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MY mega-thread of my own ideas...(Talk: Boomerang mechanics and Projectile bomb types, NEW: A simple fix to the market).

15 replies [Last post]
Sat, 09/29/2012 - 04:13
Softhead's picture
Softhead

Pulling a index -_-.

Mecha Knight Variations
Boomerang Mechanics
Expansion: Moonlight Ruins
Projectile bombs

And if anyone posts a "don't type too much" or "tl:dl",

I'll be Gray Foxing

Sat, 09/29/2012 - 07:06
#1
Skyguarder's picture
Skyguarder
+10 for this idea

Also, you mispelled a word. Look at "Pristine Hunting coat(5*)

Below it, you wrote (Smae as above)

Still 10+ to this idea.

Sat, 09/29/2012 - 15:17
#2
Knightoffury's picture
Knightoffury
dude

Dude, try not to type so much, it drives people away. Anyway +1

Sat, 09/29/2012 - 15:28
#3
Canine-Vladmir's picture
Canine-Vladmir
:O

there wasn't even a tl:dr :_
i was like scrolling for 5 minutes.
i have NO IDEA what you wrote but if you want to buff mecha knights into General Grievous then +10000 crowns. (yea...i can do that)

Sat, 09/29/2012 - 15:30
#4
Softhead's picture
Softhead
Knightoffury.

May I have permision to slap some one?

It's three of my threads merged into one.

Since Short attention spans are allways following me(....).

Index.

Sat, 09/29/2012 - 15:32
#5
Softhead's picture
Softhead
Mecha Knight Variations.

Mecha Knight Variations:

After completing Crossing the Chasm, I have noticed that the NPC knight helping you has a unique AI;

He uses guns.

So, I was thinking that there should be a [Mecha] Knight with both guns and bombs. ATM, I am only thinking of inloving the Mecha Knights(not kits and NPC) with gun and bomb models.

These have a high chance of replacing their swordie bretheren. Bomb Knights(enemy) should be the construct equivalent of a Gremlin Demo(not their Status rage spam) but use Either Irontechs or a constuct labeled Deconstructor. they seem to have a bulkier armour, similar to the mercurai. They can also fully charge them, and release a Vaporiser of the varying status(normal ones will have a dmg releasing one).

Gun Knights tend to go to the corners and snipe you. They have a Alchemiser like weapon that shoos three shots and has a charge similar to Rehdon's blitz. They seem to have a [What where those starter accesory with the eye scanner?] with the retrode armour. They have similar AI to Rehdon's.

With the NPCs and Kits, this will be more trickier. There should be a NPC knight with a similar AI to rehdon and has a Blaster gun with the same clip and charge. NOTE: The Kit gun differanciates from the Enemy ones. The Kits own BLASTERS. The Enemies have Achemisers with Blitz charges. They can agro enemies to make them a priority to kill.

The gun Mecha knight will obviously be similar to the Gun Spiral Knight AI and Rehdon's. They have the same spawn percentage as the sword kits. Though an alternative is to simply shoot at targets once in range.

ATM, I am puzzled with a way to include working, non distruptive Bomber AI for the kits and Spiral Knights. With Luigru's post, the idea wil be slighty more harder to balence. I will add this in the near future if possible.

Sat, 09/29/2012 - 15:32
#6
Softhead's picture
Softhead
Boomerangs

Boomerangs:

This will basically be a GUN.

Still Animation: http://www.google.co.uk/imgres?q=comet+strike+ratchet+%26+clank&um=1&hl=...

It would spin forwards from the player's direction and in the SK camera view, it would look like it's spinning horizontaly.

Designs comming soon.

The knight will first go into a throwing animation, launching the weapon.

This would have the distantce equivalent of the 2* crystal Bomb when launched, and will track your place, as it goes back to where you are. You are allowed movement when it's atleast two squares away from you. When returing, the knight will go into a "reviving" pose and won't get out of it until the boomberang returns to them. This goes at a faster state than the player to prevent abusing of it's boomerang effect to increase its distance.

