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Traps and boggies

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Fri, 08/03/2012 - 08:50
Blandaxt's picture
Blandaxt

i was going through the clock works in the wolver areas and i was thinking that there should more plantlike enemies. so i went thorugh some plant families and research plants that actually eat instead of relying on sunlight and getting nutrition from the ground and air. The only ones i could find where the man- eating plants that eat insects like the venus flytrap or the pitcher plant. So i was wondering how can we implement the man - eating plant behavior into Spiral Knights.

Here are some links so u can go over what these plants are:

- http://www.botany.org/bsa/misc/carn.html

- http://en.wikipedia.org/wiki/Pitcher_plant

- http://www.gluch.info/homepage_E.htm

Some ideas i had to put the plant into spiral knights:

- have it be contain in a money box that woulu lure the knights to it. when the knight open it, i would trap the knight taking half of his total health.

- have it pose as a tree in the dense forest areas of spiral knights and it would drop a small heart next to it like an angler fish and then strike when the knight tries to get the small heart.

- http://wiki.spiralknights.com/Heart

- http://www.google.com/search?q=angler+fish&hl=en&biw=1024&bih=525&prmd=i...

- have it move around with actual legs and it would go around camouflaging itself as a bush in the dense forest areas. it would strike at knights that come near it then burow itself into another location further in that level and camouflage again as a bush.

i wanted it to be more like the drones we find in the clock works, but i think it should mostly be located in forest areas where wolvers are located.

- http://wiki.spiralknights.com/Shankle

well those are the ideas i could come up with, hope u guys can help me to create it or comment on my ideas. ty

Fri, 08/03/2012 - 08:56
#1
Dukeplatypus's picture
Dukeplatypus
+0

We don't fight no sissy vegetables.

Seerusly, I'm not sure about this. There just aren't enough levels with the thick vegetation as, say, Gleaming Wildwoods, and even that wouldn't be the right climate to grow such tropical plants.
And everyone knows what a heart is, you didn't have to link us that.

Sun, 09/09/2012 - 16:30
#2
Blandaxt's picture
Blandaxt
well

there was this one are where it was raining in the wolver area and it felt like there should be more dangerous things besides the wolvers and lumbers. like a mud-slide, or quick sand or anoying bugs that blocks your view or even have the rain to be heavier where it could create a flood. just saying that there are more dangers when u walk in a tropical forest then beast and walking trees lol. :p

Fri, 08/03/2012 - 09:17
#3
Little-Juances's picture
Little-Juances

ya, we'll fall for them on the first few days, but then, preemptive gun spam will remove them (plants dont move, short range...easy)

A more reasonable plant idea would be a turret replacement that throws polem or something from a range.

Fri, 08/03/2012 - 09:34
#4
Luguiru's picture
Luguiru
Honk

Blorp.

Unless it was disguised as a natural part of the map where boxes would normally appear, to make it seem safe, everyone would be able to identify the obvious trap.

Plants do not walk around. They are plants. If the floor itself is constantly shifting, which does not occur at a fast enough rate to notice if you stare at it for a few minutes, it would appear that the plants are moving.

Fri, 08/03/2012 - 09:51
#5
Blandaxt's picture
Blandaxt
lol

then what do u call lumbers that move. all im saying is that most of the monsters that already exist are not based on the reality logic. so making a plant that moves is not strange for spiral knights.

Fri, 08/03/2012 - 09:57
#6
Luguiru's picture
Luguiru
They are tree-robots with legs

Plants have roots which are anchored into the ground.

Lumbers are half machine half tree because the gremlins that made them are weird little boogers.

Your argument is invalid.

Fri, 08/03/2012 - 11:00
#7
Ramorri's picture
Ramorri
Rock Jelly Clone

We've got Rock Jellies, why not make a rare bush-block into an enemy? Smack at it once and it loses its leaves and reveals the thorns. Root-based attacks (like T2+ Jellies), Jelly-esque melee, thorn-shooting the speed of Devilite projectiles. Beef up its health like the Rock Jelly is.

Maybe give it a rare drop, and make it rare to appear, such as Impostercubes/Love Puppies.

Fri, 08/03/2012 - 12:41
#8
Nechrome's picture
Nechrome
I created a venus fly trap

I created a venus fly trap kind of monster some time back. I believe I called it a 'Cradle Knight-Trap.' :P

Basically a plant that looks like a venus fly-trap, but will snap out and bite any Knights in range of its lunge, dealing piercing damage and possibly status. More or less a turret kind of enemy. Although it'd also have another attack with a longer range than it's bite attack where it shoots vines that wrap around the knight and drag it into the Knight-Trap's biting range. Thorny vines that deal damage in T3. T2, vines do no damage. T1, no vine attack at all.

