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New Clockworks Area: Foggy Clockworks

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Portrait de Doctorspacebar
Doctorspacebar

It's easy enough to take on three Gremlin Thwackers when you see them coming. But what if the first thing you saw was a Gremlin swinging his hammer?

Some Clockwork Tunnels and even some other areas are getting a strange new condition called "Fog of War". This may be caused by actual fog, or simply by sheer darkness (from evil forces, or simply from the Gremlins turning off the lights). It limits the average Knight's vision to a four-square radius. Enemies not in any Knight's vision radius can be heard, but not seen. Similarly, traps are heard but not seen, and the contours of the level are unclear; once an area is passed over once, it's visible on the map.

Certain factors may affect Knights' vision; however, it can never go below 1 space range.

-TORCHES: Certain rooms will now have torches standing up in them. While they can be broken, it may be a bad idea to as these torches provide a vision radius of 8 spaces around them.

-HELD WEAPONS: The Avenger line and the Sun Shards line provide a shining light, increasing a Knight's vision range to 10 while held; the Fireburst Brandish line, the Fang of Vog, the Hot Edge line, and the Fiery Vaporizer line also provide light via fire, giving Knights a vision radius of 7. On the other hand, the Nightblade line, the Faust line and the Dark Retribution line will darken things nearby, reducing the range to 3- so be careful when you go to fight those Slimes and Gremlins.

-PROJECTILES: Shots from certain guns make good scouting tools. The Pepperbox line's spray illuminates a small area ahead of the cone it fired in. The Prismatech Alchemer line's shots light a space-thick line along their path; the Charge Shot provides a temporary 5-radius light zone around where it blows up! The Magma Driver and Storm Driver lines have half this effect. The Silversix and Argent Peacemaker provide a similar temporary torch with their shots; the Phoenix fired from the Peacemaker gives a bigger vision effect. Finally, the Pulsar line's shots will illuminate the areas they explode in. These temporary light effects last about a second, which is enough to see if there's enemies ahead. The Sentenza and Umbra Driver actually create temporary darkness, blotting out light in their path, but it's not as wide-ranged as the light effects.

-FIRE: Both Knights and monsters that are on fire provide an extra 5-space range of vision, making Oilers less of a threat. Oil that's lit on fire provides a 3-space torch.

-SHOCK: Every time something spasms, it provides an extra 2-space light radius. Not that that's any consolation to the poor guy that's getting fried...

-POISON: Biotechs' research has shown that the debilitating effects of the average Clockwork beastie's Poison also include temporary visual impairment. Poisoned Knights lose two spaces of vision.

-CURSE: Ohhhh crap. You get Cursed, your vision range is 1. Doesn't matter what else there is around, you will have a vision range of only ONE. You won't see any other light, not even your fellow Knights'. Hopefully that Remedy pill isn't cursed.

-MINERALS: These are good news. A mineral deposit will provide a 4-space range of vision, except for Luminite which lights 6 spaces, and Dark Matter which lights 2. Putting one on your back will increase your vision by an additional 1, regardless of mineral size or color.

-MECHA KNIGHT KITS: Loyal companions like these will happily light your way, providing a 6-space range of vision around them.

-ENEMIES: The mere presence of a Trojan is dreaded by all Knights. While one is around, they will lower your vision by 1; however, this effect does not stack, meaning 1000 Trojans still will only lower your vision by 1. Still, it'd suck to find one while poisoned.

Fog of War levels have the usual title of their status: Clockwork Tunnels, Blast Furnace, Cooling Chamber, Power Complex, or Wasteworks, and may appear in Status-themed stratums. They come in differing variations, but their symbol is a gear with a cloud cut out of it. Remember that Fog and Darkness have the same effects; they merely look different. Danger rooms may still appear; if you beat one in Fog of War, you're given a second treasure room for your efforts!

Smoggy Slimeway is a randomly-generated Slimeway with Fog. It appears in Slime stratums.
Hazy Habitat is a randomly-generated Wild Path with Fog. It appears in Beast stratums
Lights Out is a randomly-generated Gremlin Grounds with Darkness, except it also has Gremlin Thwackers, Gremlin Demos, and Gremlin Scorchers if in the Blast Furnace. It appears in Gremlin stratums.
Factory Smoke is a randomly-generated Mechanized Mile with Fog. It appears in Construct stratums.
Deathly Darkness is a randomly-generated Haunted Passage with Darkness. It appears in Undead stratums.
Shadowed Streets is a randomly-generated Infernal Passage with Darkness. It appears in Fiend stratums.

Compliments? Complaints? Scathing rebukes?

Portrait de Fehzor
Fehzor

They have that. Its called the bottom of the screen.

All jokes aside, this isn't too bad of an idea... though I'd rather the enemies cease to make sounds outside of the knight's vision as many knights prefer to listen to music or otherwise blot out enemy noises... I can see reliance on sound to be a big turnoff for such levels, which may provide a challenge for the devs to balance.

Portrait de Selenium
Selenium
+1

Would Radiant Silvermail and other Angelic-themed armor pieces affect the sight range? Also, what effect do the Graviton/Electron vortex lines have on light?

