Let's face it- Lockdown can get really old, really fast. Knights looking for a change in playstyle can always go into Blast Network... and wait for twenty minutes to get one game.
My proposal is multiple new mini-games in the Krogmo Coliseum, some based on actual gameplay, some not. Here's a list of ideas!
-BLAST TRACK RACING-
(This idea is adapted from a comment I saw on the General Forum. It's not my own idea, originally, and whoever it is that posted it gets credit for it.)
It's a mad-dash from one end of a hazard-ridden track to the other! The effects of armors are disabled, and costume armor is shown. Participants are supplied Racer Guns- six-shot Antigua style Normal-damage guns that break hazards, but don't hurt Knights- and Power Shields, shields that absorb one hit and then need to recharge. The catch: they only have one pip of health, and will die instantly from any hazard!
When a knight dies in Blast Track, they will be taken back to the last Checkpoint they reached; these are simply blue mist gates. There are various Items that appear along the way, activated by using the Shield:
- Oil Slicks will cover a sizeable area behind the knight, and cause all knights that walk across them to have trouble changing momentum. Best deployed around corners. Their icon is an Oiler.
- Barriers will give a knight a three-HP barrier, shown by an additional three purple pips of health alongside the one pip the knight gets. Best deployed before a gauntlet of explosive blocks or other nasty stuff. Their icon is a shield.
- Trip Mines will lay on the ground until another knight steps on them. The unlucky victim will be knocked on their back and knocked backward, like after a Magnus charge, and take a few seconds to get up. Their icon is a Magnus.
- Ghost Cloaks will give a knight invisibility, rendering him temporarily invisible to enemies like Gun Puppies and to other players, even if he attacks. Their icon is a red Gremlin symbol, like the one on the Ghostmane Stalkers' gear.
- Static Traps deliver a Shock to unlucky players. This Shock does no damage, but it will interrupt them periodically like regular Shock. Their icon is a Shock symbol.
- A Monster Lure will cause all enemies to aim at the unlucky victim: the target in the lead, or the second-placer if the target is you. Deploy it any time! Their icon is a Gun Puppy.
- Damage Boosts improve your Racing Gun for a while, making it hit very hard and rip enemies to shreds. Deploy it just before areas with these enemies! Icon looks like a red sword. (Keep in mind, most to all enemies will respawn- so don't worry about making it easy for your enemy.)
Tracks are pieced together randomly from different groups of hazards, much like Clockwork Tunnels, but the hazards will differ based on the level. For example, "Factory" will have Gun Puppies where "Wildwoods" might have had spikes, "Fortress" may have had rotating Shadow orbs, and "Warzone" may have had falling rockets. But every track usually has gauntlets of exploding blocks somewhere along the line.
Obviously, the first Knight to the end wins! In a race of 4, 1st and 2nd place win extra Krogmo Coins and are counted towards "winning team" bribes, 1st wins most of the Crowns, and 2nd wins the remainder. In larger races, this changes, so half the players (rounded down) win extra Coins. Stats displayed will be Time, Deaths, and Used Items. Perhaps Krogmo Bribes can also give a reward to only the "First Place" in this game!
-KROGMOBALL- (split-tier based only on Armor and Shield, as Weapons and Trinkets are disabled)
It's basically soccer. Except the ball is so huge you have to hit it with a heavy sword.
Players are provided with Krogmo Bats, single-swing heavy swords that hit the Krogmo Ball away. The Krogmo Bat has the oomph of a Sudaruska, possessing both a basic attack that pushes the Ball and a Charge Attack that launches the Krogmo Ball. The Krogmo Ball has infinite HP, and is affected by knockback. A Gremlin Thwacker serves as a goalie for each team, standing in the way of the goal and using a spin-attack to hit away any encroaching players or the Krogmo Ball. The Thwacker is confined to the Goalie Box, an area that can only have one player inside it (subsequent players will be pushed away a huge distance). The goalie can't be hit with the Bat, and neither can other players- but it wouldn't be a Krogmo Coliseum game without the risk of imminent, sudden death, now would it?
Throughout the game, Knights will be menaced by Team Puppies and Rocket Puppies. They'll appear on each side and shoot any enemy target, and a Rocket Puppy in the center will fire on the team that's currently in the lead. As the game goes on, the Puppies will grow more powerful, respawning as Tier 2 and even Tier 3 versions of themselves, with the same power, but more bullets. To compound this, sometimes spectators will hurl (or fire) various projectiles into the arena, from Normal-damage tomatoes to Shadow-damage staplers to Piercing-damage slime spines to even live Elemental bombs! (And this isn't just allowed by King Krogmo, it's encouraged.) Now, since Team Puppies are just robots, you can go ahead and beat them down, but they respawn quickly.
