To be prepared!

I have been thinking of creating a new drop that us players could find after we defeat each boss, and search their base and find these drops lying around. We would usually always find these drops after defeating a boss, and they would be found around the bosses’ lair. Something like inspecting the area where the boss fight happened, or inspecting the area where the mission sent us to investigate like the broken computer/monitor device that is found after defeating the jelly king and vanaduke and roamulus twin bosses. Or inspecting a new created area that shows the den of the snarby and where he lived. These drops can be mechanical parts, or other random items like a tooth’s, etc.
The purpose of these drops is to be able to head to the lab room, and use them to create new reskin, but better performance knight summoning kit, better performance turret, better performance recon knight, etc. that we would be able to use once we got into the clockworks.
I know where only supposed to find drops in the clockworks, but I feel an experienced adventurer is one that prepares for the battle. So the devs should give us the ability to bring utilities with us to the clockworks that would help us better in dire situations then just bringing the right armor, shield and weapons. This way, we would be able to feel we can do other things to help us as we go on our adventurers.
Also, for these drops to be already available at basil in the rest room, or towards the beginning of each tier also makes perfect sense. Like why not place each one of these drops as buyables for a certain amount of crowns. We could make new merchants for each kind of drop. Like making a merchant for remedy and healing drops, a merchant for utility drops like mechaknights and turrets and a merchant for military support drops like calling in a npc knight and air missile support and almost forgot, the chemist for all your flavorful vial drops. This way, whenever a new drop is created, they would be added to their specific category.
Now for some new drops I am coming up with at the top of my head:
1:- Personal radar pulse (Type: Utility drop)
1A: This drop will deal with areas where the map is not functioning and the area is confusing. The drop would emit a short wave pulse for every 2 seconds showing the player a clear picture of the radar. The drop expirers after 10 minutes after use and disappears.
2A: Also, we could create a new monster or monster tool object that messes with our radar. This way, players who rely on radar in maps like the deconstruction, or maps like the apocrea, or maps like the core or newly created maps that affect with our radar and is also confusing to navigate would make the drop come in handy in those times.
3A: If it is a monster tool/object, please let it be able to be destroyed by players. And also please let there be a newly created monster that is designated for the construct family that not only revive/repair dead constructs, but also repair mechanical monster tools like this one that lets the monster be able to repair their tools so that they can regain their field advantage.
2:- Conqueror’s Heart Beat (Type: Remedy drop)
2A: This drop is a buff that was suggested somewhat in another thread, but this is me putting a spin on that idea and increasing its usefulness. Here is a link to the thread if you are interested: http://forums.spiralknights.com/en/node/109695#comment-997874
2B: My spin on this drop would be that as long as the player keeps moving and does not stop moving for longer than 5 seconds, then that player would be completely immune to any status for a total of 2 minutes and 30 seconds. This way, this drop has a condition in order for it to be fully used and the player would have to pay attention to this condition in order for them to be able to take full advantage.
2C: This kind of condition is very similar to all of our existing drops where for us to be able to use them, we must still have at least one pip of health left, meaning we can't use a drop unless were alive and kicking.
3:- Tactical Insect Ranger (Type: Military Support)
3A: This drop will call in an npc recon ranger that acts very similar to the mechaknight where it sticks to the knight who summoned him, but will also act like the gremlin stalker where he reappears and disappears momentarily.
3B: This recon ranger when he appears will summon temporary insect swarm that acts like a status on one opposing monster near the player that summoned him. This insect swarm will fly around the target bothering it and making it lose agro where it will not be able to target any player near it. The insects swarm will also inflict the target with one random status except the curse status.
3C: The length of this insect swarm status will last for as long as the status that is inflicted on the monster last. This insect swarm status does not affect the slime family.
3D: The recon ranger would do the appearing and inflicting the monster swarm status, then disappearing into the thin air.
3E: Similar to the ranger signal flare, the recon ranger can also be knocked out and caused to instantly leave the field. Also I suggest a new animation be created for both rangers that show them when they die. Like creating an animation of them dying like the gremlin after they are killed, and them leaving a dead knight body on the floor similar to the gremlins.
4:- Reactive Plasma (Type: Chemical Vial)
4A: It's a very simple status that last forever as long as the target is alive.