Fri, 08/03/2012 - 13:45
#9
Nick's picture
Nick
Developer
Way early on in the

Way early on in the development of SK I actually had a plant monster family lined up. However we quickly came to the realization that fighting plants is always kind of lame in games and yet it's a bona fide trope.

Don't get me wrong, there are definitely ways of making them cool, but you're up against it from the start: plants lack faces, they lack intelligence and humans are not inherently scared of plants (as we are with ghosts, spiders, snakes, etc). This all adds up to a tough sell.

Even when games present them as 'plant-folk' and the like they still feel anemic. The plant-like races in games are always woodland folk who love nature, have primitive tools, etc.

So, it's not out of the question that we'd ever add plant-like monsters, but if we did we'd have to really make them stand out, or just not have them be an entirely new, fleshed out monster family. Plant monsters as ancillary threats could work.

Fri, 08/03/2012 - 14:44
#10
Ramorri's picture
Ramorri
What's this?

A developer in the suggestions forum? Blasphemy!

Though it is interesting to hear that you (OOO) played around with the idea of Plant-enemies. Means there might be some thoughts just floating around in the back of your minds for later updates, after all.

And Jellies don't have faces. Only impeccable mustaches, toupees, and pipes.

Fri, 08/03/2012 - 16:03
#11
Ghret's picture
Ghret
You want badass tree-people?

Have them follow the Green Pact from the Elder Scrolls.
As for badass plants... hmm. Give me a moment and then some, I'll get you some concept art of a badass species of flora; or biota. Depends on what I'm feeling at the time.

Fri, 08/03/2012 - 18:19
#12
Luguiru's picture
Luguiru
Honk

I find that very discriminative, Nick.
Discriminating against things without faces.
Boxes have no fa- Oh, I see now.

As I stated earlier, this would work if they were supposed to be in a certain environment or were part of something more important. Alone they would be silly. Maybe as a mission or new stratum they could work, but with such an obvious enemy no one would be fooled.

If anyone needs me, which I highly doubt, I will be doing Dawnguard.

Fri, 08/03/2012 - 18:47
#13
Aplauses's picture
Aplauses

@Luguiru
Jigsaw Valley is suit with this idea.

Sat, 08/04/2012 - 16:49
#14
Blandaxt's picture
Blandaxt
thoughts...

I think on of the things that scares me is that they can apear to be something that they are not in the darkness. if you are surrounded by darkness and only have the moonlight to see where your going, your going usually going to be frightened of what is out in the shadow because the thick forest could look like something that is scary but it not.

Another thing that scares me a little about plants is how there roots and vines are so entangled. it gives me an impresion that the way they eat are mysterious in a way that could give scary thoughts.

A way to make plants scary which i think is mostly used is by making them a force of gluttony and its one and only goal is to consume all life form that isn't similar to it. if the plant is featured as some parasatic life form that even endangers other plants and is spreading like virus, then i think that would be a formidable foe to face. so to incorperate this idea into spiral knights, have the some two scary families combine with the plant to make an enormous scary family which i dont know the name. you can think of the name yourself.

Have the endead family and the fiend family combine with the plant to create a plant boss type monster that is spreading the plant infectuos calamity. The story for the boss could be a tree that has been growing for centuries that used to support all life around its thick natural forest. The tree used to give birth to golden monsters that protects its forest and only gives birth to a seed that can grow into it every 650 - 800 years. A gremlin MAD scientist Who has recently been observing this tree found the point it would give birth to its seed and manage to steathly steal it and used it on an experiment combining Valestone and dark matter to create an anti-stasis of life. The gremlin created a plant that eats life for energy. The gremlin wasn't happy with the results and wanted the tree to have consciousness. She wanted his experiment to be a being of malice then just a sample weapon. so she pumped some silkwing blood into its roots and veins and implanted an experimental rabid snarbolax brain into the base of the tree. The brain died instally but the tree came to life. The gremlin was happy, but did not foresee her experiment going beserk destroying her lab and absorbing all her coworking scientist life. Luckily, she was not at the base but was merily observing the epidemic. she had kept a sample of the deadly tree before it had gain it's consciousness studying its effect on life. The tree that had gain consciousness first thought was "hunger". Its never ending thirst spread its roots far and wide spreading its chaos seeds and other hellish creation to feed its never ending hunger for life.

