|
Post by Draxas on Apr 27, 2004 22:52:18 GMT -5
A new Rare Weapon is available:
dataDyne Combat Knife Slash: -2 damage; Close Combat Consumes no Knives Throw Poisoned Knife: -1 damage; Poison Consumes 1 dataDyne Combat Knife Max Capacity: 10 Can be doubled up
dataDyne Combat Knife: - Close Combat: Close combat attacks allow the user to automatically counterattack when attacked. Countering a counter is impossible, however. - Throw Poisoned Knife: Throwing a Poisoned knife inflicts 1 HP of damage against the target, and adds Poison (duration 6). Throwing Double Poisoned Knives will double the initial damage inflicted, but will not alter the Poison in any way. Thrown knives are not retrievable, even if they miss. - Immunities: Neither attack from a dataDyne Combat Knife will inflict any damage against mechanical targets, vehicles, and structures. Also note that these targets will consequently not be poisoned by a thrown Knife either.
Also, rare ammo:
Box of dataDyne Combat Knives: 5 dataDyne Comabt Knives
|
|
|
Post by Draxas on Apr 28, 2004 14:20:54 GMT -5
A new Rare Weapon is available:
DMC Burst Fire: -6 damage Consumes 5 SMG Rounds Clip Size: 30 Can be doubled up Can be silenced
|
|
|
Post by Draxas on Apr 28, 2004 22:54:56 GMT -5
A new piece of Rare Equipment is available:
Skedar Disguise Unit: Alters the user's appearance
- Disguise: The SDU can convincingly alter the users appearance as required. This can disguise the user as a Maian, a Skedar, or anything else the user desires. This effect is only useful when fighting against certain types of Simulants.
|
|
|
Post by Draxas on May 1, 2004 1:56:09 GMT -5
A new Rare Weapon is available:
Psychosis Gun Inject: -0 damage; Psychosis Consumes 1 Psychosis Serum Clip Size: 8
Psychosis Gun: - Psychosis: The Psychosis Gun functions in a special way. The weapon does not inflict any damage, but instead will warp the mind of its target into thinking the firer is his closest friend. When a Simulant is hit by a Psychosis Gun, their behavior will be altered. Their programming will still be followed normally, however the firer of the Psychosis Gun (and any other "allies" they have also converted) will be ignored as a potential target by the Simulant. If the Simulant is programmed to attack randomly or attack the last person it was attacked by, it can also be issued specific orders on a target to attack in a separate post, and will follow those orders as long as they do not interfere with the Simulant's main programming. Giving orders to Simulants is a special action, with the following restrictions: * Multiple Simulants can be given orders in a single post * Issuing orders is a post-ending action
Psychosis also has its limits. If a Psychotic Sim is attacked by its "master," the Psychosis is lost immediately, and cannot be reestablished by the old master, even if the Sim is hit with another dose of Psychosis Serum. Also, if a Sim is hit more than 3 times by a Psychosis Gun, it becomes accustomed to the chemicals in the Psychosis Serum, and not only immediately loses its Psychotic status, but also becomes completely immune to Psychosis. Finally, players are completely immune to Psychosis at all times.
- Extremely Rare Ammunition: Psychosis Serum is still highly experimental, and is manufactured only in specific places, by specific people, and in very limited quantities. Because of this, Psychosis Guns are not "topped off" with ammo at the end of every round like most other weapons. In addition, players cannot request additional Psychosis Serum between rounds.
- Immunities: The Psychosis Gun will have absolutely no effect on mechanical targets, vehicles, and structures.
The ammo, also Rare:
Vial of Psychosis Serum: 1 Psychosis Serum
|
|
|
Post by Draxas on May 17, 2004 17:54:06 GMT -5
A new NPC weapon has appeared!
Vulcan Cannon Burst Fire: -10 damage Unlimited Ammo
Notes:
Vulcan Cannon: - Unlimited Ammo: Weapons mounted on fixed emplacements and vehicles (such as the Vulcan Cannon) are equipped with huge ammunition reserves. This allows the weapons to fire repeatedly, without reloading or replacing ammo. For game purposes, this gives these weapons unlimited ammo, with no reloading necessary.
|
|
|
Post by Draxas on May 19, 2004 14:45:38 GMT -5
Please note, minor alterations have been made to the following weapons:
Unarmed Attacks Phoenix Reaper Grenade dataDyne Combat Knives Claws Psychosis Gun
|
|
|
Post by Draxas on May 25, 2004 16:29:47 GMT -5
A new NPC weapon has appeared!