Also, suppose you hit the ball out of bounds. It'll probably bonk some spectator in the head (or vaguely head-shaped appendage), and he won't be happy. He'll warp the ball to the nearest guy on the opposite team, then aim multiple projectiles your way. And by multiple... I mean a lot. If YOU step out of bounds, something (a Piercing Jelly Cube Attack, or even a Shadow-based Greaver swipe) will push you back in. If the Goalie hits the ball out of bounds, the ball will be warped, and he'll facepalm, but no more projectiles than usual will be hurled. A failed attempt at the goal by the opposite team will have slightly fewer projectiles fired at the perpetrator, but the ball will be warped anyway- to the GOALIE. That Thwack Hammer hits particularly hard.
You can take a certain amount of hits before dying, this being mostly dependent on your armor and shield, but keep in mind- Trinkets have no effect. NO PENDANT FOR YOU! Dead players will stay dead until the Field Medic, an unattackable Gremlin Mender, gets to them and restores them with full health. But keep in mind, that medic is SLOOOOOOOW. The winner is the first to a certain amount of points.
Each field has different hazards; some have nothing, some have Spikes, some have Freeze grates, some have Rockets or even Fire Rockets... some will even have live Vortex bombs pop up that suck in the Krogmoball and other players! The list is endless! (Obviously, different armors and shields will be more useful for different areas; prepare Armor Loadouts accordingly. Of course, poor me, I've just got my Mad Bomber Suit... poor, poor me.)
Ties (and these may occur) may be broken by the least Out-Of-Bounds, or the least Deaths. Stats shown will be Goals, Defends (pushing the ball away from your goal), Out-of-Bounds, and Deaths.
-BOUT OF HEROES- (added to thread 6/15/12)
A different take on the gear-based PvP, your armor, helm, trinkies and weapons determine your tier. Also, the class Shields will vary depending on the main point of the game: The Heroes!
Each of the nine heroes from the Hall comes with a double for Team 2, and a few more never-before-seen soldiers will show their face; they have all willingly volunteered to get the living daylights beaten out of them by the other team... for science, of course. Combat data is good data, which is like good pudding: you can never have too much. Each team is assigned three Heroes (who will always have the same skills as the other team- no balancing issues there) and will fight in their assigned area like an NPC. Their health bars will show up on the player screen. The heroes are:
- Echo and Zephyr, powerful and fast with their Dread Venom Strikers and Skolver gear, will chase offending enemies down after they start running. all the way to the halfway mark of the arena. They provide the Striker Dash to the team.
- Daxen and Wayne, the rough and tough marksmen of the Spiral Order, use various guns: the Callahan, Nova Driver, and Sentenza, based on what their foes are wearing on their heads. They provide the new Deadeye Lock to aspiring gunslingers.
- Remi and Reg, sporting their full Mad Bomber suits, pack Dark Retribution, Ionized Salt Bomb (with a faster charge time), and Stagger Storm. They provide allies with the Recon Cloak, and use it as well.
- Jorin and Darin, Azure Guardians of the highest order, wield the standard Spiral loadout: Leviathan Blade, Valiance, Nitronome, Azure Guardian Armor, and Azure Guardian Helm. Where's the Aegis, you ask? It's replaced with their powerful Cobalt Barrier.
- Izola and Falcor are powerful Guardians, whose Sudaruska swings are never interrupted, whose Iron Slugs fire straight and true, and whose Ironmight Plate Armor absorbs heavy blows. They provide the Guardian Shield to the team (and themselves).
- Walkon and Strollon pack Royal Jelly Mail, rendering Piercing weapons nearly useless while fighting back with the Fearless Rigadoon, Blitz Needle, and Dark Briar Barrage. They provide the Fencer Buckler to their team.
- Archilus and Remington wear their Grey Feather Cloaks with pride while hitting hard with the Divine Avenger, Argent Peacemaker, and Electron Vortex. They provide the Scholar's Ward to their team.
- Sylvin and Mortimer bring Dread Skelly armor, an Acheron, Umbra Driver, and Graviton Vortex. They provide the Dark Matter Targe to their team.
- Zebulon and Trivian are the only Heroes that change armor in the middle of a battle; they do it in an eyeblink, focusing on countering their foes one at a time with just the right gear. They have a suit and weapon that puts extra hurt on every type of armor (even stuff for Gremlin and Construct like armor- the Emberlight and Dismantler armor, whether Knights can get them or not, will work with their Sentenzas/Industrial (or Heavy) Deconstructors) and provide Knights with the Hunter Seeker.