* Fun facts:

- the original tree grew so big because it uses Luminite and valestone as its nutrition besides sunlight and other nutrition.

- the dark tree uses valestone and dark matter as its nutrition, thats why its an enty stasis of life. ( base on the description of dark matter and valestone)

- Malice gourd: I wanted the shape of this monster to be much like the fabled witch cauldron, but its abilities be more related to pandoras box where all kinds of nasties would come out like a hells doorway towards the plant type.

- http://en.wikipedia.org/wiki/Pandora's_box

- http://www.wpclipart.com/holiday/halloween/witch/witches_2/witches_cauld...

- http://en.wikipedia.org/wiki/Cauldron

- Chaos seed: When it attaches to a monster, the monster is mutated where it loses its eyes but gains a mouth full of shark teeth. It can only see things that are alive and craves for their energy. the reason it ignores the construct family is because it cannot see them sense they do not contain any life energy.

Monovalent pandemic: this name is extremly weird to me but i chose this name base on the meaning of each word. Monovalent definition is having only one antibody and that would mean that this boss main weakness is featured towards luminite which i guessed is elemental. Pandemic means a disease that spreads throughtout the world wich is basically what this evil plant does.

- http://dictionary.reference.com/browse/monovalent

- http://dictionary.reference.com/browse/pandemic?s=t

* Some technicalities:

- the tree main weakness is fire. other status that could work on it are stun, shock and poison. ( bombs and guns like radiant sunshard or
Prismatech Alchemer works fine.)

- the tree is resitant to freeze, curse, and sleep.

- it is also resistant to shadow weapons.

- the effects of the tree does not work on constructs because they have no life to consume.

Monster ideas:

- Chaos seed: Attaches itself to lifeforms feeling their heads with mal intent. it usually attaches to the head covering the eyes of the victim, but can attach itself to the spinal chord. the monster that it attaches itself too goes savage and seeks consume life. when it is not attached to a monster, it can create stun pores only in one block space, but does no damage to the knight. it floats around like a silkwing looking for a monster to injects its parasetic roots into. it can be detached from a monster if the monster is attacked while it is stunned.

- Malice - gourd: look much like the pumkin king, but is much smaller and is surrounded by a thick shell. It sinks its thick roots into a spring of valestone and produces chaos seeds. The seeds comeout when it opens its shell but during the time its shell is open it produces a breath attack that is much like the zombies. the breath attack last 2 seconds, then its shell is left vulnerable for 2 to 3 seconds. This behavior is much like the machine factories that we could find in the prestige mision in spiral knights.

- Monovalent Pandemic: Boss evil tree. It attaches its roots to fagile and non - fragile valestone. This valestone gives the boss its power to attack and spawn its minions. After these valestone are broken it sheds off its evil tree - like form and reveals a disgusting figure filled with mouths and twisted vines that is shaped very closely to a totem pole ( i dont have a form for him yet. someone can create one.). It has long range and close range attacks and is of course imobile. it also has some mind controlling effect on ghost like monsters and uses the cat ghost to defend itself. For some reason it does not have control over phantom monsters.

* all names can be changed. more monsters can also be created in the future.

some monster appearances that could be tweaked to fit spiral knights less scary cute monster theme:

- http://www.wizards.com/magic/images/mtgcom/arcana300/936_plantzombie.jpg

- http://www.wizards.com/dnd/images/art_preview/20080508_114854_0.jpg

- http://images.wikia.com/finalfantasy/images/8/8d/PlantSpider.png ( maybe not this one) copyright issues, but could always aply the bug movements to the monsters. Bug/plant is scary. ( to me)

* if this where to come out, most monsters would be remakes but full of variaty. having new types of monsters would be plus though. i would like future monsters to be more of a combined plant/? the unnown theme because plant alone is hard to create to be scary.

- Missions:

- some missions can be directed towards the scientist where you have to fight through her lab and track her down so you can find a weakness of the tree and some directed towards the tree where they can try to keep the tree spawns at bay untill you reach a mision where it is aim to destroy the boss tree.

* it doesn't have to be misions, it could just be a boss in one of the tiers.

*If i just did a big shadow lair remake, please just throw this idea out.

- http://wiki.spiralknights.com/Swarm#Swarm_Seed

*also, this is an entirely deviate post that does not have much connection to my initial post. it is to satisfy a want/need for scary plant enemies in spiral knights.