Heavy Machine Gun Burst Fire: -5 damage Unlimited Ammo
Notes:
Heavy Machine Gun: - Unlimited Ammo: Weapons mounted on fixed emplacements and vehicles (such as the Heavy Machine Gun) are equipped with huge ammunition reserves. This allows the weapons to fire repeatedly, without reloading or replacing ammo. For game purposes, this gives these weapons unlimited ammo, with no reloading necessary.
|
|
|
Post by Draxas on May 26, 2004 15:34:59 GMT -5
A new NPC weapon has appeared!
Double Vulcan Cannon Burst Fire: -20 damage Unlimited Ammo
Notes:
Double Vulcan Cannon: - Unlimited Ammo: Weapons mounted on fixed emplacements and vehicles (such as the Double Vulcan Cannon) are equipped with huge ammunition reserves. This allows the weapons to fire repeatedly, without reloading or replacing ammo. For game purposes, this gives these weapons unlimited ammo, with no reloading necessary.
|
|
|
Post by Draxas on May 29, 2004 22:41:49 GMT -5
A new Rare Weapon is available:
Dragon Burst Fire: -9 damage Consumes 3 Rifle Rounds Proximity Bomb: -30 damage; Explosive Consumes the Dragon, as well as any ammo remaining in the clip Clip Size: 30
Dragon: - Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
|
|
|
Post by Draxas on Jun 12, 2004 3:48:07 GMT -5
A new Rare Weapon and Rare Ammo type are available:
Rocket Launcher Rocket Launch: -30 damage; Explosive Consumes 1 Rocket Tracking Rocket: -30 damage; Explosive, Tracking Consumes 1 Rocket Clip Size: 1
Box of Rockets: 3 Rockets
Rocket Launcher: - Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion. - Tracking: Tracking Rockets function using a sophisticated target acquisition system, and so ignore any normal penalties to hit their target, including bad status and cover. However, the rockets travel slowly, and are easy to both avoid and thwart. This effect lends Tracking Rockets a fixed 60% chance to hit at all times.
|
|
|
Post by Draxas on Oct 29, 2004 10:43:48 GMT -5
Two new Common items are available:
Keycard: Unlocks locked Mystery Boxes.....$10
- Unlock: Keycards can unlock locked Mystery Boxes. This is their only function, and they are consumed when used. - Capacity: Carrying Keycards is treated the same as carrying ammo. Keycards do not take up a normal inventory slot. The maximum number of Keycards a player can carry is 10.
X-Ray Visor: See through solid objects.....$20
- X-Ray Vision: X-Ray Visors can be used to look through solid objects for a short distance. Currently, their only practical function invloves Mystery Boxes. If a player has an X-Ray Visor in their possession, they become immune to any traps a Mystery Box might contain. If a player with an X-Ray visor opens a trapped Mystery Box, the trap has no effect, and the Mystery Box is discarded.
|
|
|
Post by Draxas on Feb 24, 2005 11:32:15 GMT -5
A new Rare Weapon is available:
Silver PP9i Single Shot: -10 damage; Piercing Consumes 1 Pistol Round Clip Size: 7 Can be doubled up Can be silenced
- Piercing: Piercing attacks are more effective at penetrating certain types of armor. When piercing attacks encounter conventional armor (not shields), they inflict half normal damage against the armor, and half normal damage against the target's health. Fractional damage is rounded up against armor, rounded down against the target.
|
|
|
Post by Draxas on Feb 24, 2005 14:17:24 GMT -5
A new Rare Weapon is available:
GE Rocket Launcher Rocket Launch: -30 damage; Explosive Consumes 1 Rocket Clip Size: 1 Can be doubled up
- Explosives: Explosives inflict major damage, but can be dangerous at close quarters. If an explosive attack is countered, or is used as a counterattack (mainly by Sims), the target still takes full damage. However, the firer also takes half damage as the blast splashes back onto them. - Explosions and dropped items: Explosive attacks have a tendency to set off other explosives nearby. If a Simulant is defeated by an explosive attack, and has an explosive device (Hand Grenade, any type of Mine, N-Bomb, etc.) as a reward or drop, then it will be engulfed and destroyed by the explosion.
|
|
|
Post by Draxas on Feb 24, 2005 15:04:21 GMT -5
Yet another Rare Weapon is available:
ZZT 9mm Burst Fire: -4 damage Consumes 4 SMG Rounds Clip Size: 32 Can be doubled up
|
|
|
Post by Draxas on Feb 24, 2005 15:50:18 GMT -5
Still another Rare Weapon is available:
KF7 Special Burst Fire: -9 damage Consumes 3 Rifle Rounds Clip Size: 30 Can be doubled up
|
|