I'm not quite sure if this is the best place for this thread, but I figured it would be better to keep it in the same topic as the main thread.
We were thinking of opening suggestions for items/weapons/spells/upgrades that could be in this game. If you haven't already, it might be beneficial to read the NSM RPG thread (link will be up in a sec) so that you can get an idea of what it will be like. For you anti-readers, the weapons will be mostly medieval-like, so spears, swords, axes, bows, etc. . . However, the setting is a post-apocalyptic future in which most technology has been destroyed, but the knowledge hasn't. Therefore, small remnants can make up power-ups to weapons not unlike the enchanting system from Skyrim. This could also be applied to magic (i.e. A handheld device could shoot fireballs like Iron Man shot energy things from his hands.).
Don't add things like healing spells or Iron Sword because those are obvious. Try things like arrows with lightbulbs on them to show you dark areas ahead of you.
Also, this is going to look very Dragon Warrior-ey in graphics and mechanics.
Here is a list of the suggestions so far. We'll do some sort of poll later on when we have a fair amount (or at the start of development).
Ammo (https://dl.dropbox.com/u/81425442/NSM%20RPG%20Public/Ammo.txt)
Weapons (https://dl.dropbox.com/u/81425442/NSM%20RPG%20Public/Weapons.txt)
Weapon Upgrades (https://dl.dropbox.com/u/81425442/NSM%20RPG%20Public/Weapon%20Upgrades.txt)
Useful Items (https://dl.dropbox.com/u/81425442/NSM%20RPG%20Public/Useful%20Items.txt)
All Suggestions (https://dl.dropbox.com/u/81425442/NSM%20RPG%20Public/Item%20Suggestions.txt)
How to post a suggestion:
[b]Type[/b]: (Type)
[b]Name[/b]: (Name)
[b]Description[/b]: (Special effects, should it be weak or uber powerful or somewhere in between, etc. . .)
[b]In-Game Description[/b] (Optional): (If you want to write what the player sees, then you can. We may edit it, but the general idea will be conserved)
[b]Visuals[/b] (Optional): (What do you want it to look like?)
Example:
Type: Upgrade
Name: Small Battery
Description: Adds a small electrical charge to a weapon that adds extra damage and may paralyze target.
In-Game Description: A commonly found battery that can be attached to any weapon that has metal and gives it a chance to paralyze the target.
Visuals: A small attachment around the handle/shaft that connects to the metal part via wires.
If you would like to suggest a series of related weapons/items/upgrades/spells that share a similar function, but may have more powerful effects, then add those at the end. Also, only add the weakest version of it, and describe the updated powers below.
Example:
Series: This will be in a series of 3 with Small Battery, Battery, and Large Battery, each one with a greater chance of paralysis and more damage.
Armor:
Armor suggestions will be the same as everything else, except for sets. If you want to suggest a set of armor in which every piece functions exactly the same way, then at the end put another section to specify what other pieces you would like to be included. By doing this you are saying that all pieces of the set have the exact same effects. In these cases, the effects will be greater the more surface area there is. So, Torso>Legs>Helmet>Boots>Gloves. If you want pieces to have different effects, create a separate suggestion for that piece. If you want a different In-Game Description section for each piece, do In-Game Description ([part]): blah blah in separate lines for each part. The same goes for visuals, names, etc. . . You can also just do a general description for all of them if you would like.
Type: Item
Name: Heart Potion
Description: Fills all health. (there would also be versions of it that fill only some)
In-Game Description: An expensive potion made with lots of ingredients. Although it tastes awful, it does restore all of your health.
Visuals: A bottle with a large bottom, but curves inward in the middle and out again (kinda like some kinds of vases). A cork seals the top, and inside there is a red liquid. There is a small, white label around the top of the bottle.
I'll suggest more, maybe put stuff in for Fire Arrows.