4B: This status can also be considered hazardous or not even a status at all sense it does not hinder any kind of movement, not give damage over time.
4C: This status's mechanic is very similar to some existing weapon mechanics like the catalyzer, but it can be found as a pickup.
4D: This status tags a monster after the monster has been hit with the Reactive Plasma vial. After that monster has been killed, instead of its body disappearing and dying, its body will glow bright blue-ish white, then explode in a magnificent boom filled with light and topped off with the mushroom could :P.
4E: This explosion though is hazardous cause not only does it hurt the monsters, but it will also hurt the knight cause in the explosion. The area of the explosion takes up 4 squares around the monster, and is more of a highly concentrated explosion that goes upwards in an electrical storm cloud then an explosion that expands outwards like the ones we have now.
4F: Pure normal damage is inflicted on whoever the plasma bomb is near.
And here is a link to the existing drops: http://wiki.spiralknights.com/Pickup
Well this is all I have for today, hope you guys like my ideas and hope to get some constructive comments.

@Dracora-Speaking:
- My idea:
My idea was not for us to find pickups after a boss fight. My idea was “These drops can be mechanical parts, or other random items like a tooth’s, etc." to material drops that are specifically designated towards crafting items that are usable in the clockworks.
- Materials & crafting:
Something like finding a broken piece of a robotic knight arm, or finding a gooey chemical substance, etc. Players would use these materials to craft ultra-rare reskin drops that are more powerful than the usual ones found in the clockworks.
- Usables to craft:
Something like crafting the plasma vial I just mentioned from the gooey material substance, or crafting a fire theme mechaknight from the robotic parts that has extra defense against elemental damage and comes with a fire sword and fire elemental defense shield and higher health. There can even be a mechaknight that is a reskin shadow damage variant that does piercing damage. These drops can be found in the clockworks also, but they will be much harder to encounter.
- Dracora-Speaking’s Idea:
And I totally agree with your idea of finding drops in exclusive hotspot places in the clockworks. It can be made that very rarely will we encounter drops from monsters. And knight who do not dig around/ search will have a harder time being prepared for upcoming fights.
- Pets:
This way, pets like the seraphynx will seem much more useful sense pills become a rare drop from monsters. Also, this could serve as a buff to the seraphynx heart attack where it can buff every monster in the heart attack's radius so that every single monster will have a 20% more chance of dropping a remedy drop. And maskeraith could buff monsters that are hits with its quills to have a 10% more chance of dropping a military support drop. And Draco could buff monsters that are hit with its orbiting orbs to have a 15% percent more chance of dropping a utility drop. All around pets have a more chance to be more useful.
- Monster drops:
Also, some specific monsters will drop most likely found drops. Something like having healing monsters such as gremlins and silkwing drop pills 50% of the time. Or having greavers drop barriers 30% of the time. This way, going after key monsters in battle will have more meaning. An example on how this could significantly affect battle tactics could be; if a player is low on health, he would immediately target a healing monster like the silkwing or gremlin medic because they have a much higher percentage of dropping a pill.
These players can be prepared for the upcoming adventure besides getting the right armor, shield and weapons.
1)- Radar Pulse:
About the radar pulse drop, I do not want it to be a onetime use. I want it to be a buff like the barrier drop, but last a bit longer. The mechanic of this drop is a pulse wave that is emitted on the mini radar. This pulse originates from the player at the center of the map, and then expands outwards towards the corners of the map. Once the pulse reached the corner of the map, the map turns back to its static state showing only static disturbance and not the map if the map was being affected by a monster or if it was the theme of the map like the apocrean levels. This pulse would emit every 5 seconds and show the player what is around him, even parts of the map he hasn't been too. This pulse wave would last for 2 minutes and 30 seconds before stopping. This drop is meant as a temporary cure, nothing permanent. The mechanic acts very similar to underwater submarine radar or how dolphins use their underwater echo location or the way bats can see in the dark using sound.
1A: monsters: Gremlin
Gremlin engineer: This sort of monster would be a sort of summoner/healer/necromancer. It would focus on the construct family where it will revive fallen constructs.
A1-Revive:
When it revives, these constructs will have low health, low attack and defense stats. So basically, it revives a botch up low grade version of the original construct that died.
