New Mission: Haven Havoc

EDIT: Changed the title back because...meh.
-----------------------------------------------------------------------------------------------------
I randomly remembered that thread waybackwhen about a 'Boss attacks Haven' thingy, and suddenly, I got an idea.
What if there was a mission for that?
The base idea I had for this would be as follows:
Restrictions
- Mission playable only once per day.
- Party members can only be people who haven't already completed it for the day.
- Cannot join an already deployed party.
- Standard Party restrictions.
Mission details
You are called to (some random area) for a breifing on the current situation, when you receive an emergency transmission from Feron. Due to interference, his message was unclear. However, hsi last known location was in Haven, so you are sent to investigate. Upon arrival, you find that haven is now under attack, and you find yourself trapped as the Arcade is now spewing out monsters and the main entrance to haven sealed off by rubble. A fight to the death ensues.
Battlefield
- You have the whole of Haven merged into one area, minus the Arcade, which spawns monsters.
- To prevent exploits of gates, arches and stairwells to prevent Boss entry, Haven will have some areas of it blown apart. i.e The Snipe Garden entry arch will be blown open, stairs in Bazzar will have large craters beside them (widening the 'stair' gap) Bechamel/Kozma/Brinks' area will be crushed under rubble.
Battle type
These will vary depending on Tier, otherwise all will follow a similar pattern:
- Constant wave of monsters, type specified by current boss.
- After waves completed, Boss appears, with another large wave of monsters. Monster spawners appear in the corners of Haven during this phase, respawning monsters not quickly, but fast enough to keep the players occupied. The Arcade entrances also have hidden monster spawners.
- Between bosses, there will be a short timed intermission to change gear/heal. 4 SMALL Heart generators will appear beside the arsenal station. These will disappear the moment the timer runs out (30 seconds ok?)
- Bosses have slightly increased health to compensate for the increase of space.
Victory:
The main entrance to the Haven will clear, and Feron will appear to congratulate you on your victory, revealing that they evacuated Haven to the Rescue Camp, before the Main entrance collapsed, sealing them out. You'll be asked to go help escort the other survivors by exiting Haven via the newly cleared entrance, while he stays to oversee the cleanup. Standard Mission exit from there.
Failure:
Same as all party failures. After loading, you'll be returned to Haven, with a message from Feron saying that they managed to retake Haven while you recovered from your injuries
Other details:
- Of course, there is a large reward for being able to actually COMPLETE the mission, size of reward yet to be determined.
- When the FINAL boss dies, all players health is restored to max, and any dead players are revived automatically, to prevent the scenario of a dead boss AND party.
- Only monsters who spawned without the use of monster spawners will drop any cr/heat/materials. Any other monster MAY drop hearts.
- All players get to keep all gained cr and materials no matter the outcome of the battle. Heat will be lost if the battle is not won.
Scaling:
This is to encourage self-improvement of players, instead of just leeching of better players who are nice enough to help you.
Now, tiers:
Note that all tiers follow the skeletal battle details laid out earlier. Tweaks will be specified.
Tier 1 (Estimated cr mission reward: 5Kcr)
Snarbolax-Beast waves prior, beast bells appear scattered across Haven. Same battle plan.
(For the lack of any other T1 boss, T1 Seerus will be there.) Gremlin and construct waves prior, with scattered Battlepods during boss stage. Standard Boss battle; Seerus hides ontop of the AH until you destroy the battlepod stationed directly infront of it.
Tier 2 (Estimated cr reward: 15Kcr)
Jelly King- Slime and construct waves prior. Scattered polyps during boss phase.
Roarmulus turrets-Constructs with a few gremlins prior.
During Boss phase, a SINGLE turret will appear in the fountain in the town square, with 4 respawning rocket puppies on each ledge surrounding(Either side of the AH's roof, the alchemy machine and ATH areas.) Scuttlebot spawners are scattered at all corners, including main entrance.
(If possible, Rocket puppy's 'lock on range' is shortened. Missiles remain unaffected.)
Boss Turret acts like regular RT boss, except it turns like a Gunpuppy while it attacks. To 'down' it, you have to get a rocket puppy missile to detonate on it. (Rocket puppy missiles should not explode on contact on the Boss turret. Either timed explosion or use of the shield to detonate the missile should be the case.)
Standard RT phases apply. Boss turret can only attack you on 'ground' level.'
During Laser phase, the Boss turret will fire it's laser, while turning 360 degrees. To avoid it, players must run to higher ground 'Turret territory' to avoid it. Once complete, normal play will resume.
After the Boss Turret falls, ANOTHER Turret will take it's place, attacking more vigorously, with added RP turrets alongside existing scuttlebot spawners. No extra phases other than preexisting ones.
Tier 3 (Estimated cr reward: 25Kcr)
I'm a little short on ideas. I'm kinda thinking this though:
Vanaduke -Haven is set on fire, shadowfire blocks and water globe-generators scattered across the stage. Standard Vana fight ensues.
Rabid Snarbolax- Standard Rabid snarbolax boss fight, again, scattered beast bells. Standard rabid beasts interference.
-(other Shadow lair bosses(?) minus Darkfire Vana)
-Intermission heart generators are upped to the '2' heart generator.
That's all I've got. The main reason for the small heart generators and timed intermission is to make it difficult for the players to recuperate completely. This battle is supposed to be hard, and very rewarding ONLY if you manage to win. There is LESS reward for any part-completion, but still some, as to not completely waste your time.
I'm open to criticism/Q&A, but please remember I spent a lot of time thinking/typing/revising this, so if you're going to tell me how much this sucks and won't work...
...Please be gentle Q.Q