Type: Weapon and useful item
Name: Tiny Fishing Rod
Description: In battle - Weak, but may confuse your opponent. Outside of battle - Can hook up items (story-based? Like finding a key in a well) and fish (heals a little health)
In-Game Description: Might be a surprise for your opponent if used in battle, but don't count on it to save you
Visuals: Wooden stick with a thin string attached to it
Series You might be able to catch better/more things with a better rod (like that you get deeper), so Tiny/Basic/Big/Enormous Fishing Rod might be some ideas
I plan on mostly focusing on making these work ingame and drawing them, others can work on the ideas ;)
I'll post in the regular topic about my ideas/plans
Hmm. . . Somehow this looks like it was inspired by the Twilight Princess glitch/really odd easter egg in the final battle. :))
Quote from: Spyro on July 24, 2012, 06:29:21 AMType: Item
Name: Heart Potion
Description: Fills all health. (there would also be versions of it that fill only some)
In-Game Description: An expensive potion made with lots of ingredients. Although it tastes awful, it does restore all of your health.
Visuals: A bottle with a large bottom, but curves inward in the middle and out again (kinda like some kinds of vases). A cork seals the top, and inside there is a red liquid. There is a small, white label around the top of the bottle.
I'll suggest more, maybe put stuff in for Fire Arrows.
Quote from: Zunawe on July 23, 2012, 07:56:16 PMDon't add things like healing spells or Iron Sword because those are obvious.
Type: Weapon
Name: Irradiated Longsword
Description: A makeshift sword whose blade is made of a jagged, sharp, piece of radioactive metal. On attacking an enemy, it has a chance to cause the staus effect Radiation Poisoning, which reduces a foe's health and speed per turn. To balance this out, and due to the fact that you're waving a radioactive sword around close to your face, equipping the item will inflict the status effect Radiation Sickness onto the player, which will reduce your total health by 1/3 while it is equipped. (This effect can be negated by finding the Radiation Suit Gloves, an armor piece.)
In-Game Description: A powerful sword made with remnants of the old world; be careful of its effects.
Visuals: A sharp piece of radioactive metal tied haphazardly to a sword hilt.
Oh, didn't see that Zunanwe.
Type: Item
Name: Spring Shoes
Description: Shoes that allow the player to jump on hazardous platforms (like spikes, stuff like that) and get to higher platforms they couldn't usually reach.
In-Game Description (Optional):
Visuals (Optional): Black boots with silver springs on the bottom of them.
Type: Weapon
Name: Ball Cannon
Description: A cannon that shoots out powerful lead balls.
In-Game Description (Optional):
Visuals (Optional): A hand cannon made with light metal and a wooden handle.
Type: Weapon
Name: Single-use mortar
Description: A length of metal drainage pipe with one end sealed, stuffed with gunpowder and shrapnel. Extremely dangerous at close range, especially at the open end. Destroys itself during use.
In-game description: Place on level ground, point at enemies, light fuse, find cover!
Visuals: A metal pipe with a length of fuse sticking out of one end. The other end is marked with a red arrow.
Type: Item
Name: Bicycle
Description: A rather ordinary bicycle, excellent for fast travel in a post-apocalyptic world with sparse fuel. Always overlooked in post-apocalyptic settings, the NSM RPG gives this excellent artifact a time to shine.
In-game description: Two wheels and a set of pedals. Makes you faster than most things on legs. Remember to check the brakes from time to time!
Visuals: A bicycle with bulky tires (rubber tubes are a luxury, never mind too fragile, so most bicycles have solid-rubber tires now).
Type: Weapon
Name: Make-shift Rifle
Description: A low-power rifle made from plywood, rusted pipes, and spare parts scrounged up from the wastelands.
In-game Description: Made from junk. Easy to make, easy to use. A favorite of the human rebels.(Because every game needs a rebel faction)
Visuals: Stock and handle made from old plywood, rusty metal pipe for the barrel, a bunch of rusted gears and whatnot make up the firing and loading mechanisms.
Type: Item/Weapon
Name: Wrench
Description: Can be used to fix things(if we add such a feature), but also can be used as a low-damage, blunt melee weapon.
In-Game Description: A large wrench. Use to fix your bike or smash open your enemies skull.
