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PvP Minigame ideas: Blast Track, Krogmoball and Bout of Heroes

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Doctorspacebar

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?

Portrait de Canine-Vladmir
Canine-Vladmir
+1

+1

Portrait de Luguiru
Luguiru
Rolled triangles

I am not going to lie, this first one sounds like Mario Kart. Since equipment does not contribute to this minigame having either of the Mercurial sets could not be considered cheap since they do not apply their bonusesuses, but at the same time by not using equipment for anything anyone can play equally regardless of experience or accumulated equipment. Then again the Mercurial sets are not commonly used or owned, which would mean more people going for Roarmulus in the normal and Shadow Lair versions, meaning more people are doing stuff; but then again noggin this would mean having better equipment means winning since there are no tier divisions of this. Regardless of how silly this would be I would play it just to drive around and bump into people.

Soccer for the U.S., football for everyone else; we have a completely different name using the name. We are the global hipsters. Having everyone running around with giant bats would be hilarious, like Foosball but allowing mobility and everyone has arms instead of being impaled on a metal pole through their upper ribcage and their arms cut off and donated to charities. How else do you think they made those Foosball tables? I assume by not being able to hit each other with the bats there are no weapons in the minigame either to prevent people from murdering each other. In soccer/football people try to murder each other but the referee usually manages to stop them. I understand antagonizing health trinket abuse, but not being able to use armor at all whatsoever favors not paying for better equipment rather than encouraging everyone to have better equipment. Obviously no trinkets, shields, or weapons allowed; but why not have the armor (helmet and torso) at least have defense against the imminent projectiles? For the weapon it would behoove the sport to have two attack types: the basic attack to simply kick and the charge attack to punt. The basic attack has the same heavy sword combo and knockback, but the charge attack would blast it away like Sudaruska charge to a degree; obviously there would be no status from it but the charge itself would have decent knockback in exchange for preparing the charge while being unable to attack or shield. Trinkets are still not active in this minigame but if armor is allowed than Chaos set would be more viable. For the game itself I wish to add a few rules/penalized actions:

Shield bumping an opponent is akin to pushing down an opponent in soccer/football and is penalized. Whether this causes the bumper to "die" or lose rewards is up to you.

Standing in the goal box to block. Imagine if everyone just stood with their shields up at the goal. There is a goal box outline for a reason. Only one knight (not including the NPC goalie) allowed in the box at a time and only for ten seconds. Exceeding this results in "death" or reward loss, which is again up to you.

Boundaries. Soccer is not in a field where the active game area is sealed off in a box. Stepping out of bounds during play results in the same "death" or reward loss as above.

Throw-ins and goalie punts/kicks. When the ball does go out of bounds the team who gets to bring it back into play has the closest teammate to where the ball went out of play hit it back in. For the goalie kicks the same applies: the closest gets to bring it back in play.

Overall these are both new and entertaining, one bringing real racing (not running around in Haven and whining) and the other a team sport; it contrasts well against copying Bomberman and TF2.

Portrait de Doctorspacebar
Doctorspacebar
SUNSHAAAAAAAAARDS

@Lug: Yes, basically, Blast Track is Mario Kart. Except I always figured you ran... but driving some vehicle might work. And shooting from a vehicle would actually be a pretty cool concept for a PvE level. Also, perhaps they should display a little thing in the lobby of Blast Track that tells what each item does.

Thanks for pointing out people could do that. Forgot to mention something related to a Charge Attack; the main hit pushing and the Charge Attack punting is a much better idea. Also, adding a Goalie Box area that pushes enemies out, as well as particularly projectiled punishment for pushing the Krogmoball out of bounds or past the goal. It'll teleport to the closest guy on the other team. Also added a few more various tweaks, and some more info on stats.

Armor and Shields are allowed, but not Weapons (duh) or Trinkets. What I'm worried about is Elemental defense becoming TOO important, with the Team Puppies and Rocket Puppy. A simple solution would be, make them deal Normal, un-typed, or random damage types. (In the latter case, they would show it by a colored circle at their feet, that is always there and shifts colors when their damage type shifts; the Prismatic parts on them and their presence on each side- or the number of points for each team, in the Rocket Puppy's case- would suffice for a team label.) Also, Fire defense might be too important; this can be remedied by causing the Rocket Puppy's rocket to cause either no status, or a status based on the arena. (For example, an arena with IMF Launchers that have a chance at shooting Fire rockets would have the Puppy shoot the usual Fire-causing missile, while an arena with a bunch of poisonous brambles would have the Puppy shoot a missile that can poison (even if it has the same graphics), and so on.)

Portrait de Doctorspacebar
Doctorspacebar
SUNSHAAAAAAAAARDS

(How quickly other threads push this one off...)

Portrait de Luguiru
Luguiru
Lemmings

I blame Blandaxt for necroing five threads for no reason.

Portrait de Skold-The-Drac
Skold-The-Drac
For once...

well thought out... read fully but no time to post... so placeholder has been made.

Portrait de Doctorspacebar
Doctorspacebar
SUNSHAAAAAAAAARDS

Bump! Will someone please put an arrow in the Evil Thread Necromancer's gut? Better yet, drop a Krogmoball on his head...

Portrait de Toxicblade
Toxicblade
What necro?

What Necro?

Portrait de Luguiru
Luguiru
Not in this thread

Blandaxt has a history of necroing several bad or mediocre threads at a time after being rejected by the community for their own incompetent behavior.

Portrait de Skold-The-Drac
Skold-The-Drac
HEEEEELLLLOOOOO!!!!

