing myself? I swear I'd be level 195 by now.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#91</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/12.page#91</link>
				<pubDate><![CDATA[Fri, 31 Dec 2004 01:43:15]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ cplmac, itd be nice if you could use some punctuation at the end of your sentences.   

edit; thank you.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#180</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/12.page#180</link>
				<pubDate><![CDATA[Tue, 4 Jan 2005 06:56:20]]> GMT</pubDate>
				<author><![CDATA[ (dof)dcs]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ how about a gun that makes you invulnerable to certian attacks, ie rocks, nali? please?
-lightning gun that has major splash damage, or even chain damage, like it hits one monster and then the next nearest one.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#182</guid>
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				<pubDate><![CDATA[Tue, 4 Jan 2005 07:02:49]]> GMT</pubDate>
				<author><![CDATA[ (dof)dcs]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ thats a great idea, a chain lightning gun!]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#183</guid>
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				<pubDate><![CDATA[Tue, 4 Jan 2005 09:48:53]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ I like the chain lightning gun idea too :) It would be especially great at times like when wave 14 comes around on the Hall of Giants map :)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#184</guid>
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				<pubDate><![CDATA[Tue, 4 Jan 2005 11:19:47]]> GMT</pubDate>
				<author><![CDATA[ Milk_Kartn_Celeb]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ How about bringing back the gravity vortex super? That thing was cool. My only concern would be team kills, and you know how big a concern that is with me!]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#203</guid>
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				<pubDate><![CDATA[Wed, 5 Jan 2005 10:04:21]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ how about a sheild gun that shoots? IE, the protective shield would fly out, burninating the countryside.  I mean, causing damage to monsters.  And the primary fire could shoot an arrow or dart or strongsad's spear even.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#230</guid>
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				<pubDate><![CDATA[Thu, 6 Jan 2005 06:16:17]]> GMT</pubDate>
				<author><![CDATA[ (dof)dcs]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ One possibility would be that the lower level players would have a higher chance of getting a unique weapon than the higher players, possibly in increments of .2%. As you progress, the less likely it is for you to pick up a unique weapon, although the loaded weapons ability would still cater for your needs. This would certainly balance teams out as the vast majority of games seem to have an immense cross section of varied level players.

Other than that, what about a weapon spray ability? The first level increases splash and spray damage for your weapons, such as the Flak having a wider spray, and each further level increases those further (max level 3).]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#258</guid>
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				<pubDate><![CDATA[Sat, 8 Jan 2005 18:27:08]]> GMT</pubDate>
				<author><![CDATA[ Ess-Jay]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[    I think we shouldn't get too complex with this idea, particularly if it is going to clash with existing abilities, or even render them useless. It would be somewhat irritating, for example, if I spent 40 stat points to get level 3 quickfoot, only to watch the player next to me pick up an artifact that gives him/her the same ability or better on a continual basis. You could try stacking these unique items with existing abilities, but then you start running into play balance issues. I like the idea of the monster drop off, but let's keep it within the same parameters of the existing artifacts you get (ie: some of these unique weapons would be good for one use, others until you die and respawn). It should be easier to incorporate, and would allow for greater flexibility in application choices.

   By the way, I would also like to see the gravity vortex implemented. This would be a prime example of a single use artifact.  The last vortex we played with would only kill opposing team members and the person who threw it.

]]></description>
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				<pubDate><![CDATA[Mon, 17 Jan 2005 19:15:41]]> GMT</pubDate>
				<author><![CDATA[ [DOF]SteelAce]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ a larger spread would be a downfall IMO.

an ability to decrease the spread would be cool... flak would pwnz for long distance :) mmmm super flak.......




i like the whole uniques idea. what about making them only respawn with you a cretain number of times before the magic burns itself out?

chain lightning gun would teh rox... have it so u shoot a monster, then the next monster you shoot, both monsters take the damage. allow this linking up to 5 monsters or 7 shots, or have the number of shots/monsters controlled by the + bonus.

or for unique weapons, disallow loaded weapons from spawning uniques.

you cxould also make them only spawn from harder monsters, to prevent  little monsters from having uniques.

another idea (sorry my thoughts need a defrag :P) adding elemental damage to weapons. fire ice etc.


-=BuG=-]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#464</guid>
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				<pubDate><![CDATA[Fri, 21 Jan 2005 12:56:36]]> GMT</pubDate>
				<author><![CDATA[ BuG]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ I like the monsters dropping weapons idea. To balance it though. You could make it like Ghost and Ultima. You could only have it or loaded weapons. So one would have to choose which good guns they would like better. 

Although you'd have to have some pretty unique guns to put it on par with loaded. So it might be better to go with only being able to get two or three of those unique guns. After that you have to give up one to ever pick up another. 

I really like the idea but not sure how you could balance it.]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2005 04:04:18]]> GMT</pubDate>
				<author><![CDATA[ Ignetos]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ Just let players stick with some sort of magical weapon.. my personal "unique" would be a flak of energy +10 or something...  

I'd say 1 weapon should be good enough as long as we have a chance to get what we prefer.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#564</guid>
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				<pubDate><![CDATA[Wed, 26 Jan 2005 07:50:20]]> GMT</pubDate>
				<author><![CDATA[ Tritium]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ In that case, I'll take a +100 Vorpal MiniGun. That should be good enough for me.