The movement path of the weapon is dependant on original and ending placements. Examples are basically if you're standing in the same spot for the whole time, it will be in a straight line. If you moved a few squares horizontal, it will becomed curved as you move.

A debatable(Should this be allowed?) mechanic could be the fact it can pierce through enemies. The line would do low damage, but has higher chances to use statuses than most guns. These will be Freeze, Poison and stun as the weapon would be used for supportive status dealing, not damage. There is also pierce damage used instead.

This also doesn't inflict statuses as high as bombs, just at a futhur range and and for one time(As freeze would break if hit), but better than other guns. This doesn't overpower it against alchemers as they're also used offensive statuses(please correct me if wrong).

Charge attacks:

I have three variants:

More range, more status infliction, more power.

Circle attack. The boomerang will circle around the player once in a four square radius, inflicting status and more damage. This would be better for stun or poison due to the fact that you could get trapped with freeze.

Simple status. This will be a furthur range, but only inflicts status.

Triple shotgun: There will be three boomerangs thrown fowards Similar to a shotgun spread in many video games.

Circle knockback, delay, then status. This basically throws two boomerangs. One is simila to a ghost cutter. The first is a 3 square radius that knocks enemies back two squares back. the second then is a 5 square radius that just does status.

Sat, 09/29/2012 - 15:33
#7
Softhead's picture
Softhead
Expansion: Moonlight Ruins

Moonlight Ruins

The Basis:

This is a Beast expansion.

This is more story motivated, based on how desperate the gremlins are to get rid of the knights.

There are new enemies exclusive to the mission and some that I may want to be added to the normal CW.....

There is a more dynamic Background, changing the time of day.

If it feels like I’m recounting, Sorry, it’s a force of habit when I do something story related……………

Now, onto the enemies (excluding the boss).

Werewolvers: These furry creatures of the night appear in the 3rd lv continuing. These are hunchback, Wolven and as tall as a Trojan. They have different facial appearances. They are either Knights or Gremlins. Knight based ones(No variation in attacks) appear in the penultimate lv. They are invincible to freeze and stun and some reisitance to shock, but have negative defence aginst fire.
Claw Combo: This piercing attack can be up to three in a combo.
Lunge: Like the Zombie’s lunge, the Werewolver will lunge and latch onto you attacking you. You can still attack, and can get them off via hazards, an attack or until it stops after 5 seconds.
Primal Howl: A large wave like scream which can stun, and knockback players.

Leader Wolver: A miniboss who is basically a un-nerfed, Faster, Less vulnerable, and stronger Alpha Wolver. It is also has a Burrowing attack which Creates a Tremor and stuns and Dmgs the player. It is also covered in tailored Armour which is mixed and matched with cobalt, Plate and Demo(Reason will be explained). He has A LOT of Pierce resist and less SHADOW resist.

Follower Wolver: A Un-nerfed, Stronger Wolver covered in Proto. It’s a Mob with the leader Wolver. They have more normal and Pierce defence and Less ELEMENTAL Defence.

Horonets: A Hornet like creature with a patient, Monk like look, who acts similar to Greavers, they also have a small tomes which creates a must cloud dealing Stun.

Tribal Beast: A monkey like beast which acts like a Mender, who can Do a Ram attack. They can create a mender esque dome to protct all creatures except other Tribal Beasts that only dissapates when that Tribal beast who casted it dies.

Silkwings and greaver also pop up. Constructs appear in ALL levels also with Several Jellies.

Beastal Constructs: A construct which CPU is modified to act more like a beast. A failled product of the Project. It looks like a Shufflebot, but with more camo on it.
Burrow bombs: In wolver likeness, they make bombs that burrow near you.
AoE Oil attack: They release an oil effect similar to a Battle pod, which if SHOCKED, releases Stun fumes.

Basis of introductory lv(Very Cruddy, sorry):

With our friends at Emberlight and Recon knights, HQ has found an Abandoned Ruin which was once occupied by gremlins. In the lore on the walls of these ruins, describe a Legendary guardian who can transform into a Furry beast who kills anything in it due to a certain artifact. The gremlins were doing tests on trying to fuse that power with a construct.