Mon, 08/06/2012 - 03:36
#15
Diamondshreddie's picture
Diamondshreddie
@Nick >__>

Plants, not scary?

cmon! use your imagination~

Mon, 08/06/2012 - 03:49
#16
Asukalan's picture
Asukalan
PLANTS WITH TENTACLES

PLANTS WITH TENTACLES

Mon, 08/06/2012 - 04:31
#17
Fehzor's picture
Fehzor
^Hawt

I'd like to see plant enemies incorporated into the beast family if anything. Of course, they could be their own family too, but they'd fit as beasts fairly well.

Mon, 08/06/2012 - 12:51
#18
Blandaxt's picture
Blandaxt
back

back to my original idea.

okay i cant make a scary plant monster, but i can make a very annoying monster that aids other monsters in making the knights run into the clock works very tirersome.

here is an idea that is from using the venus flytrap as a basis.

this monsters name can be anything but for now ill call it gluttony, or just Vora ( short for voracity ). The monster is shaped like a spear head that is aim directly into the ground. It has a bigger bulb like main body that is deeper into the ground like a potato. It has very long routes that is sprea throughout the whole level of that dungeon. its routes act much like the sensetive hairs on the venus flytrap. when ever a player walks over these roots, a plant that looks much like the venus flytrap comes out and does lunge bite attacks at the player. i would call these jaw which is exaclty what they are for the vora. The player can attack and destroy these plants but it will not stop the vora from summoning more if the player walks over the roots again ( the summoning will be under a cool down after the jaw is destroyed or uprooted) . When the player finds the vora, the knight has to first destroy its a thick shell that surrounds it. The vora would be surrounded by its routes so may jaw would come out to eat the knight. after the knight destroy its shell, its soft inner core will be reveal for a finishing blow.

Also just so these plants are not only annoting but good for knights who get to conquere them, it would be good if the vora was really well hiden and if beaten leaves a mist much like the mist bomb that heals the player in that mist. the mist would last for 40 seconds and if the devs want, they could add that once beaten it could drop something rare like a weapon or a material.

this plant is not scary, but definetly annoying. :) thats all i could come up with for now.

Tue, 08/07/2012 - 05:06
#19
Ghret's picture
Ghret
Took me some time, but here it is

The Plant Monster

The main reasons I didn't put it up any earlier is because: a) I just drew it up a couple of minutes ago, and b) procrastination.

Spawning
Anyway, this is how I envision the Plant Monster working.
The Plant Monster works along the same principle as the Rock Jelly i.e. it has a x% chance of spawning in place of a rock. Except the Plant Monster has an x% of spawning in place of a bush. When it is spawned it appears, for all intents and purposes, as a normal bush; except it can't be destroyed. No projectile, no explosive, no charge attack, no vial, no anything will destroy it whilst it is still a bush. But other than that it appears as a normal bush, all ready to be cut down for Crowns.

When you get near to the faux-bush it turns into the monster illustrated in the link above (I think using the code which makes monsters attack when a Knight is near would be suitable, just replace the attack line with the transform animation), the head and legs pops out and then the bush starts scuttling towards the nearest knight. It can now be treated as a normal monster.

{A semi-unique feature for this monster is that it's bush can absorb y amount of hits of any kind (maybe scaled to tier?), and then it loses the bush, becoming denuded.
Denuded Plant Monster
[If this seems unnecessary then you can ignore this 'feature'.]}

Behaviour
The monster quickly scuttles after the nearest knight and periodically unleashes projectile attacks regardless of current situation to keep the knights on their toes/give the Knights a chance to attack it.

Attacks
The attack animation (drawing over here) is where the monster brings its neck back in preparation for the attack. A short time spent preparing means that its a melee attack, whereas a long wind-up equates to a projectile attack. The projectile attack is 1-3 balls of green similar to a Gun Puppy attack, the melee attack is just a quick bite forward.

Note: I think that this creature needs no tier-specific skin. Just treat like a Rock Jelly; same set of skills, just levelled with the stratum.
I hope that this fulfils the idea of a plant-based ancillary enemy, Nick?

Tue, 08/07/2012 - 14:33
#20
Vurge
Malboro, 'nuff said.

Final Fantasy Malboro, the coolest and creepiest plant ever.