I like this, but I think that they would make it an expansion mission. Seeing as I'm purely F2P, I wouldn't like that. If this happens I want it as an event or maybe adding it as another type of mission; as you say a "survival" mission

love this idea :)
and i agree with golgomath because i too am purely F2P (i buy CE with crowns) so i would hate to buy it.

I'm only classified as P2P because I was gifted the DLC by a friend. Otherwise I haven't paid for this game either.
Any criticism?
EDIT: Is this idea really so bad that so few people like it, or don't even want to comment on their dislike of it???

Aw... now my video make no sense since you edited title :(
(Note I am going to really read your thread later I gots to go now. Oh and please change title back Dx)

lol you did get my attention with that title, but when I realized you were the OP I thought it was just a troll thread.
wow this looks really hardcore. I'd probably only be able to beat T1 and maybe 2 with some luck.
But hey, after the mission ends, wouldn't it be kind of awkward returning to 'perfect' Haven after you have just seen it filled with monsters and completely destroyed?
Anyways, this is great.
+1

I can be classified as a troll...?
http://i1.kym-cdn.com/photos/images/original/000/219/611/1324321643001.png
But in all honesty, it probably would be, if it was actually based on that title.
Yeah, the general idea is that it's supposed to be really really hard, so you get rewarded for it or you fail and get less bang for your buck. A gamble of sorts.
Hm...Maybe while loading, the screen should say: 'Two weeks later...' instead of 'Loading'?
Joking aside...
FINALLY!! COMMENTZ OTHER THAN THE FIRST TWO POSTERS IN TWO DAYS!!!!!!

I love it but I still think it should be 4 party members....

Two weeks? Damn, that's like better than freaking Japan.

But I thought with the massive increase in space, added to the need for crowd control, some people may prefer a larger party size.
Also with the loot decreasing with party increase, most people'd try and keep the party size to a minimum.
But 4 should be fine. I'll see if anyone else wants it changed before I consider changing it.
Blue: Who needs aliens? WE R TEH ALIENZ.

With more players... It could cause some lag. Imagine a full 6 player party just spamming nitronomes.

That's why I put a party limit instead of the original thread's idea of having anyone who was in Haven at the time to be attacked.
But I still see your point.
I'll make the party size debatable.

I don't mind either, I'm just petitioning for the mission itself. It could be a Mission of the Day for all I care.

Very creative idea. Nice rewards, not too easy, not too hard. (Assuming you are prepared) I like it, and would love seeing it implemented.

" not too hard."
D:
I HAVE FAILED.
But really, it's supposed to be a really difficult mission, mostly for those who think SK is too easy therefore bored.

If you are really prepared.
xD, you would have to have triple useful UVs on every item and certainly have it all be 5*

So you activate the mission, Haven is instantly nearly destroyed and taken over, and when you kill the invaders it is magically fixed? I am not aware if the science to explain that.