Portrait de Aureate
Aureate
Processing Thoughts of You Always

This would be pretty interesting and fun to play with. However, I can spot one major flaw. How long would it take to integrate all of this into the Clockworks? You'd need to revamp about 60% of the equipments and statuses, if not more.

I love the idea, it's just... it seems quite complex, and I'm not sure whether it would be possible to put in the time to release such a feature on Spiral Knights whilst keeping up with other content.

Portrait de Zolota
Zolota
I stopped reading when I noticed this

Getting cursed = Instant lose condition

Portrait de Magnicth
Magnicth
+1

While this does seem very complex and sounds like it would take awhile to put together and well balanced,it is a very neat idea. I could see ghostmane stalkers making an appearance in the gremlin strata version.

~Magnicth the Dragon Mage

Portrait de Luguiru
Luguiru
Flammable fairies

To be frankfurter, this should not simply be another Clockworks floor. It should be its own stratum/boss series/miniboss trap. Think of Amnesia.

The minimum range of one space radius is essentially being able to see your hand in front of your face. Since our eyes are basically lights this works, whereas in reality our eyes do not generate light and in complete darkness vision becomes more difficult. Seeing as most floors are lit by something which cannot be manipulated it would be easier to stick with fog for these floors. It makes the whole setup less complicated than it needs to be and allows for a single set of rules rather than flying around with your toes in your ears. Candlestick Keeps already have a lighting system to use so repeating it for something which can be its own setup would be redundant.

The significance of torches in floors they are currently present is void; they might give you a heart or some money, but otherwise they do nothing. With this new fog system there would be a reason to keep them. In Candlestick Keeps the candles have to be relit by weird orange blobs, but with the torches they are lit by default and stay that way unless someone breaks them. Was it worth that heart or few crowns to have less sight? The radius of light seems exaggerated, though floor size and layout would determine this; also how many torches are in the map.

Having only certain weapons, especially the more commonly used ones, have extra benefits would further punish users of less commonly used weapons. I know it would be logical to have weapons which create light assist while in fog but it would give distinct advantages which would further unbalance the game. However, that does not stop you from creating a lantern based object. Go to the bottom of this post for more information on the lantern.

Having statuses when they are afflicted influence visibility is well played. Again, the lit radius may be exaggerated depending on floor size and layouts; the majority of the map is supposed to be fogged out while certain areas grant light. This would create a sense of fear in players as they walk through unsure of what is hiding in front of them. By the Oiler reference I assume that if anything, enemies included, are afflicted with the status it creates a field of vision. More Polaris/Brandish/Firotech/Vaporizer spam. However, no one is going to stop you if enemies afflicted with the status create a slightly visible glow due to the status through the fog showing where they may be. Otherwise it would become a Polaris sausage-fest. If a knight is inflicted with a status the effects you delegated may apply, but if an enemy is afflicted the best you get is seeing the animation for the status through the fog if it is bright enough.

Mineral bonuses would be silly. Go to the bottom of this post for the reason.

To further create the suspenseful ambiance, there should not be any effects on your vision due to the mere presence of an enemy. Otherwise you know what to expect. If your radius suddenly shrinks you would know a Trojan is nearby, spoiling the part where you suddenly realize a Trojan is nearby.

And now, for what you may have been expecting, the lantern. This object behaves similarly to a statue used to hold down a pressure pad, large enough to have to pick up and hold over your head to create the field of light. Rather than give knights a whole four space vision radius without anything effecting them, bump that down to two and make the lantern create a light radius of four around it. The lantern can be picked up and carried, but while carrying your movement speed is lowered somewhat; not as severely as Graviton/Electron charge, but between that and average movement speed. At least one knight could carry this lantern, though it is optional to take it with you, keeping a larger field of vision for the knights who are standing with them. This way freelancing/running off alone would be less favorable due to the diminished visibility. If you stay with your team you can see, but if you run off alone you can see far less. While holding the lantern your movement is decreased and you cannot attack because you are holding an object. You can still move around while holding it, but your main duty is keeping the large radius of light. Enemies are not necessarily attracted to the light but the majority of enemies in the Clockworks have an aggression range of around seven spaces. If you have the lantern you can see them a couple seconds before they smack you in the face, but if you decided to run off on your own you have little to no warning before getting hit. This system promotes staying with your team and keeping track of a communal object which everyone would want to mind. If you try to take the lantern and freelance your attacking and movement abilities would be impaired. If you walk with your team with the lantern you have others there to keep enemies off of you while the whole party works together. This system would also mean less reliance on other sources of light, specifically the torches, meaning their light radius may be decreased since the lantern would be mobile.

Portrait de Frydhamstr
Frydhamstr
"Fog of War"

Looks like someone plays too much advance wars.

Portrait de Juances
Juances

Every RTS I know since I started playing warcraft 2 in 1996 has FoW. Congratulations on the necro!

Portrait de Waffleconecake
Waffleconecake
I love Doctor's trap threads.

I love Doctor's trap threads. They are always awsome. +1