Visuals: It's a freaking wrench. You figure it out.
Type: Item
Name: Mace
Description: A black, iron, spiked ball on a chain attached to a stick, like the ones from Medieval times.
In-game Description: A short range melee weapon that isn't as easy to use as a sword, but is a lot more painful to deal with.
Visuals: I think you get the picture. It's a black ball with lots of spikes on a chain with a handle at one end.
A mace doesn't have a chain, it's just a stick with a heavy, spiky ball at the end. What you described was a ball and chain. Which one would you rather suggest?
Quote from: Zunawe on July 25, 2012, 07:01:36 PMA mace doesn't have a chain, it's just a stick with a heavy, spiky ball at the end. What you described was a ball and chain. Which one would you rather suggest?
Oh. Ball and chain then. Sorry, I'm no expert on Medieval weaponry. XD
How would combat be? Real-time or turn based? Sidescrolling or isometric or full-3D?
Stuff like barbed wire, foot lances, caltrops or things like that would work well in some settings, but be hopeless in others.
Quote from: blueflower999 on July 26, 2012, 12:33:32 PMOh. Ball and chain then. Sorry, I'm no expert on Medieval weaponry. XD
K.
Quote from: Cobraroll on July 26, 2012, 01:33:48 PMHow would combat be? Real-time or turn based? Sidescrolling or isometric or full-3D?
Stuff like barbed wire, foot lances, caltrops or things like that would work well in some settings, but be hopeless in others.
Imagine Dragon Warrior with better graphics and animations, a different story, and combat that looks better. Because of this I wouldn't think barbed wire would be much more than a way to block off a path.
I haven't played Dragon Warrior, so that doesn't tell me anything.
And barbed wire tied to pegs and strung out in door-sized meshes about ankle height are truly terrifying, especially in the darkness. If you're on a horse, then goodbye to that one, it'll rip itself apart in panic in the tangled mess. It takes a while to set up, but is a great defensive weapon.
^I jst looked up screenshots for the game. Top-down, quite pixely. Not sure how the combat works though.
Can you share the screenshots?
Quote from: Zunawe on July 24, 2012, 05:07:59 PMHmm. . . Somehow this looks like it was inspired by the Twilight Princess glitch/really odd easter egg in the final battle. :))
*no comment*
I just give ideas on how items could be used, like both in battle and for extra uses
Quote from: FSM-Reapr on July 29, 2012, 12:48:32 AMCan you share the screenshots?
Google is your friend.
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fpnmedia.gamespy.com%2Fclassicgaming.gamespy.com%2Fimages%2Foldsite%2Fclusterimages%2Fdwar3.gif&hash=1ef73e5c3348c620e42e2b38f8aa27efa7299345)
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fen%2F7%2F70%2FDragon_quest_battle_2.png&hash=e386a6edc4d77e114bcac08ba466e8fdbc03ee2b)
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fsydlexia.com%2Fimagesandstuff%2Fnes100%2Fdragonwarrior3.png&hash=32c2e27afcbb12bbe452f9c78f218c133927413e)
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fwww.vizzed.com%2Fvideogames%2Fnes%2Fscreenshot%2FDragon%2520Warrior%2520III-2.png&hash=b2c1ae43f8fc21602154909566f817f3911dfed7)
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fpnmedia.gamespy.com%2Fclassicgaming.gamespy.com%2Fimages%2Foldsite%2Fclusterimages%2Fdwar4.gif&hash=f585e273c84e26c1754aee91e9531e77d556e687)
As I said, better graphics; similar mechanics.
More ideas! Sorry if I overflow the topic with weapons.
Type: Ammo
Name: The "N"SM RPG
Description: This artifact from long ago uses lost and extremely powerful technology. Originallly nicknamed "Nutcracker", this Shoulder-Mounted Rocket-Propelled Grenade ("N"SM RPG) once represented the pinnacle of anti-tank weapons. Nowadays, these are rarer than chicken's teeth. Use it against extremely powerful enemies. You only get one shot, ever, but that probably doesn't matter. Whatever you hit will be turned to salsa by the grenade. Just remember, don't fire this with your back against a wall.