Honestly saw mario party minigame with the racing game....
You know... "endless" track with traps "randomly" appearing, first one to the finish wins...

With krogmoball.... the concept (though pretty solid this time) has been shot multiple times.

Have no real way to provide else in feedback apart from a +1.

Portrait de Aureate
Aureate
+ 1

that is all.

Portrait de Doctorspacebar
Doctorspacebar
SUNSHAAAAAAAAARDS

Thanks for the compliments! I'll be working on adding two new, more combat-oriented games: "Supercharge Siege" and "Bout of Heroes". Supercharge Siege involves using Vapor Energy, a very fussy form of energy, to lay siege to an enemy fortress; Bout of Heroes features the warriors in the Hall of Heroes and their doubles; each team must defeat the other team's Heroes, but beware, they fight in many different styles!

Portrait de Addisond
Addisond
Likey

Couple of questions...

In the krogmoball, does punting hurt people? Are players able to hurt each other? In any way? Because I can imagine two sides standing in the way of the ball in what would essentially be a standstill.

Other than that, I really like the idea of race-mode PvP. It needs to be fast-paced and crazy hectic, though, otherwise it becomes very lame, very fast. I'd like to see this kind of stuff put in an environment where intensity increases as you go, heavily.

Portrait de Luguiru
Luguiru
Honk

In the soccer/football game, no; there is no way for players to hurt each other. You can "accidentally" block an opponent so an attack from the crowd hits them, but no smashing each other in the face. There are not enough faces in supply for that. In terms of having both sides stand in a circle, most likely if the ball is not moving for a certain period of time the round will reset or someone gets to punt it. Punting may involve statuses depending on the area, such as a fire stage inflicting fire if it rolls directly over you or something.

The racing game is a little softer in terms of minigames. It takes a lot from Mario Kart down to a few of the attacks simply being Spiral Knights versions of what already exists. Copying Bomberman was one thing, stealing from Mario shamelessly would be horrible.

Portrait de Doctorspacebar
Doctorspacebar
SUNSHAAAAAAAAARDS

Just spent... loads of time... on Bout of Heroes.

Please... work out... the kinks... for me... while I... go rest... my poor... poor, poor head.

Portrait de Addisond
Addisond
I'll let luguiru do that

I don't want to bother with editing this (edit 6/15), since I don't personally love it, just out of my own tastes. So yeah, luguiru can do that.

Portrait de Luguiru
Luguiru
Hurr

I am only doing this for science. Also because more minigames are gudd.

When I read "bout" I expected a one on one duel, since it refers to a short battle. Regardless this seems to be a larger version of Lockdown with more participants, NPCs included. Their loadouts give them various uses but their AI will most likely interfere with how helpful they would be.

Deadeye Lock seems to give up the shield for a targetting ability, but the enemy shortly finds out you are watching them through binoculars. While this is active the shield ought to be crippled in defense.

Cobalt Barrier is a little too powerful. It can reduce knockback with Calibur line swords, but completely removing it would be significantly powerful. Having this ignore half the normal defense of the enemy is also very powerful considering almost all equipment has it. A third would be better seated amongst the other bonuses of this effect.

Hunter Seeker should be part of Lockdown anyway.

The Fencer Buckler, Scholar Ward, and Dark Matter Targe seem to be specialized versions of Cobalt Barrier but less overpowered. Considering how specialization works, this is fairly suiting. Having them give bonuses for suiting equipment is fine, but it may encourage Wolver clones further. On metaphorical paper it would be sturdy, but when that boat gets in the water it might sink like an anchor.

The three status shields suit well to specialized loadouts for certain niches, but gives significant bonuses; it would be unfair unless only one status or damage specialist were in the team at once. Instead of giving a shielding attack give them invincibility to their own status on top of resistance, similar to status affiliated enemies in the Clockworks.

Having them revive shortly upon defeat is questionable, unless their respawn is random to prevent camping. As normal they have a couple seconds of invincibility following resurrection but they do not necessarily need any knockback effect if they spawn elsewhere upon defeat following a cooldown or something.

To clarify my interpretation of this minigame, the team of people fight a team of NPCs and it is not directly player versus player? If people fight people then it would just be Lockdown beefed up, but having people fight NPCs which both teams agree to have (both teams have the same NPCs which are agreed to or randomized) would mean having various loadouts against the various NPC loadouts and resistances to counter, meaning clone wars would only be viable if everyone exclusively chooses wimpier NPCs to fight. I suppose it comes down to the AI given to the NPCs, which hopefully is not the derped out Mecha Knight one our NPC allies in the Clockworks get. That would be silly. It would also be impossible with guns or bombs. No, Rhendor is not an exception. They gave him checkpoints and predetermined actions at certain points, otherwise it was just Blitz spam whatever was near them.

Portrait de Kellnox
Kellnox
+3, one for each game.

Blast Track: I can imagine it now... Everyone running around like their butt is on fire, but without the screaming and burning (boo hoo!). Still sounds fun, though. :o

Krogmoball: I played the Zero Gear demo on Steam recently, and there's a soccer game, and I can imagine that with bats instead if go-karts. Sounds fun enough!

Bout of Heroes: Yes, yes, a million times, yes! I love the different damage types and elements and classes and whatnot, things like that have always drawn me in. I'm a bit turned off by the similarity to Lockdown, of that I can tell, but it still seems amazing.

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Thelhawk
for blast track are there

for blast track are there powerful items for people in last place and "trap" items for people in first place?