- Blaze and Skorche, dangerous Firo Troopers, will attack with weapons determined to light foes on fire while resisting Fire themselves. They wear Volcanic Salamander Suits (which, unlike Zebulon's Deadly Virulisk, won't help them against Slimes- it's a long story involving an Alchemy accident and five pounds of Volcanic Iron), pack a Combuster, Magma Driver and Ash of Agni, and provide the Fire Focus to their team.
- Candice and Frostine, in their Ice Queen mail, are lethal Cryo Troopers of the Spiral Order. They'll hit hard with Glacius, Hail Driver, and Shivermist Buster, and provide the Freeze Focus to their team.
- Serge and Short, Spiral Order Volt Troopers of the highest caliber, wear full suits of Mercurial Mail, moving quickly around their defend zone. They strike with the Voltedge, Storm Driver, and Voltaic Tempest, and provide the Shock Focus to their team.
All the Heroes use their Class Shield, and also provide it to the team. Both Hero and Knight can use these shields, should they be provided:
- Striker Dash: Same as usual. Provided by Echo/Zephyr.
- Deadeye Lock: Hitting the Shield button will lock on to a target, draining half the shield bar; if it's not broken, the user's next clip or Charge Attack with a gun will seek that target, dealing 5% extra damage. Be warned; once you've locked on for two seconds, the other player will see he's been locked on to, and Guardians will see right off the bat! If the Lock is hit, it'll take the blow, but need time to recharge. If the shield is hit while locked-on, half the blow will come through. Provided by Daxen/Wayne.
- Recon Cloak: Same as usual. Provided by Remi/Reg.
- Cobalt Barrier: While equipped, Normal weapons will pierce 1/3 the Normal Defense of a foe, Spin Attacks by the Leviathan Blade and Cold Iron Vanquisher will deal reduced Knockback, and the Barrier will negate invincibilty frames on these and the Sudaruska's Charge (if applicable). The shield has a strong defense against Normal and Stun, and has Damage, ASI and CTR Medium for Normal weapons. Provided by Jorin/Darin.
- Guardian Shield: Same as ever- except it's got a stronger consistency than the cardboard it seems to be right now. Provided by Izola/Falcor.
- Hunter Seeker: This device will apply damage bonuses versus (Monster Type) to enemies with full sets of armor, and half the effect to enemies with half a set. Armor/Monster types are listed here, lower in the post. The Seeker also allows these bonuses to stack up to Max++ (8 levels) if the bonuses are purely versus that type, and marks the enemies on your minimap with crosshairs if you have a damage bonus against them on any weapon. Provided by Zebulon/Trivian.
- Fencer Buckler: While equipped, the Buckler will pierce half the Piercing defense of a foe. Using the attack button while the Shield is out will sacrifice a little Shield integrity to create a small Polyp that shoots spines; only one per player can be active at once! The shield has high Piercing and Poison defense, and Damage, ASI and CTR Medium for Piercing weapons; it also provides a passive Piercing Defense bonus. Provided by Walkon/Strollon.
- Scholar's Ward: While equipped, the Ward will pierce half the Elemental defense of a foe. Using the attack button while the Shield is out will sacrifice a little Shield integrity to create a small Gun Puppy that shoots bullets; only one per player can be active at once! The shield has high Elemental and Stun defense, and Damage, ASI, and CTR Medium for Elemental weapons. It also provides a passive Elemental Defense bonus. Provided by Archilus/Remington.
- Dark Matter Targe: While equipped, the Targe will pierce half the Shadow defense of a foe. Using the attack button while the Shield is out will sacrifice a little Shield integrity to create a small Howlitzer that shoots bullets, and doesn't have an exploding head; only one per player can be active at once! The shield has high Shadow and Curse defense, and Damage, ASI, and CTR Medium for Shadow weapons. Ir also provides a passive Shadow Defense bonus. Provided by Sylvin/Mortimer.
- Fire Focus: Boosts the effect of Fire on a target, quadrupling Light Fire's damage and tripling all other Fire's damage. Also increases the chance of Fire affecting a target and pierces half the Fire resistance while equipped. It has a low defense against all damage types and a high Fire resistance, the latter working even while broken or down. Using the attack button while the shield is up uses a bit of shield integrity to make the user immune to all Fire effects for a short time. Provided by Blaze/Skorche.