Snarby on the streets? Looks like Haven has a problem with strays.
Read the whole thing through. +1
...but please change title back to pink fluffy unicorns xc

Out of compassion for your 'nobody reads my thread' scheme, I'll read it.
[Minutes later]
First thing I noticed: 'six' players. Unless it's really that brutal, you don't need six..OCH looks like a serious monster fustercluck but people manage to 2-man or even solo it. Unless a few enemies get some buffs, I find that kinda unnecessary.
Second: Why would the Town Square be the first place enemies come from? They'd have to get there somehow. Since they all came from the Clockworks, it'd make more sense for them to have initially attacked from somehow figuring out the elevator system or something? There's no connection between the CW and Haven for them to be there without going via the Arcade.
Third: The small heart-pads in the Arsenal Station. While this may heal negligible amounts in T3, you could full heal in between bosses in T1, and heal at least substantially in T2. A couple heart boxes that respawn after every boss would be better imo, since they scale between Tiers.
Fourth: Feron seems like a total coward here. At least specify somewhere in the mission that he's fighting off invaders to protect Knights in the Arcade. It sounds like a Metroid game where Samus does everything and then the "Commander" comes out of his hole and is like "Oh, good job, Samus".
Fifth: No CE Revives? I appreciate the fact you're trying to make it harder, but that kinda just sounds bad for OOO. I mean sure, players probably don't sink a lot of CE into reviving normally, but I have trouble comprehending the fact that OOO would eliminate that entirely on purpose; especially for a daily mission.
Sixth: ...It's really hard to imagine how one of the Roarmulus Twins moved to Haven...
Seventh: I noticed at the end you said health-pads are increased to 2 in T3. This is still fine except the 1 HP pads are enough to heal a lot in T1.
~Sev

K, I'll stop whining about how no-one reads it.
But seerusly, scheme? /clutches chest Your words are like needles to my heart, now I know how devilites feel.
It is supposed to be kind of brutal. It's supposed to be a really really hard mission...but my brain's a little fuzzy and I'm having trouble forming an argument over such a shaky subject.
Ah, fuzz cleared a bit.
The extra party members are supposed to be for crowd control in a larger area. OHC had lots of gremlins, yeah, but that wasn't a 'flustercluck' (Icwutudidthere), but more of a large-er number of difficult to handle monsters. The bossfight had limited space, so that only SEEMED like it was 'flusterclucking', because of the limited space.
That, and the spammage of missiles/bombs made everything more complicated visually.
And it's pretty much the WHOLE stage attacking you in ONE area, not spread out over several sections. Kinda like how Scorcher Gremlins flock to the start of the stage for some reason (or used to) in a decon zone and attack you in the limited space you have there.
Town square. Hm, well, the point was supposed to be that 1)Haven was attacked, therefore directed action= 'PEEPS TO TEH ARCADE WE'LL HOLE UP OURSELVES IN THERE FOR A LAST STAND! Then they get caved in on. 2)The arcade is a closed off area, so it makes a better place for all the 'non-combatants' to be hiding, and therefore is 'easier' to defend.
If I made the monsters come from anywhere else, where would all the other peeps go? I needed some excuse for there NOT to have Vatel whacking enemies with his sleeves during your epic battle for Haven, and instead have him and other non-combatants hiding it out somewhere 'safe'.
Also, Haven is on the surface, right? They're coming from UNDER the ground, to attack us...shady argument here, brain fuzz kicks in...-_(\
Good point on the health pads. Although do you think OOO would stinge on the health boxes to NOT give you full health anyway? Peeps'd complain about not having enough health from a set amount. The pads have a 'cooldown' period between healing bursts, and full health is far from a won battle.
I'll revise that and see if I can come up with anything better.
I haven't seen that happen in Metroid before. I haven't played many of those games.
I suppose you could put in somewhere in Feron's dialogue that monsters popped up in the Arcade as well, so he was working to fight them off while they were stuck in there. (He WASN'T a coward in OHC? He bailed b4 it got Seerus!)
The RT turret comes out of the Fountain. KABOOM-giant turret thingy explodes from the fountain, roars and fires it's lazors everywhere. We ARE above them; simple matter for them to diggy-a-hole up into our field.
I didn't think about the CE revives in a business perspective...Maybe increase CE revivng to the max cost? Or half max?
Overall, is this something you'd want ingame or not, or you don't particularly have an opinion on that?