A2-Healing:
It also can heal constructs that are nearby by summoning a swarm of healer bugs. It does this by forming a similar sort of healing circle like the mender gremlin, then summons a swarm of healer bugs that fly and lands/attach to a construct to heal it ( like an r2 d2 from star wars). Once these healer bugs are killed, they drop nothing. These healer bugs would use the same mechanic of the scarabs and would be a reskin version of these monsters.
A3-Normal Attack:
This gremlin engineer can also use its wrench to use a whack attack (swings wrench to the face) similar to how the old gremlin menders use to do. We should also give gremlin menders there whack attack back.
A4-Summoning:
Lastly, this gremlin healer can summon a mounted turret. This could take a small amount of time to summon. This mounted turret once summoned allows any gremlin including the healer to get unto it and shoot down the intruders. This turret launches straight non-homing rockets at the player. These rockets are the ones found in the seerus boss fight. As a bonus, once an engineering gremlin gets on a mounted turret, the turret gets a boost where it will shoot 3 volleys at once instead of the usual one. The turret protects the front, but not the back of the gremlin that is mounted on it. These turrets will need to be destroyed if attacking from the front in order to target the gremlin using it. Once destroyed, the turrets drop nothing.
A4- Extra: /em>
Sense this sort of healing monster targets only one monster family compared to the other healers that targets all, we can make it so that every healing monster targets only one monster family. Any healer that is not associated with its monster family will instead buff that monsters defense/attack stats. This means for example, the gremlin healer and the silk wing will lose the ability to heal robots. They will instead boost their stats when there near them. This way healing comes from the monster that is associated with that monster.
- We all know that gremlins are associated with constructs, so I am able to create a gremlin monster that focuses on fixing/building constructs. If silkwings were associated with slimes, then I would create a silkwing that focuses on slimes. This also means that a new healing monster will have to be created for slimes, constructs, and undead. This way each of these monsters can focus on their perspective monster family or the ones connected to them.
2B: monsters: constructs
Battlepod arsenal & many more:
When it comes to radar jamming on the construct side, I think every Battlepod should this ability. Sense construct monsters are constructs, it's very easy to modify their abilities and look without messing with the lore (they can just have a jamming device built internally). Every monster that is a construct can have an infinite amount of abilities to an infinite amount of different looks because they are constructs.
B1: Battlepod
A battle pod can have a huge arsenal of weapons/utility tools because they are sort of outpost bases for the construct family. Every Battlepod could have an electrical cord extending out of it to a small device in diameter, but that extends like an antenna tower into the sky. These devices would emit a strong jamming signal blocking the radar for the knights. The range of this wave can vary by map, monster type and tier depth, but usually half the map would be blocked out from the location the device is expanding outwards.
This way the device can be placed as far away or as close to the Battlepod without any restrictions. This way the device does not always have to destroy when fighting a Battlepod. Also this device can run of battery power for 2 minutes before turning off after a Battlepod its power source have been destroyed.
B2: Other constructs:
When it comes to other constructs, I was thinking, why not just give them a small antenna satellite disk extension that they could carry as a part of their bodies to signify that they are jamming the radar. Sense these radar jamming devices are built in and not their own standalone device, we can argue that the signal that is being emitted is weaker and does not travel far. And so the area that is being covered by this jamming is also much smaller. These jamming signals can also not be on the entire time making that portion of the map flicker from visibility to invisible every 10 seconds.
3C: Monster tools
The reason I made it so that the radar jamming device its own extended device that performs one function, instead of a monster that performs that function as an extension is to create monster tools and hot spots. Monsters like the gremlin and constructs or even the fiends can use tools. They use tools as part of their lore and attack pattern. An example of a monster tool that we players can interact with is the mortar gremlin. We can pick up these mortar weapons after knocking the mortar gremlin to its back. This way there can be tools lying around the field that monsters can pick up to use, or a monster outpost/hotspot that we players to destroy to get rid of the monsters field advantage.