These Gremlins have fled due to the sightings of a Fur covered, feral monster. With this sight, knights have been sent to investigate, but had never returned. More of these “Werewolvers” appeared, some having facial appearances of knights and Gremlins.

We have now asked you and your squad to assist Chief biotech Hahn to Reasearch and eliminate this threat to the inhabitants of Cradle!

Lobby(it has a morning like Background):

This lobby is on the first depth, and has a Wolver den, ruins and Aztec look. There are knights Who are on comlinks and Hahn Standing near a passage way into the depth.

There is no basil, and a normal knight takes his place. If you ask, she will reply by saying something like “Basil Has disappeared recently, so I am taking over his place for the time being.”

The inventory would be:

Any Flourish line depending on Tier(2*, 3* and 5*)

Any Jelly line depending on Tier.

Magnus line depending on Tier.

Any Jelly line depending on Tier.

Hahn will explain the conditions, and Brinks will be near a Stash of Items.

Talking to him will tell them why He’s here and offer to craft a armour (Explain in Rewards’ Basis).

First Depth: Gaia’s Garden(Noon Background).

Hahn and a few helper knights(With Brandish like swords and some with Autogun lines) will follow until the numbers wane to just 3 and Hahn by the 3rd depth.

This is a pretty simple Wolver’s den, with a more Aurora isles feel as you progress with Statues, pools and other ancient looks, until you reach a Temple with no roof and face a battle of Beasts, Slimes and then a group of Follower Wolvers.

Hahn(He would be following you throughout, will be bemused at the sight of these creatures), and you got to the elevator.

Second: Tome Gallery(Evening/Dusk):

As you go through the ruins, you encounter several Tomes which explain about the creature, and a Recon Module Made by gremlins, explaining the Tests. They weren’t compatable with constructs, and were desperate enough to try it on themselves. After finding this, a Battle will commence with the Horonets accoupnied by greavers and Slikwings.

Hahn will be more unverved as this happens.

In the final room, a Tribal Beast speaking poor English will explain that it worships the Werewolver, and protects this sacred place. It doesn’t want to enrage it, and wants to kill the “Intruders”. It then assists the enemies in the final room.

Third Depth: Guise of the Wolven(Early Night)

In a small campfire, you’re assaulted by a leader Wolver, after beating it, It Barks and a Tall Stranger appears translating the Words.

“Human not harmed. Giant One Wants you.”

This stranger is no other than Basil. He will explain in a cutscene that a werewolver attacked him in the lobby pre Knight Inverstigation. He was saved by the leader wolver and has been creating gear in return.

The reason for the gear was because at this time, the Werewolvers and their followers attack the normal ones, dwindling their numbers.

As a reward for helping them with the Werewolver problem, they will allow them access to a Room which will explain more about the Projects

Hahn decdides to stay and study from the site, and the players and the knights trek along.

In the depth, you are constantly stalked by a figure, who then appars as the first Werewolver since the project and the first you face.

He is first as a regular thwacker, but after a while, will rage unconrolibly and morph.

After the battle, several wolvers swarm him, but he then defeats them. He runs away, muttering something about “Power, army and other revenge related items" while grabbing a knight.

You give pursuit and go onto the elevator, ready for the penultimate depth.

Penultimate Depth: The hunter(Midnight)

The level is more of a Mechanical based lv, as you go into a part of their reaserch camp, there are Bestial Constructs, Trapped Lichens, and the occasional Grem Were-wolver along with Tribal Beasts and Horonets.

As you reach the midway point, you meet one of the missing knights from the Group. He is having spasms, Foaming in the mouth and has the "Awe" eyes.
He talks about him being "Corrupted, bitten, going crazy, rage, kill everything in it's path." He then noticed you and says something about "Betrayal, desserter, I have power, DIE!"

He morphs into a Werewolver, and you then have to battle him. When killed, he drops a Tome based on the main Werewolver from past.