lol. Shakespeare much.
Those Gremlin Scorchers are kinda easy prey though. There are like 20 of them and they just line up for an Acheron Charge Attack for a Killpocalypse 2x medal.
Having it too compact can make AoE Swords/Guns a little too efficient I think. And there are quite a few of them (DA, even the normal attacks; AP/Sentenza; All Brandishes; etc.)
While the Arcade seems like the optimal place for everyone to hide out...it still doesn't make a huge amount of sense. Perhaps all the NPCs could evacuate the city into the Rescue Camp and fight off whatever enemies trail all the way over there? Then the entrance to Haven could crumble.
I'm not exactly sure if the CW has any sort of connection to the surface except via Elevators...
Since the whole place is suspended on gears, it'd seem odd for one to brush up against the Surface. They can't really come up from underneath the ground unless Haven has a lower chamber...although...maybe it could have one...lol.
I figured that just two or 3 health boxes should be sufficient for any given tier; though you make a good point...there'd probably be 50 HP boxes in all tiers.
Metroid: Other M. The entire thing is that way. The commander hardly does anything. He's like "'Kay lol I'll just sit by my terminal and give you orders and tell you you can't use Super Missiles till I authorize 'em, kthxgl". You even rescue the dude's sorry bullock in one fight.
Yeah Feron was pretty cowardly already, so let's not make him look like a total doofus. Once burnt twice shy, right? If they move to the rescue camp he could be one of the leading defensive coordinators or something to make it sounds like he's not just standing around polishing his over-sized maedate.
Yeah..we are above them...but we're not connected. The suspended gears only teach each other's sides...I don't know any gears that grind against each other's surfaces...lol
You could do something epic and make a Gremlin Zeppelin drop a Roarmulus Twin each time, lmao. It already doesn't make sense, so why not?
Max cost is a bit harsh, bro. Half max (500 in T3, though the only CE revive under 1K in T3 is 640 atm, since it caps at 1K) is slightly more reasonable...but maybe it should just start at like 250. 250, 500, 1K. I think the immediate BAM TONS OF CE TO 'VIVE method wouldn't work much better than not having it.
The reason I didn't respond to this earlier is because I generally have no opinion on any new bosses, missions, or anything like that. Any thought-out suggestion is pretty cool, and has equal chance of making it in-game. So, you could assume that I support any new content as far as Missions/Bosses/stuff-to-do, as long as it's well thought-out and put together.
~Sev

I half expect this response from most readers actually:
http://i1.kym-cdn.com/photos/images/original/000/276/759/ee3.jpg
http://i3.kym-cdn.com/photos/images/original/000/211/042/tldr.jpg
Good idea on the Rescue camp thingy. I always just thought of the land outside the Haven entrance to be just barren land; it didn't seem to lead anywhere, and it wasn't explained.
"Once burnt twice shy, right?"
NO.
Once bitten, twice as deadly.
Although Feron'll still be useless so we'll just stick with shy.
WE KNOW NOTHING OF CRADLE'S INNER WORKINGS. THE CLOCKWORK CYCLE COULD TAKE FIELDS DIRECTLY BENEATH OUR FEET. WE ARE SOLDIERS THEREFORE WE ARE NOT CAPABLE OF THINKING SO 'DEEP' ABOUT MATTERS LIKE THIS. WE JUST HIT STUFF.
Idk really about the RT entrance thingy, I'll mull that over a bit before I give you a reply.
Good idea on the CE revs.
What did I tell you peeps about assuming? /Taps foot.
That aside, I really appreciate you coming to read my insanely long and probably wtfamIreading thread against your personal preference. Thanks a lot dude.
I'll edit the OP accordingly.

He could had used a nitro, lured them to the epicenter, got injured, and killed them?
Anyway, on topic, +1. I may need this when bored....

Why did you change your avatar? Now I can't tell who you are. D:
@Psychodestroyer:
RT Entrance still seems odd, but hey, he could've crashed onto the surface via a meteor from a local asteroid Gremlin Workshop station.
I mean really there's not a lot of "RP Sense" to this game anyway. lol.
~Sev

Finally got around to reading it. Nice idea, +1
Well, i dont like the idea of 6 people. thats just gonna cause more lag. -1 for 6 people
But pleeease change title back... my video doesnn't make sense and isn't funny without that title :c

"RT Entrance still seems odd"
http://i0.kym-cdn.com/photos/images/original/000/227/986/tumblr_lro6rfqI...
@Serell: Nice to see that, but not sure what video. I click the link and I get taken to a mobile video list.