C1: monster tool#1
Radar jammers: Standalone radar jammers can be some kind of device that is composed of a monitor that provides a power source and a tall satellite dish antenna tower that send the signal to the surrounding area. The looks of these devices can change based on the monster it is designated to. It would only be designated to the existing fiend and gremlin family, because constructs can have their built in, jellies/slimes do not have opposable thumbs and cannot have it built in (though I wonder if there can be a new type of jelly that can emit some kind of jamming wave), and undead are not really alive/smart and have no use for technology at the moment.
- This means there are only 2 different looks for these standalone devices. The gremlin look and the fiend look. This way, the looks of the devices portray that monster families’ style.
o Another sort of field advantage tool can be some sort of gas generator that pumps out toxic gas into the air. This sort of standalone device can attached to a battle pod where it would rely on the battle pod as a power source. The device would pump gas into the air, filling it with toxic waste and poisoning any knight that enters the field of that gas. This sort of gas would cover a large portion of the map, and would make a sort of a hotspot/priority for players to target to rid of the monsters field advantage.
C2: Breakage:
When these devices are broken, the engineer gremlin can come to repair this device if it is alive. This way, the monsters can regain the field advantage. Also, we can create a new fiend monster that focuses on fiend technology. This way, when their device is broken, they can also have monster that comes to fix it.
C3: Other tools:
Other tools can also be put to lay around the area for monsters to use. The same way we have pots for us to pick up and throw, fiends can have piles of books and utensil lying around that they can pick up and throw for more damage than their normal projectile attack. This way, we can feel the monsters are fully utilizing their home field advantage by having these sorts of things lying around for them to use.
- Also, we could make it so that us players can also use these tools as pick up and throw objects, and it’s not like I would not like to use a gremlin flamethrower after I have killed a scorcher gremlin. But sense the focus of these tools is for the monsters, and the fact that we already rarely use tools that are aimed at use cause of their low usability (ex: Vials, robots, etc.), I think it’s safe to say just leave these tools for the monsters.
C4: Other advantages
Another advantage of having these sorts of hotspots is for players to have key targets when going through a run. No longer will players idly walk leisurely through enemy territory. The will be rushing to rid of the key targets on the field so that they will have less trouble when facing other oppositions.
- For example: We can make it that once a player enters the range of the radar jamming signal, monsters in the area will automatically know where that player is at all times. This means all monsters will be alerted there is an intruder/enemy in the area. They will use this information to automatically target that player as he moves through that area. The attacks can be constant barrage of air missiles, constant wave of spawning incoming fodder enemies (They can drop one crown or just 0 crowns), all puppies/turrets around the area will target you as soon as you come in range of their bullets, and so many more ways the monsters can use this advantage fully when a player approaches that jamming field. Also, the Maskeraith cloaking ability can be made useless in this field where if the player bumps into any monster while in this field, their cloaking would automatically be rendered useless and the player will be forced to remove their cloak.
- By making these key points dangerous and matter to the player, we will feel more incentive to attack or evade that hotspot. This way some areas on the map matter more than most.
- Like placing a wave of turrets around the usual area where the treasure is located making it a risk to aim for the treasure boxes. Or placing monsters that spawn in on the path as the players try to exit after getting the treasure.
“2) It seems interesting but a little demanding for tight fight areas (shielding, shielding, oh darn I lost it). I think it would sync up with bombers wanting to avoid shock stutter interrupts though!“
- Well that is the requirement in order to be free of any sort of status for a limited amount of time. Imagine getting smacked by vana’s mace and not take any fire and stun statuses with you (supposing you survived). Imagine fighting a giant linchen colony quicksilver that unleashes a shock mists into the air and you not have to worry about being affected by that mist. The plus side to this buff is really good compared to the minus. And even if you were using a sword, as long as you don’t stay still to charge, or stay still longer than 5 seconds while doing your sword swing combos, then you are fine. Just keep counting to 5 in your head as you are fighting lol.
” 3) You could give the NPC a dread venom striker and a strong agro pull, if programming an insect swarm takes too much effort/doesn't fit in the eyes of the devs/feed backers. I think it's a bit odd, unless they are like, nanobot bugs. And the NPC is a nerd from the Lab with huge round shades etc. I am all for death animations for these NPCs.”