In-game description: A piece of ancient technology. It's apparently a very powerful weapon. You need a launcher to use it.
Visuals: A blue and white rocket with a large warhead with the letters "N"SM on it. Leaves a trail of white smoke when fired.
Type: Weapon
Name: The "N"SM RPG launcher
Description: A launcher for the "N"SM RPG. Combine the two to create a devastatingly powerful weapon (The Armed "N"SM RPG). Without the "N"SM RPG, it has no purpose. Whack your enemies with it, or use the scope to find targets. The launcher doesn't excel in either task, but it's the best it can do.
In-game description: Useless without a grenade. Perhaps it will make for a nice umbrella stand?
Visuals: A long, slender RPG launcher labelled "N"SM. It has a scope/rangefinder mounted on top.
Type: Weapon
Name: The Armed "N"SM RPG
Description: The "N"SM RPG with its launcher. The two items must be combined in order for the weapon to work. Fires a single, extremely powerful shot. Also damages anything directly behind it upon launch, including the wielder if he happens to have his back against a wall.
In-game description: The "N"SM RPG is inserted in its launcher and ready to fire. Choose your target wisely, because you only get this one shot. Will inflict massive damage to any opponent.
Visuals: The "N"SM RPG launcher with the tip of the "N"SM RPG sticking out of the business end.
Back to more era-appropriate stuff:
Type: Weapon
Name: Blowgun
Description: A blowgun firing darts. A very basic weapon, extremely lightweight. It has a rather limited range and firepower, but its darts can be dipped in various potions and venoms, making the blowgun an effective means to inflict all sorts of damage to your opponents.
In-game description: Take a deep breath, put dart in pipe, and blow. If done correctly, your opponent will be stung by the flying dart. If else, you've probably stung yourself.
Visuals: A long pipe of hollowed wood.
Type: Ammo
Name: Darts
Description: Darts for the blowgun. Useless against armoured foes, but effective against anything with a soft spot. Can be dipped in potions and poisons for inducing exciting effects (paralysis/sleep, poison, various magic [ideas?]).
In-game description: Darts. Make sure to insert them correctly into the blowgun.
Visuals: Small darts with a feather. The colour of the feather signals the effect of the dart (white for normal, black for curses, green for venom, etc).
Type: Weapon
Name: Sub-machine blowgun
Description: A blowgun with a mouthpiece allowing for the loading of several darts at once. It can fire three darts in rapid succession. However, it isn't very powerful, because you have to save your breath to fire three rounds. It also burns through your supply of darts at thrice the rate of a normal blowgun.
In-game description: Somebody found a way to improve the basic blowgun. Fancier, but less powerful than the blowgun.
Visuals: A long pipe of hollowed wood, with a fancy mouthpiece.
Type: Weapon
Name: Sledgehammer
Description: A mighty sledgehammer. Crippling against armoured foes. It is a slow, heavy weapon, but is devastating once swung. Does less damage to soft targets than an ordinary sword.
In-game description: This heavy hammer will make dents in any armour.
Visuals: A big sledgehammer.
^Wow. Okay, the RPGs may be omitted, but I'm still not completely sure on what we're having for weapons. Also, I'm going to add the sub-machine blowgun as part of the blowgun series. Same goes for the RPG. Also, for clarity, should the darts deal actual damage, or just have a high chance of giving certain enemies status effects? Finally, if you have a projectile weapon, add any ammo as type "Ammo" and give individual suggestions of what you would like. I'm thinking that darts would be better as many different kinds that can be found than a standard that must be modified, or maybe both.
Also, this will probably be if-you-touch-an-enemy-in-the-overworld-go-to-new-place-for-battle and turn-based combat, so I don't think the damage behind the RPG will be. . . relevant?
The way I see it, you have darts (bog-standard darts, nothing fancy) as a basic weapon. Those could be combined with potions/poisons, merging two items, to create special darts which cause status effects. Without any poison-tipping, the darts only deal damage.