- Freeze Focus: Boosts the effect of Freeze on a target, doubling the Freeze time and allowing the ice to take one hit without shattering. Also increases the chance of Freeze affecting a target and pierces half the Freeze resistance while equipped. It has a low defense against all damage types and a high Freeze resistance, the latter working even while broken or down. Using the attack button while the shield is up uses a bit of shield integrity to make the user immune to all Freeze effects for a short time. Provided by Candice/Frostine.
- Shock Focus: Boosts the effect of Shock on a target, doubling the damage, time, and spasm length. Also increases the chance of Shock affecting a target and pierces half the Shock resistance while equipped. It has a low defense against all damage types and a high Shock resistance, the latter working even while broken or down. Using the attack button while the shield is up uses a bit of shield integrity to make the user immune to all Freeze effects for a short time. Provided by Serge/Short.
(I am open to criticism on these; they may be overpowered or underpowered, especially the ones that make turrets. I was particularly worried about fire being too useless; that's why it gets such a boost! I'll provide appearance descriptions later, right now I've just realized I spent two hours on this one thread and need a break!)
Obviously, the team that defeats the enemy Heroes the most is the winner; if this is tied, the team that did the most collective damage to the enemy Heroes will win. You'll see your heroes' health bars and mugshots below your team's, and the amount of kills on each side above your health bar. If one of your heroes is in combat, his window will blink red. Heroes have a much higher HP than players.
Heroes will very slowly gain health while out of combat, and usually stick to their "zone" (marked by a circle); they only deviate if someone's shooting them from outside the zone, and will be smart about avoiding snipers. The exception is Echo, who will dash to chase foes out of his zone, and usually dash back. There are five zones, all within easy reach of their team's Locker Room. A defeated Hero will lie there for about ten seconds, then get revived with full health in a different, un-used zone, with a few seconds' invulnerability to rip up nearby Hero-campers.
AI works simply, but effectively. Echo will chase enemies in his zone, based on who has hurt him the most. If his target runs away, he may dash toward him and attack with the Dread Venom Striker. Obviously, Invincibility frames don't apply. Daxen will fire on targets, switching to whichever of his weapons is not resisted by his target; he will pick the Nova Driver over anything if there is no Elemental defense on the enemy's armor, followed by Callahan and then Sentenza. Daxen will fire at enemies in his range that aren't in his zone, and if no enemies are nearby, he'll charge a gun, usually the Nova Driver. Remi will spam one of his bombs at random; if he's hit by a few projectiles, or sees a target resistant to a damage type, or a large mob of swordsmen, he'll switch bombs accordingly.
Jorin will have his bomb charged if no players are nearby; once players are seen, if he's fired upon, he'll drop the bomb and shoot; otherwise, once an enemy gets close, he'll drop it then and start swinging his sword. Archilus, Sylvin, and Walkon are the same way, except they'll make sure they have their turret out first; Sylvin and Walkon will charge their next attack first. Izola does the same thing, but since he has no bomb, he'll just hold his shield up. If he has time to react, he'll use his Shield to block attacks.
Zebulon has: Dragon Scale and a Wild Hunting Blade for Beast-armored players, Deadly Virulisk and a... uh... non sucky Slime killing weapon (One must be added, perhaps a 5* Cautery Sword? Or something else?) for Slime-armored players, Dismantler Armor (special armor, possibly Zebulon-only?) and an Industrial Deconstructor for Construct-armored players, Emberlight Mail (special armor, possibly Zebulon-only?) and a Sentenza for Gremlin-armored players, Silvermail and a Cold Iron Vanquisher for Undead-armored players, and Seraphic Mail and Radiant Sun Shards for Fiend-armored players. He switches in a half-second whirlwind when he changes targets.
Blaze, Candice and Serge all attack like Jorin. However, they'll aim to spread status quickly, mostly with their Drivers, and be sure to immunize with their shield-move if they themselves are hurt with their own status.
Stats shown are Heroes Defeated, Damage (Heroes), and Damage (Players). Common Hero combinations may include:
-Echo, Daxen, Remi
-Echo, Remi, Izola
-Izola, Zebulon, Jorin
-Walkon, Archilus, Sylvin (one may be replaced with Jorin)
-Blaze, Candice, Serge
-Map themes will be considered by the game; for example, Blaze will usually appear on a Fire themed map, while Serge will usually appear on a Shock themed map, Sylvin would appear in a map like Necropolis... and so on!
-And many, many more. Sometimes randomized!
Obviously, Team 2 will get their doubles.
Comments? Compliments? Scathing rebukes?
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