- Well strong agro pull does not seem bad sense he only appears for a second to target one monster/enemy, and then disappears like the gremlin stalker. For me, a recon specialist is more like a ninja that surprises the enemy and uses distractions and tactics. Having a bunch of annoying bugs flying around you, stinging your face and body plus getting inflicted with a random status seems like a good way to get distracted. If a former/player/developer cannot come up with a good way to distract a monster, then I think insects seem like a good alternative.
”4) My suggestion for this is to not have it hurt knights.”
- Well, it is already a rare drop and it would most likely have to hand crafted by a player or rarely found inside the clockworks. I wanted this to have a minus effect for using it like the cursed weapons because it is so powerful. It would literally, kill everything in its radius (besides bosses) when it explodes with its high pure normal damage. So, having it affect players seems fair. Maybe I can reduce the damage it does to knights, but using a powerful item, needs to have a risk.
- You are so right that it matches exactly to how the nova prime ability works in warframe. Then how about i tweak it a little bit where the targets that are inflicted with this kind of vial gets a boost in attack power, speed, defense and increase health. But losses their ability to discern between foe and ally. Sort of like a chaotic status effect where they will attack anything that moves and able to hurt their allies. (These enemies must be high on some kind of drug, heeheh)
Thanks for replying to my idea. Very nice responses.

1: Radar would be nice but most old knights know the clockworks like the back of their hand.
+1 for new player support
The idea for radar jamming constructs is neat but having them just counter one pickup isn't that great, rather they should jam your regular radar.
2: A bit OP and weird, most players stop for miniscule amounts of time to unleash a charge or change directions. The time limit and special effect more or less encourage players to run about not attacking. Drop the timer down to like 30 Seconds and get rid of the "Have to be moving" limiter.
Neutral support from me
3: I would like a more melee focused Recon Ranger but I don't think insects is the way to do it. Give it a DVS and call it a day.
+1 for more recons
4: Neat Idea but should have a timer since even catalyzer tags fade

Hey Holy-Nightmare, thanks for responding to this thread i put up. Glad some people are looking at it.
Responses:
1: "The idea for radar jamming constructs is neat but having them just counter one pickup isn't that great, rather they should jam your regular radar."
Glad you like it. And i agree that they should jam the expanded radar and regular hud radar located at the top right corner.
2: "The time limit and special effect more or less encourage players to run about.."
You are right that this boost fits more of a gunner that has an antigua type gun or bomber that keeps bombing and moving.
Hmm, can't say i like it only for 30 seconds because there is a condition that has to be met "Keep in constant movement" for every 5 seconds the player stops moving. I feel having these kinds of conditioned boost makes the game more thrilling where the player has to make split second decisions. Basically, should i just discard this boost effect by just stopping? Or should i keep moving to stay status immunity for the reaming of the duration of the effect?
- I like being on the edge and making split second decisions. So this status fits my sort of play style perfectly. If a player does not want to hyave to keep moving, then just stay still for 5 seconds to lose the boost.
3: " I would like a more melee focused Recon Ranger but I don't think insects is the way to do it. Give it a DVS and call it a day.
+1 for more recons"
lol, No way. I am looking for a recon ranger utility support that matches the ghostmane stalker gremlin;s ability to appear and disappear as a support teammate, yet still retain originality where it does not throw saw blades like the ghostmane stalker gremlin. I was also looking for a aggro puller that pulls aggro away from the player without inflicting direct damage at the monster and being too much of an over powered support. Insects seemed to be the best way where they annoy the monster, yet provide no direct damage support like the other npc's do not provide direct damage support. I threw in the statuses to make the bugs seem more useful.
- If bugs cannot work, then if you guys can invent a new way to distract the monsters away from the player without inflicting direct damage at teh monster, then i am open for suggestion. Also would be cool if this new way fit a recon's personality like a ninja tool such as a smoke bomb that inhibit some kind of confusion or aggro pulling status, or some other distracting utility tool the recon can use.
4: " Neat Idea but should have a timer since even catalyzer tags fade"
I don't want to give it a timer sense it is a super rare vial that is dangerous but also emphasizing super rare. This means it should provide some good effects when it finally found for the player to take advantage of.
If there is a timer, it should be 10 or more minutes.
Your subject title needs to be changed to a more revealing for such a large idea. "To Be Prepared" doesn't tell us much!