With poison around, you would generally be more careful with inhaling deeply, so you can't fire them as powerfully. The poisoned darts would therefore deal less initial damage than the standard darts, but the effect of the potion/poison will outweigh it in the long run.
As for the RPG, just make an explosion-like blast behind it when fired.
^Okay, so then we introduce dart poisons with different effects? Hmm. If this gets accepted at the end then I guess we can make that a new section, but I would rather have poisons only work with the blowgun. Also, I don't want to create a section reliant on an item we don't know will be in there. We could say that bows can use poisons, but have a penalty such as fewer uses, or a weakened version of the poisons. We should wait for now.
Type: Weapon
Name: Water Gun
Description: A very weak weapon that has a chance of stunning the enemy.
In-Game Description (Optional): A toy gun that ejects a strong spray of water, needs to be filled with water every 10 uses.
Visuals (Optional): A green plastic gun with a blue trigger, and a clear capsule on top that portrays the amount of water that is left inside.
I'mma go kill some baddies! *pshhhhhhhhhh* It's not working!! *pshhhhhhh* :)
Starter weapon, I would assume. I could see it becoming a really funny, but powerful, fire-type-monster killer after upgrades.
That's what I was thinking, too. XD
Question for Cobraroll. As I'm putting your RPG into the list, I'm curious about something. Are you saying that once you combine them and shoot something you lose the ability to use it, orrrrr. . ? I guess it's possible that you are trying to make it so that you have to load it before battle, and can't reload it during battle to use it again no matter how many grenades you have. I don't know, I'd just like to know your intent in creating two separate suggestions for loaded and unloaded.
The idea is that the "N"SM RPG is a very rare weapon, as it relies on ancient technology. It's also powerful enough to bring down most monsters, regardless of their level of armour. Thus, it would be like the Master Ball of the Pokémon games: rare to the point that you don't want to use it, in fear of wasting it. It's simply Too Awesome To Use (http://tvtropes.org/pmwiki/pmwiki.php/Main/TooAwesomeToUse) (warning: TVTropes link).
However, the launcher itself only provides a small ignition at the click of the trigger, which isn't exactly high-tech. The launcher isn't very valuable, nor very helpful, without the grenade. Before you find the grenade, or after you've fired it, you might as well use the launcher as a drainage pipe.
You pick up the "N"SM RPG and the launcher separately. For all I know, there could be an item shop somewhere which has the launcher for sale at the bottom of the bargain bin. Its use isn't apparent before you acquire the grenade, which would be far harder to find. Then you'd have to combine them to get a useable weapon.
For reference, a real SM RPG: The Swedish 84 mm Carl Gustav Recoilless Rifle: http://www.youtube.com/watch?v=BOrZqZa14P8
Okay, so you find two parts that exist only once each in the world and once you have both you have the ability to do maximum damage a single time, and then the launcher is useless for the rest of the game. If that's not correct, tell me.
Correct. Though, for comedic purposes, you could allow the launcher to be used as a (really) bad melee weapon, or as a stove pipe or something.
Quote from: Zunawe on July 29, 2012, 05:39:23 PMI'mma go kill some baddies! *pshhhhhhhhhh* It's not working!! *pshhhhhhh* :)
Starter weapon, I would assume. I could see it becoming a really funny, but powerful, fire-type-monster killer after upgrades.
And here's the response:
Type: Ammo
Name: Lighter fluid
Description: Keep that flame thrower throwing flames.
In-game description: Blah blah blah. I don't know.
Visuals: A square-ish white plastic bottle.
Series: Use it with Flame Thrower(modified Water Gun).
Type: Weapon Upgrade
Name: Lighter
Description: Mount on the water gun to turn it into a flame thrower.
In-game description: A lighter. Wonder if this could be of use?
Visuals: A Zippo style lighter. It would have some skinny metal bars attaching it to the water gun when the items are combined.