Tue, 08/07/2012 - 18:50
#21
Waffleconecake's picture
Waffleconecake
HOW ABOUT

if this said family of carnivorous cell walled creatures were the sleep based mobs! fianly giving a better use to the under powered jelly armor!...........or are we going to keep putting off the hole "making it usefull" thing :/. if this dose come happen the pitcherplant should be the bass of the armor set, giving a player a sorta colar around there neck and the leaf as the hat part (maybe visible hair? O_O). also the rare alte mob should be a pitcher plant with a purple tie and a detective hat (navy blue with purple/violet rim) named Harold Bonaparte. the boss some sorta massive pitcher plant suspended with vines pooring out acid as you try to cut it down to hit it!, but be careful for the acid shall Poussin and melt you to muck to be digested.

Tue, 08/07/2012 - 23:39
#22
Blandaxt's picture
Blandaxt
hmm

@Ghret :
sounds okay, but is that the only plant type in the family. i think there should be 2 or 3 more to provide more variaty.

Wed, 08/08/2012 - 14:16
#23
Ghret's picture
Ghret
I must respectfully disagree

As stated by one Nick Popovich, "So, it's not out of the question that we'd ever add plant-like monsters, but if we did we'd have to really make them stand out, or just not have them be an entirely new, fleshed out monster family. Plant monsters as ancillary threats could work."

Therefore, I believe that just having one, simple monster which can be used anywhere (where there is vegetation) is suitable for use as an 'ancillary threat', rather than several of them as you seem intent on doing.

Although, I do admit that there is no harm in creating 1/2 more plant monsters, just for the sake of diversity.
Unfortunately, the way I envision plant monsters are as fringe threats. Though they may be unique, they should remain on the outskirts of the main monster families. Inevitably, this will be incompatible with other peoples ideas of what plant monsters should.
Also, I've run out of imagination for new plant monsters.

Wed, 08/08/2012 - 14:56
#24
The-Rawrcake's picture
The-Rawrcake
ommmuguuuuh i want plant

ommmuguuuuh i want plant family monsters ToT so baaad.

And plant family-themed gear. plz n ty.

Wed, 08/08/2012 - 23:36
#25
Blandaxt's picture
Blandaxt
i think u need more

@The-Rawrcake:
u need more details lol.

@Ghret:
even ancillary have more then one monster family. check out the drone family, even they have a little diversity. the term family i think is refered to as more then one type, as multiple. so why not make a plant that hinders knights, like veins that twist at the knights legs, keeping that knights movements in a limited proximity unless the knights hits the center of the plant that created the vine. something like that.

Thu, 08/09/2012 - 11:40
#26
Ghret's picture
Ghret
One more

Okay, that description of a vine monster twisting at Knights ankles inspired this new creation:

The Vine Monster!
The core is supposed to a gnarled knot of bark and plant matter, whilst the vines have cilia-like growths all across it length. Leaves are optional.

Spawning Behaviour
The Vine Monster is something which I envision spawning in large areas. The core pops out of the ground and then the vines spread out from the center by a pre-determined amount.

Attack Behaviour
The core would pulse out an attack from the center which would flow outwards to the tips of the vines. The pulse would be periodic and non-lingering so as to allow the Knights a chance to attack/avoid it.

Notes
The pulse can vary as all hell, from being split-damage; right up to being a status-inflicting only. And for added difficulty, make the core Gold, thereby turning the plant into an environmental hazard (Well, even more of one, that is).

Thu, 08/09/2012 - 11:48
#27
Ghret's picture
Ghret
So that's why Nick decided to comment

I guess seeing this suggestion about plant monsters whilst working on that 'Hunter of the Wild' Promo nudged him enough to write a comment.
And, yes, I do realise that sounds very conspiracy-like.

Thu, 08/09/2012 - 21:36
#28
Blandaxt's picture
Blandaxt
lol

right when i saw the promo, i thought it was also a coincidence. oh well, as long as he uses our thoughts, i dont mind.

at your monster from your Thu, 08/09/2012 post. i do not agree to make the core gold, because the plant monster is suppose to be an annoying support for monsters, not an enviromental hazards the knights have to continuosly deal with as they come back to that area. so instead i rather make it so that it regenerates after being struct. so basically, it will go dormant after a number of hits like the phantoms, but will comeback to annoy them. so this way the knights can fight agianst it.

Also, what do u mean by a pulse attack, do u mean that it launches a circular like attack that hits all knights not shielding in a certain radis? a little more detail.

Fri, 08/10/2012 - 07:46
#29
Ghret's picture
Ghret
By 'pulse'...

I mean that its a radial attack that spreads out from the center (the core) and spreads out to the tips of the vines before dissipating.

Also, the Gold variety is not supposed to be most common variety. Rather, it is supposed to be a suggestion for what it can be. I find it very unlikely that that thing will be invulnerable in what ever from. Except maybe danger missions where people can anticipate them to a finer degree than in the clockworks.