It explains from a previous inhabitant before it becoming a CW lv, that the beast isn't a protector, just a bully, destroying anything due to his wrath, and the artifac feeds on the Wrath, and transforms the victim. You realise that that that one fear tranformed that knight. You wonder about that first one, and porceed to the final battle.

Boss Lv: Hunters of the knight(Dawn???):

You enter a lv where the sky is dawn, however, the power shorts out, turning it pitch black(Akin to CK) and a current of lightning is shown, lighting a hulking figure before it runs away.

One of the knight decide to try and find the generator, but gets defeated by a nearby werewolver. You decide to try and find an emergency generator.

After traversing a layberinth of enemies, you are able to set up emergency lights, and find the boss in a altar room.

When you find the first werewolver(Now stronger and more feral due to the accelerated power of his rage, explains that he's lost everything to the knights, and now mutters "An eye for an eye, several lives for several lives! I am the Night Hunter!!"

BOSS, Night Hunter :

Phase 1:

The night hunter is Invicible to all attacks, and is guarded by several Tribal beasts. The tribal beasts are all supposed to be defeated before be can be weakened. You can then attack him as it shifts to the next phase.

PHASE 2:
He is vulnerable.
He has the basic attacks, and more:

Feral windmill:
A Pierce attack which in animation is similar to the "Fang over Fang"(From naruto) and does mulitple dmg and can stun lcok if caught in the path.
Burrow Bombs: Similar to the Beastal constructs's variation, but is multiple.
Burrow Quake: Causes a tremor when burrowing.

This cycles between Phase 1 and two until phase 3.

Phase 3:
The last knight is then killed by the Night Hunter and is transformed, he then summons Tribal Beats, 3 Werewolves and Horownets. Again he is invicible until the tribal beasts are killed(Who are then repleaced by spawning Silkwings) and has a new attack:

Pack call: Can summon up to 3 more Werewolvers.

Phase 4(more like interval):
The Night Hunter runs to a pillar and stays there, only using Pack call and Burrow Bombs. The main objective is to destroy these 6 chains that can only be destroyed by burrow bombs. You have to avoid the Werewolvers and get near the cains when he uses the burrow bombs to destroy them. Once does, he's back to his repetoir of attacks.

When defeated, he topples over the edge of the depth, dissapearing.....

The generator lights the depth fully, and all Werewolver are transformed back to normal. You take the elevator back to the camp.

Moonlight Ruins: Aftermath:

At the camp, the wolvers are grateful and allow access to the room. There are several modules revealing the hunter's past:

He lost his children and family in the CW due to a battle with knights, he is recuited to this place, sees his fellow companions forced to be transformed, all for the sake of destroying the knights. He then touches the artifact, and is "overcome with a firery sensaton, transforming into the night hunter...."

As you regroup with hahn, the replacement basil and several of the free knights, along with the artifact, Hahn wants to study it, and see if there are anyother artifacts with that power, and hopes that the artifact that Razwog obtained didn't have a dangerous effect on it.

You ge to an area with a mechanical tools and notice the hulking figure f the night Hunter, who is reverted. He seems to be slowly turning Charcoal black(AkA Dying), and says that no matter whet you do, thye will win in the end.

As he dies, he drops a material depending on tier( T1: Rotten feral Fang, T2: Upkept Feral Fang, T3: Pristene feral Fang).

Rewards(Unfinished):

GUN:

Half Moon Turret(2*)(Can someone help with the names?)
A typical Antigua infused with the celestial power of the Half Moon.
This is a 2* antigua with a brown and white design, and the bullet colour is redish grey.

Half Moon Turret REVISED(3*)
The Turret has been revised for more powerful blows despite its incomplete state.
This is a buffed HMT to the strength of the 3* antigua, and the wing design is replaced with a Claw.

Lupinotuum Tormentarii(5*)
Legend fortold that the Essance of the Night Hunter will become active when the Celestial power of the Full Moon.
This has the Two Claws on each side, similar to the motiff of the Ap/Sent, has the same dmg numbers as them, and all guns have pierce dmg. The creature that comes out during the charge is basically The Night Hunter's Feral Windmill animation, but in a red hue.