Don't forget about armor. This is something hinted at by DryLuigi, so I figured it would be a good example. Same as everything else, except for sets. If you want to suggest a set of armor in which every piece functions exactly the same way, then at the end put another section to specify what other pieces you would like to be included. By doing this you are saying that all pieces of the set have the exact same effects. In these cases, the effects will be greater the more surface area there is. So, Torso>Legs>Helmet>Boots>Gloves. If you want pieces to have different effects, create a separate suggestion for that piece. If you want a different In-Game Description section for each piece, do In-Game Description ([part]): blah blah in separate lines for each part. The same goes for visuals, names, etc. . . You can also just do a general description for all of them if you would like.
The above will be posted in the original post
Type: Armor
Name (Torso): Radiation Suit
Name (Pants): Radiation Suit Pants
Name (Helmet): Radiation Helmet
Name (Gloves): Radiation Gloves
Name (Boots): Radiation Boots
Description: A suit with not much resistance to physical attacks, but prevents radiation effects, and lowers the chances of other effects.
In-game description: This won't give you much help against swords, but it prevents radiation poisoning.
Visuals: Up to the artists
Series: None.
Set: Torso, gloves, boots, pants, helmet
Such as?
Type: Armour
Name (Set): Not-Quite-Depleted Uranium Armour
Name (Torso): NQDU Chest plate
Name (Pants): NQDU Leggings
Name (Helmet): NQDU Helmet
Name (Gloves): NQDU Gloves
Name (Boots): NQDU Boots
Description: Depleted Uranium is a very dense material, if a little heavy, perfect for armour. In the old days, they plated carriages with them, but nowadays they find more use in personal armour. Depleted Uranium armour is heavy, but provide great protection against anything sharp, blunt or crushing.
This, however, is the budget version. The uranium isn't quite depleted yet, and might give you radiation poisoning (1/8th chance of inducing radiation poisoning every turn for every item (so the full set would mean a 5/8th chance of being poisoned)). As metal conducts heat, the suit isn't very effective against ice and fire attacks.
In-game description: A heavy, sturdy [ITEM NAME]. But what is that glow?
Visuals: Dark grey armour pieces with a strange green glow to them.
Series: Heavy, but resistant to most melee attacks. And it glows, too!
Set: Chestplate, gloves, boots, leggings, helmet
There could be a significantly more expensive armour made of completely depleted Uranium. It would have the same defensive stats, but not the chance of rad poisoning. It wouldn't glow either.
EDIT: More stuff.
Type: Item
Name: Iodine tablets
Description: Cures radiation poisoning. It's not entirely clear if it's really iodine in it, but it works anyhow, so why check it?
In-game description: These tasty tablets cure radiation poisoning. Rumours say it's the iodine that does it.
Visuals: A medium-sized jar filled with white pills.
Also, is food going to be in the game? If so:
Type: Item
Name: Portable fridge
Description: Did you know that approximately 30% of all RPG food is never eaten, but instead discarded due to spoil? This nifty little box provides a rot-, mould-, and bug-free atmosphere that protects your food from spoiling. It will reduce your food consumption by 30%.
In-game description: A box that's cold inside. It helps preserve food.
Visuals: A blue plastic box with wheels and a handy handle for easy and ergonomic carrying.
For the aforementioned potions:
Type: Item
Name: Cauldron
Description: Brew your favourite potions and poisons in this handy travel-size cauldron. You can also cook food in it, totally without negative consequences. Yep, that's right, leftover poison will never, ever make your food so toxic that you die screaming a few hours after eating it. We promise.
In-game description: A big, black cauldron, great for brewing potions and cooking food. I should probably clean it after every use.
Visuals: A black cauldron with room for charcoal or firewood underneath.
Type: Armour
Name (Set): Thermo suit
Name (Torso + pants): Thermo suit
Name (Helmet): Thermo helmet
Name (Gloves): Thermo gloves
Name (Boots): Thermo boots
Description: This suit handles extreme temperatures very well. From sub-freezing winds to the shimmering smoke plumes of a volcano, this set of clothing can handle it all. It doesn't protect very well against conventional weapons, but it stops fire and ice cold. It gets a little sweaty after a while, though.