I never liked the idea of purchasing pickups in general. The fact that cheesy Basil or those floating skulls have few for us to buy with crowns makes me frown. Once a player understands what crowns are for, they'd never in their right mind buy a pickup from these npcs. They're supposed to be tools we find in the clockworks, check out Nick's #6 - but learning how to use these tools better, via some sort of research/training, is an interesting idea that makes sense. I've suggested that we find them in different places alltogether - similar to your boss fight area idea, we would find them in places that make sense, but we'd have to go slightly out of our way to "investigate." Investigating sparkly areas, such as a suspicious table like this for vials and so on, would be cool. The thread is here if anyone is interested in reading - please don't necrobump! The world isn't ready for dark magic like necromancy! EDIT: Anyway, finding pickup-related items in a boss area seems redundant with tokens.
Instead of drops to take, why not just have us trade your extra boss/spark tokens for research on pickup use? Boss tokens can really represent...anything...if you think about it. I know I have a ton of extra tokens after playing for so long, and it would be something for new players to work up to (besides equipment, spare crowns, and boss trophy furniture). Your pickup belt could gradually be upgraded (using interfaces and items that don't necessarily show up in your inventory, like battle sprites and their harnesses etc.) This would be an individual endeavor for each knight. We would still have tier specific pickup items (smaller --> bigger vials etc.), but their intensity and how we use them would be influenced by the belt. The belt could have slotted program chips (like harnesses) that determine the type of improvement - speed, dmg, range, etc. This is just by solution for the parts of your idea I don't like - I like your idea in general, otherwise I wouldn't babble on like this! :)
Intensity variables knights are enabled to do via pickup belt upgrades could be things like more orbs for barriers, faster orbiting speed, more damage from throwing a vial extra hard, and...lo and behold...the ability...to...drop pickups and vitapods out of your belt for other players to pick up! WOW! (We used to be able to do this -.-). Back to your idea:
1) Radar Pulse. I would have this be something that reveals the entire map for 5 seconds, zoomed out (some areas are huge!). Better versions could reveal the map for longer duration, or even permanently for an experienced tool user. I would use the heck out of this during events like Caketastrophe to find nests in the clockworks. For your radar jamming idea, that's very interesting. I would have two different entities be able to do this - a gremlin mechanic (with a wrench, who woulda thunk) that is more likely to run away behind the nearest construct and max its attack power than it is to actually fight you. Its attack patterns would probably match the thwacker, minus the throwing ability + a radar jamming ability (if it smacks you with its wrench), when you finally corner it after being slashed at by mecha knights on steroids. The other monster could be a sort of turret - it looks like a constantly barking gun puppy with a voltaic headset, but the sound is too high pitched for you to hear. There is a radius of rippling airwaves around it, stepping into this radius will jam your radar AND pickup belt for the duration of the floor. I would just shoot it from far away. Yeah, that tactic sounds like a good idea. Both this Gremlin Mechanic and Radar Pup could always drop the beloved Radar Pickup when defeated in addition to cr/heat/mats.
2) It seems interesting but a little demanding for tight fight areas (shielding, shielding, oh darn I lost it). I think it would sync up with bombers wanting to avoid shock stutter interrupts though!
3) You could give the NPC a dread venom striker and a strong aggro pull, if programming an insect swarm takes too much effort/doesn't fit in the eyes of the devs/feedbackers. I think it's a bit odd, unless they are like, nanobot bugs. And the NPC is a nerd from the Lab with huge round shades etc. I am all for death animations for these NPCs.
4) Reminds me of Molecular Prime, the 4th move of the Nova frame in another game called Warframe. I would not appreciate this hurting fellow knights or myself, having my silly laggy team mates bust blocks on my face is enough thanks. But the mushroom cloud would be amusing and lead to some tactical shield bumping. My suggestion for this is to not have it hurt knights, but it could jam everyone's radar for a minute or two - even make us go deaf, unable to hear enemy movements (warning, high pitched annoying sound) - assuming knights have ears. Idk, why not just simulate it. Psh. It would actually be hilarious if this disabled anyone using a Real Life mic for a minute. I would have it look a bit different than a vial. Perhaps a glass sphere that looks like the classic blast bomb?
Okay, I probably got carried away, but I really like pickups and this idea deserved a response!