]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#587</guid>
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				<pubDate><![CDATA[Wed, 26 Jan 2005 19:28:41]]> GMT</pubDate>
				<author><![CDATA[ [DOF]SteelAce]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ lollers if u get one can it be renamed "minigun of Pwnage!!!!"?? Please??


one unique would be a good idea. you buy the skill, and then get to "create" (within certain bounds) your unique. make it max 1 level.]]></description>
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				<pubDate><![CDATA[Fri, 28 Jan 2005 12:47:18]]> GMT</pubDate>
				<author><![CDATA[ BuG]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ I enjoy the server the way it is Druid. The server has been lagging lately with all the popularity it is rarely less than at full capacity. With further mods I wonder if it will affect the lag even more. Just my 2cents worth.

biceps1

I came, I saw, I flexed

http://home.bresnan.net/~biceps11]]></description>
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				<pubDate><![CDATA[Fri, 28 Jan 2005 17:51:51]]> GMT</pubDate>
				<author><![CDATA[ biceps1]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ I like the chain lighting gun idea.  I think that for every additional monster it attacks it takes up 1 lighting gun ammo.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#709</guid>
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				<pubDate><![CDATA[Sun, 30 Jan 2005 14:33:30]]> GMT</pubDate>
				<author><![CDATA[ Thaddeus K]]></author>
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				<title>Re: Unique Weapons</title>
				<description><![CDATA[ i was thinking perhapse a vorpal type weapon, no modifier, but u need 100 adrenelin and perhapse it uses a percentage of your health as well, but you can inst-gib with your use key like an artifact. Maybe it can be set so you can only use it once per wave or something as well, to help balance it out a little. Maybe not just a weapon, an artifact of vorpal?]]></description>
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				<pubDate><![CDATA[Mon, 31 Jan 2005 02:52:04]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
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				<title>Unique Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>These weapons would have multiple weapon effects, (Possibly both good and bad)&nbsp;
		</blockquote>

what about adding dual mods on a weapon? like vorpal shock of burning +1 or something... first... before adding unique weapons? burning shock of slowfoot, things like that.. would be really interesting to see players balancing their weapons with good and bad modifiers...

uniques would be good too, but a powerful unique with denial could be a bit overpowered for a player...]]></description>
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				<pubDate><![CDATA[Wed, 20 Apr 2005 14:44:48]]> GMT</pubDate>
				<author><![CDATA[ {RAD}Raze2K5]]></author>
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				<title>Re:Unique Weapons</title>
				<description><![CDATA[ How about artifacts using something like a magic stat instead of adrenalin so that if you built up both of them (magic and adrenalin) you could create you own combo? 
i.e. boots of flight artifact alongside speed combo,, (would be greate with a sheild gun I think)]]></description>
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				<pubDate><![CDATA[Wed, 20 Apr 2005 20:22:49]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Re:Unique Weapons</title>
				<description><![CDATA[ well i know it would greatly improve my game  :wink: 

and i agree with ignetos, to make it a skill that contrasts loaded weapons (a certain level loaded weapons and up), using ultima and ressurrection as an example.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#3156</guid>
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				<pubDate><![CDATA[Fri, 22 Apr 2005 18:11:10]]> GMT</pubDate>
				<author><![CDATA[ [BGE]macadamia]]></author>
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				<title>Re:Unique Weapons</title>
				<description><![CDATA[ I have to say that the chain lightning gun is a nice idea and should be easier to code being that an artifact is Lightning Rod.  Being that lightning rod isn't used on the server it would make a chain lightning gun that more valuable.

Two things I would do though, make it so that if dropped it could not be picked up by another and that you could have the newly aquired weapon in hand to make the decision about what will/would be tossed.  Of course the very next action would to make a decision on what is being kept, knowing that someone would always find a way of having two and using the third.

Something else to think about is the possibility of picking up something like magic weapon maker to add to your special weapon.   Of course the probability of picking one up should be small and take away from other stats like mentioned above.  Again keeping with RPG type gaming you can usually find a artifact type magical weapon and depending upon the character/abilities usually can cast/use magic on a weapon.  When doing so it most always drains some sort of stat...along with adenaline 8).

I like this idea though, it's in line with true RPG.

KZXten]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/12.page#3385</guid>
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				<pubDate><![CDATA[Sun, 1 May 2005 20:57:54]]> GMT</pubDate>
				<author><![CDATA[ KZXten]]></author>
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				<title>Re:Unique Weapons</title>
				<description><![CDATA[ I just had a thought.  If people wanted something that would make there weapon better and at the same time not create to much stress on the server, an artifact could possible be created that increases the "+ level" of a weapon.  For example turning a Flak of Energy+2 into a Flak of Energy+3.  It would be a minor thing to do to a weapon but definately not something people would disregard when they picked up.  How many times have you died with a +3 weapon and came back with a +4.  Maybe be a small difference but definately a lucky and appreciated one.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2005 22:56:35]]> GMT</pubDate>
				<author><![CDATA[ [BGE]Cha-Chi]]></author>
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				<title>Re:Unique Weapons</title>
				<description><![CDATA[ I like that idea cha chi,  sounds to me to be a fair comprimise and with druids skills may be easily accomplished.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2005 00:26:21]]> GMT</pubDate>
				<author><![CDATA[ Tarl]]></author>
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