I fully agree with this. Maybe this will be the only mission where lets say 6 player get to play in the same room.( Hope it doesnt overload the servers)
However, i disagree on the point of the monsters spawning continiously. This will make more of a Shadow lair run rather than a mission. Admins must consider this! I love the idea! :D

I changed six back to the standard four. It was agreed that six players would cause too much lag in the expanded space.
The continuous spawning is supposed to keep the pressure on the players. At no point is this mission supposed to seem easy; you're either fighting to stay alive or you're dead/finished.
Think of it as 'The impossible game' of SK.

Hmm, yes now that you mentioned it, there is not a lot of challenge in Sk with the execptions of the Shadow Lairs. So i am thinking this is a free sort of "Shadow Lair"? And in tier 1, there should be No spawn pads, Tier 2, A little more and in tier 3, about the same as SL. To add to your point, Maybe players will be allowed to Change gear in between bosses.

Just how much of the original post did you read?
Cost stated: 50me entry fee, no other costs aside from revives. If it was free there would be no incentive NOT to do it; 'Free cr totally why not?'
Gear: Interchangeable during each intermission at the arsenal station.

i meant it was relatively cheap compared to a shadow key -.-|||.

Who said that the roarmulus twins attacking haven was nonsense?
Well who said it, here's a reply.
THEY WERE BUILT TO DESTROY HAVEN

If you don't like it, say so. Don't just ignore it.

I don't know why we'd need reduced scaling. The scaling is already 1.00 for one party member, 1.33 for two, 1.66 for three and 2.00 for four.
Making it any less doesn't seem necissary.

Now that I think about it, that addition IS quite useless.
The scaled reward stays though :P
Please don't make us do the same bosses again but in a new area :,( We have already hurt them enough in their own homes and I don't think they can handle coming up everyday just to be mugged of their crowns and heat. We have already started culling off their relatives as well despite their efforts to try and hide in their shadow homes protected by little critters. We have also terrorised royal jelly's children to the extend that he has become depressed, turns red and start spinning around.
Monsters have families too ;(

My link is broken D:
Oh welll.... it's not going to make any sense or be funny unless you change the title of your thread back to pink fluffy unicorns 3:

+1 sounds like a great idea to me hope it happens ...while no ones there when it starts to happens any way but still great idea. ps if your dare will .... your fu**ed lololol

Not Necro/Shameless bump that's totally neccessary.

Oh wait, it was already near the top.
/shrug
Idea Time
''''''''''''''''''''
Well, I think right after clearing out Haven, you should return to the Arcade. THEN Roarmulus flies up in the background out of the crater, and you're stuck in a top down battle where you use gates to reflect missiles by dumping the correct ones (Holdable items that you drop like keys) into gates to change the element on it. Each time a missile hits one of the icons displayed on the gate, it is destroyed, and depending on the element of the missile (There should be multiple types, much like Fire, Shock, and Ice, it is reflected back at Roarmulus Oh, and you'd only be fighting a single, quick moving head for the beginning.
I want to see a shadow-wielding Roarmulus for the second part, but I'm too tired to really elaborate, and this looks a bit chunky.
I'll fiddle with it later when I'm all woke up.
Well, I like this idea. As for how stuff could have happened, the theme of the mission could change. So for a beast/slime or undead/fiend type another platform would have crashed into haven, trapping most of the knights there in the rubble. As for the bosses could we do something besides what we already had? Like a chromalisk with some other gimick than Snarby's, or a fiend boss?
For the gremlin/construct I like the idea of the gremlin zepplin droppping in units, and I wouldn't mind seeing the Roarmulus Twins again, because it makes sense in-universe. This would also give Feron a reason to be gone; he's protecting the tech knights who are finishing an anti-air cannon.

Although I somewhat admire the creativity of your ideas, I think they're too complex for SK right now.
Therefore, this would take even LONGER to create, time that the devs wouldn't really want to spend on a SINGLE non-profit project methinks.
Also, the general idea is that the monsters from the clockworks are rebelling, in a sense. It would make more sense therefore to have enemies already encountered fight you, and some new guy you've never seen before.
Although I'm personally quite proud of the RT battle-type I made up. Not a whole deal impressed with it, but I think it would serve pretty well.
I read this and i really want this mission! It really does catch my eye, and i certainly hope that Nick or one of the game devs looks at this and considers somthing as close to this idea! you got my vote! :D