For begin thanks for all this suggestion, now let's begin.
TheSkyBug wrote:
1. Demon tech railgun - works in the same way as Dark cybie's and Cardinal's railguns, and deal much more damage than player's regular railgun. Eats Demonic ammo, may or may not have reloading, that how you want. I think, I could frankensprite graphics for it.
This could be a good idea in another addon for Complex Doom, but actually the plasma tank already does this stuff so that weapon isn't necessary.
TheSkyBug wrote:
2. Smoother animation for Pulse shotgun, and allow player to drop mines and toss grenades with it.
It's ok I will try to impliment grenades and mines for that weapon.
But for the animation, that weapon isn't mine NourPrince is the man who could make it smoother.
TheSkyBug wrote:
3. BFG 15K like Cyberbruiser and Baby demolisher has (Always wondering why monsters can use it, and players are not?). Works like BFG 10K, but shoots projectiles instead of tracers that deals more damage, but eats a little more ammo. Eats cells as ammo, doesn't have reload. I also think that I can frankensprite it.
Maybe in a legendary version, but here no that kind of weapon isn't necessary since it only does the same thing than the BFG10K with more damage/ammo use, it's like before when I was looking to add a sniper at the end I understood that railgun does the same thing.
TheSkyBug wrote:
4. Mini-missile zombieman: shoots brust of 3-5 mini-missiles like Max-soldier.
Yeah a monster like that is in the hem addon of complex doom. I'm not sure if I want to add him, it's not like if he is very necessary.
TheSkyBug wrote:
5. Necrosuit as a new mech. Armed with the infinity dual miniguns, and swarm missiles that are need to be reloaded (Like in every mech). Before launching the missiles, it lowers miniguns and raises missile launchers, then firing a lot of missiles, and then switching back to miniguns. Has less HP than prototype, but more than a max-soldier (500, i guess). Self-destruction when at low HP, not always.
This is sure a good idea here, if you find some sprites and sound for that mech then I'll be able to code the rest.
TheSkyBug wrote:
6. A revenant rune that turns player into a hellfire revenant for a short period of time, with or without loosing armor and health of human form.
This idea is cool, like in Doom 2016, IMO that rune shouldn't change you into a Revenant but into something stronger.
TheSkyBug wrote:
7. Flamethrower: left fire on the ground, uses custom gas ammo, doesn't need to be reloaded.
I'm trying to avoid the add of new type of ammunition this is why that weapon wasn't there in the begining and won't be added in the future.
TheSkyBug wrote:
8. Revolver as alternative pistol. May use custom ammo, or just a lot of common bullets per one shoot, require reload, shoot one heavily damaging bullet (Enought for killing common pinky in 1-2 shots) with almost 100% accuracy. Can gib enemies.
Seems cool, but this is like the stronger BFG, I add weapons only if they have something really special compare to other and don't use ammunition that isn't already in the mode.
TheSkyBug wrote:
9. Demon tech shotgun (Not like in randommons). Shoots like Tech vulcan, but like shotgun, eats demon tech ammo (5 per shoot, I guess), a little more accurate than an Auto shotgun, doesn't require reload.
This is like when you asked for an Explosive Shotgun, it will do exactly what the Pulse Shotgun do.
TheSkyBug wrote:
10. Elite/Super/Demonic/*Insert here an epic adjective* bonus crates. Red colored, and very rare. Contain only epic items (Leg. weapons, task force beacons etc.) and sometimes could "spit out" mech. (Very doubtfull idea, I guess).
Yes, would be cool, let's say that this would have 10% of being dropped by a monster instead of a normal crate.