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Turrets for other monster classes:

6 replies [Last post]
Thu, 11/03/2011 - 23:04
Frostythepyro's picture
Frostythepyro

Turrets for other monster classes:
I think all monster types should have turrets, we currently have construct, slime and undead turrets, that means we are lacking beast, fiend, and gremlin turrets. The constant for turrets are immobile and ranged, all turrets will need to be roughly equal so they can appear interchangeable in turret location in the clockworks, especially in arenas.
Currently each type of turret has a specific advantage over the others
Gun puppies: have a little more health
Polyps: don’t need to rotate
Howlitzers: head missile on death

Ideas:
Beast
idea 1: Appearance a snake with its head popping out of a hole, advantage is a melee attack
Idea 2: advantage, can teleport by burrowing/ unburrowing at target location
Idea 3: can burrow, becoming temporarily invulnerable when very hurt or when no targets are in range.

Integrate-able alternate: instead of firing spikes, it fires chromalisk like globs that will stick on the ground temporarily

Gremlins
Idea 1: appearance, a smallish gremlin in a sandbag barricade, has a mortor, advantage is it does not require LOS to attack, instead it lobs rounds into the air and then they fall, similar to the vertical rockets from the roarmulus twins. Mortars have larger aoe in higher tiers, and fire 1, 2, or 3 shells at a time depending on tier.

Fiends:
Idea 1: Looks sort of like a rook from chess; advantage Fire shots in 4 directions 90 degrees from each other. When firing multiple shots at higher tiers the shots are fired in a strait line one after the other instead of in a spread.

Thu, 11/03/2011 - 23:10
#1
Madadder's picture
Madadder
i like the snake turret but

i like the snake turret but the teleporting not so much...

how about instead of the gremlin turret have a gremlin grenadier with a mortar tube on the back? it can move around and when it wants to strike it either plants the mortar in the ground and fires (same way as you describe) or it tries to wack you with the tube

Fri, 11/04/2011 - 00:53
#2
Knight-Solaire's picture
Knight-Solaire
I always thought that

I always thought that Starcraft's sunken colony(SC1)/spine crawler(SC2) would make a good model for a Beast turret.

For the sunken colony model: It's pretty much just a hole with something living in it that hits enemies from underground with a spiky tendril. When something comes within range of the hole, a spike periodically bursts out of the ground under the enemy. This could be replicated fairly easily by creating a turret with an attack similar to the jelly cubes' ranged attack.

For the spine crawler model: It's a snake-like tentacle sticking out of the ground with a spiked tip. The tentacle will extend to jab at enemies within its range. The crawler can unburrow and move (slowly), but cannot attack while unburrowed; it must reburrow before it is able to attack again.

Keeping in line with the beast theme, both/either of these would deal piercing damage. Obviously it would have to be something a little more cartoony/SK-ish looking (like Frostythepyro's snake idea), but as far as game mechanics go that's the basic idea.

Sat, 11/05/2011 - 23:20
#3
Geregias's picture
Geregias
the gremlin and fiend

the gremlin idea sounds very neat, a turret that has AOE attacks and can ignore intervening obstacles - of course the blast radius would have to be similar to the gremlin bomber, especially if at higher tiers its firing multiple rockets/grenades/explosives per attack (thumbs up for the idea)

fiend concept for the turret itself has come up so many times, i was rather hoping for something unique, but the attack style is different and would make an interesting addition to turret gameplay
i would suggest that at T2/3 instead of firing multiple shots in a continuous row it fires the initial four shots then rotates (or the attack direction rotates at least) 45 deg and fires again - so you get a diamond, square attack pattern

i wouldnt mind seeing a beast turret, a partially submerged/buried serpent/worm that fires chroma-esque gloop would be a fair addition (there arent many enemies that create floor hazards), not too crash hot on the teleporting idea though - hiding and becoming invulnerable doesnt seem like such a bad idea - a similar mechanic to the mecha knights shielding except for a 360 deg invulnerability radius
beast idea 1 seemed redundant at first but on second thought if it had a very powerful (probably stun causing) melee attack then that might be a rather interesting concept to play with

i do hope we see something similar to these turret concepts in the future (or at least a turret weak to piercing and one with AOE attack)

Sun, 11/06/2011 - 06:08
#4
Verodius's picture
Verodius
Plant Turret?

Maybe the beast turret could be some sort of mutant plant like a Venus Flytrap that can spit stuff at you?

Sun, 11/06/2011 - 11:36
#5
Oakgear's picture
Oakgear
I could draw them

But maybe it could be something besides a snake that digs because last time I checked most snakes don't make a tunnel beneath my feet
And if we make a plant turret it won't be a beast
Of course the rook needs to appear alive like a trojan and the turrets need to have an advantage over another so here is what I think

Gremlin-
Places the cannon/whatever in front of him and pulls down a switch, now a single rocket comes out, but once high enough that knights can't see it the rocket will split into 6 separate mini rockets which aim directly for a random knight by homing them:
Tier1- Mini rockets will all cause stun and the exhaust from the rockets are just puffs of smoke
Tier2- Mini rockets will now be individual status effects except curse, rockets will have characteristics of the statuses (Fire = Flame exhaust, Ice = Frozen Rocket, Poison = Glass rocket center that contains poison substances, Shock = Rocket has electric patterns surrounding it, Sleep = Like poison rocket, but with blue substances inside the glass center)
Tier3- The mini rockets are like from Tier2, but now the Big rocket launched just has openings which the mini ones just fly out from, so the big one is left to cause damage also and this correct causes the curse status, but the big rocket flies down ward like a rocket from the Roarmulus Twins

These rockets can't be destroyed of course

I won't say what I think should be unique for the fiend and beast ;)

Sun, 11/06/2011 - 13:45
#6
Frostythepyro's picture
Frostythepyro
"i would suggest that at T2/3

"i would suggest that at T2/3 instead of firing multiple shots in a continuous row it fires the initial four shots then rotates (or the attack direction rotates at least) 45 deg and fires again - so you get a diamond, square attack pattern"

Well im still expecting it to rotate and track targets, it simply has four fronts and will track with whichever one is closest to the target, the others just firing out into the feild making life harder for the REST of your team.

As for the beast turret aperience, I had also thought of it being a prarie hog looking thing, as they are freeking adorable, but the color limitations would make it a bit harder to imidiatly identify, also i like the thought of the snake starting pretty round and cutelike, and in t2 having harder more square edges and in t3 geting a cobra hood.

and yeah beast idea 2, the teleporting bit, was kinda a long shot, many maps have specific turret placements teleporting could mess up.

Also thanks for the suport/comments guys

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