The set is not very effective without the main one-piece thermo suit.
In-game description: A [ITEM NAME] fit for extreme temperatures.
Visuals: A white suit of thick, insulated fabric, much like a Fire proximity suit (http://en.wikipedia.org/wiki/Fire_proximity_suit).
Series: Clothing fit for extreme temperatures.
Set: Suit, gloves, boots, helmet
Hey, I'm American! You guys have fun with your u's, but I shall not use it!
Yeah, the armor thing is fine. I think you missed the point of the series section though. That's for if you wanted a stronger version of it meaning this:
"There could be a significantly more expensive armour made of completely depleted Uranium. It would have the same defensive stats, but not the chance of rad poisoning. It wouldn't glow either."
Would replace this:
"Heavy, but resistant to most melee attacks. And it glows, too!"
Type: Character Upgrade
Name: Inoculation Booster
Description: This onetime use item grants the player full immunity to Biological/Biochemical weapons and weapon upgrades, allowing them to be used more frequently.
In-Game Description A small metal dagger attached to a tube from ancient times, they apparently stabbed themselves with this?
Visuals: It looks like a slightly futuristic syringe with a colored liquid inside.
So for the Biological weaponry, I was thinking it could act similarly to poison, except be weaker and have a greater area of effect. Whereas poison hits one enemy and causes damage over time, these attacks could hit all enemies for far less damage over time, to balance it out. Now since technology has been destroyed, large scale containment, (For Pre-Collapse research purposes), of these diseases has failed, releasing them into the world.
This would have to be limited in scope, due to the problem of containing the diseases again, so a weapon upgrade could involve coating an ax in infected pound scum, or putting infected cabbage into a bottle, letting it ferment, and then throwing the bottle at enemies for a noxious cloud of death. Thinking about this, it might not work thematically, but it is only a suggestion thread ;D
Quote from: Zunawe on August 01, 2012, 03:30:15 PMYeah, the armour thing is fine. I think you missed the point of the series section though.
Ahh, I thought "Series" meant "descriptive text for the entire set of armour". You didn't give an explanation, nor an example for what was supposed to be there.
A description for the Depleted Uranium Armour could be: "A heavy, silvery set of armour. Toxic if eaten."
(seeing as depleted uranium isn't radioactive enough to damage you through the skin. It would be problematic if you ate it, though).
Type: Sidequest/Field Item
Name: Guitar
Description:A wooden guitar with it's strings broken.
In-Game Description: It's a handsome wooden acoustic guitar. However, it's strings are broken. It seems that in the guitar's back there has been carved letters "FSM".
Visuals: A brown wooden acoustic guitar.
Type: Weapon/Field Item
Name: Flashlight
Description: Stuns an enemy with a 100% accuracy
In-Game Description (Optional): A flashlight that shoots a beam of light, works on with a small battery. Can light up dark places. Battery needs to be recharged/switched after 10 uses.
Visuals (Optional): A green plastic (what's the word) with an orange trigger.
(Kinda like Boolight in Mario Party 4)
The battery can be taken out from the flashlight. "Can light up dark places": you could find small/big items with that. Can be upgraded.
EDIT: Disregard this.
To follow up on the "Toxic if eaten" line from the DU armour:
Type: Character trait
Name: Iron Stomach
Description: This character can't digest ordinary food, but has a liking for metals. He'll happily gulp down your vendor thrash (such as the discarded swords or helmets of defeated enemies) instead of leeching on your food pile. Metal items are more expensive than normal food, but is found more often as loot, so it balances out. Though, make sure you've got enough metal in your inventory, or he'll start eating his own equipment. Also, eating depleted uranium gives him radiation poisoning or regular poisoning (both at the same time, if possible).
In-game description (optional): Eats metal instead of regular food.
Visuals: N/A
^. . . You do realize that this is just regular humans after an apocalypse and not a mutated form, right? That just seemed to come out of nowhere. Also, I thought I mentioned what the series was earlier. It applies to everything.
I'll add stuff to the lists later. Tired from band.