Sat, 08/11/2012 - 02:53
#30
Blandaxt's picture
Blandaxt
okay

it sounds acceptable, but the monster you created is basically a monster that affects the field. so if this monster that unleashes a pulse attack is set up to inflict any status damage base on the field. so basiclly it inlicts a status that the traps that are laid in the clockworks already do. So i am thinking this monster cant be mixed with traps, because if its a field effect why do u need traps to make it even more impossible. also, i dont think this monster should be mixed with turrets because dodging a turrets bullets or a gun puppy's missles means the player cannot be interupted while doing those movements. if the status that is inflicted is not poison and ice or fire instead, that would make it impossible to block the field pulse attack and dodge the bullets at the same time. So the only thing this monster can be mixed with is monsters that are not turrets like wolvers devilties, ect..

Sun, 08/12/2012 - 11:13
#31
Waffleconecake's picture
Waffleconecake
D: where is my love bland!!!!

bland you have completely ignored my post for like a week! are admins that pent on not giving a use to sleep other then for vials? >_>

idea for boss level, it wold be called the "Ordovician jungle" Ordovician being the first time period that plants were growing on land, i felt it would be rather fitting for that to be its name seeing how the plants that fallowed form and during that era WERE MASSIVE, maybe some sorta fish based trap part similar to the rockets but they would knock the player into a pool of water were they would swarm the player causing them to take dmg as long as they r there. (the Ordovician period was right before a massive life growth and fish were one of the most common!)

Sun, 08/12/2012 - 19:54
#32
Blandaxt's picture
Blandaxt
it sounds okay

sorry, i have been focusing on the game and been off the forums for a while. the thing about sleep is that it's basically a non - existent element in the game that only players use against monsters. my feeling about sleep right now is that it is a fading element and i the devs are not thinking of ways to implements it, it will eventually be removed. ill take a loot at ur ideas and comment on it. whats the title of ur post by the way for sleep?

im still am thinking about how the fish mechanics would work, but your idea sounds good. it needs more detail though.

Sun, 08/12/2012 - 20:32
#33
Aplauses's picture
Aplauses
Lol.

Waffleconecake = Forever alone

Mon, 08/13/2012 - 17:54
#34
Waffleconecake's picture
Waffleconecake
the title was

HOW ABOUT..... in all caps, right before one of yours.

Mon, 08/13/2012 - 18:02
#35
Ghostmantis's picture
Ghostmantis
Trick Box?

Instead taking half of a knights health,the box would blow up to reveal a pitcher plant like monster which devours the closest knight and the other knights must kill or hurt it enough so it releases the knight,another plant is one with sticky "petals"(does exist) that could rob a knight of items and crowns when they cut down grass,curiosity killed the cat eh? but i dont see a plant being a mobile enemy,perhaps you should check the pikmin series to get ideas

Mon, 08/13/2012 - 18:08
#36
Ghostmantis's picture
Ghostmantis
Malboro

I also agree that a monster like Final Fantasy Crystal Chronicles' Malboro would be great

Mon, 08/13/2012 - 18:27
#37
Ghret's picture
Ghret
RE: Ghostmantis

And what if there is no other Knight than the one who was just devoured? What then? Try to make it so that the monster is able to pose a threat to up to 4 Knights, yet can still be taken down by 1 knight.

Mon, 08/13/2012 - 21:27
#38
Blandaxt's picture
Blandaxt
i say

why not make the knight that was devoured be able to fight the plant from inside of its stomach while the knight is trapped. the knight will get half of 1 bar of energy taken from him every 2 seconds he stays in there. he also gets momentarily stun every 10 seconds after he inflicts damage on the plant. the plant releases stun pores to protect itself from creatures who tries to escape its grasp. About the plant with the sticky petals, i think it needs to be more of a threat where it can inflict damage on the knight and also be able to be destroyed like the chromalisk who can steal knights items with its tounge spear attack.

Mon, 08/20/2012 - 08:27
#39
Ghostmantis's picture
Ghostmantis
responses

exactly,if your flying solo,than you cut it up from the inside to get your way out,but when in the presence of a more than one knight ,your struggle is minimized by your teammates/the taking energy idea,no,itd take half or a full bar of health every second or 2, so it would be in deeper clockworks where you would hopefully have a vitapod by then.And the sticky petal plant,it serves as more of a nuisance than a actual enemy,just to act as threat to grass cutters

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