Bomb:
Feral Call(1*)
The shouts of the Werewolvers echo though this weapon created from the failed experiments at Moonlight Ruins.
A Normal weapon that does a AoE skyburst blast. Causes Stun.

Feral Shout(3*)
(Working on text)
This has a larger radius, more power and status duration than FC.

Feral Screech(5*)
(Working on Text)
More radius, Power, and Duration to the 5* standards.

Armour crafting:

Rotten Hunting Coat(1*)
(Will be filled)
Piercing/Normal
Stun/Freeze

Upkept Hunting Coat(3*)
(Same as above)
Piercing/Normal
Stun/Freeze

Pristine Hunting coat(5*)
(Smae as above)
Piercing/Normal
Stun/Freeze

Sat, 09/29/2012 - 15:34
#8
Canine-Vladmir's picture
Canine-Vladmir
^

thats better. okay i read the two, ur probally typing out the 3rd as i write this,
+1 and a cookie for u

Sat, 09/29/2012 - 16:05
#9
Skyguarder's picture
Skyguarder
Moonlight ruins...

I would like to have that as an expansion. No more expansions filled with full "red".

Fri, 11/16/2012 - 10:26
#10
Softhead's picture
Softhead
Projectile bombs.

NOTE: It's late, so I may not be awake enough to post something coherent.... I'll come back here when I'm slightly more awake...

I've got this idea for a ranged bomb, that may or may not keep to the expectations OOO have about us.

It is essentially a rocket strapped to a fireworks prop. it would deal Elemental(Shard bombs... Eh....).

Okay, so when the bomb is placed, it has a short fuse time. So then when it finishes, it launches in the direction the player placed. It will be launched forward for 6-7 squares before exploding or when it hit someone or a wall. The explosion radius is the same to a 1* weapon. When it hits 5*, the radius hits 2*.

Statuses are of the more offensive kind as it's a DPS weapon. It would have fire and Shock. The weapon is not exactly aimed for replacing the old shards, but adding a more "Fitting" bomb kind. This is so we can get ranged bombs and elemental bombs.

Feedback would be appreciated.

Fri, 11/16/2012 - 11:17
#11
Aumir's picture
Aumir
^

Yep, I sort of suggested that a while ago, in homage of Earthbound's Bottle Rocket - Jeff's assist attack in SSBBrawl does that. I also suggested that it should have a X shaped explosion (5 spherical explosions)

So, I like that : )

Fri, 11/16/2012 - 15:59
#12
Softhead's picture
Softhead
A Simple fix to the market.

So, first:

Adding a scroll bar of existing prices. The whole CE wall seems odd as you can't see other offers which are cheaper. Adding a scroll to see it may help.

Search bar: Have a search bar to check what Buy and sell prices that you're looking for. A more practical use.

Sat, 12/22/2012 - 03:29
#13
Softhead's picture
Softhead
Statuses(RARE)

Dementia/Hallucinate(Monster only)
When inflicted, several "faceless" creatures pop up at random near you and if you''re caught in their radius(similar to or on contact, they are able to cause dmg. The only way to avoid dmg is to run and dodge for the duration. The duration at it's highest is 15-20 seconds, the max of them that can pop up are 5. Phantoms can use this with normal attacks. There could also be a varied lost soul that can do it. The showings of this is blue fog and Question marks surounding them.

Chaff(Monster and Knight, affects only construct Monsters)
When inflicted, these can confuse enemies. By confuse, they affect targeting and slow down attack. An example is Rocket puppies losing the targeting properties they use, and retrodes losing their swipe tracking. Showings of this is a large sparkle aura around you(Aluminium strips).
With knights, projectiles lose some range, ASI decrease and fuzzyness on the screen.
And its strongest, it is for 3-6 seconds. In order to inflict it, you need a chaft grenade(Which are rare to find in construct areas, and also have finite respawn(Of 3) Gremlin Demos can inflict this with a shock stratum variation that uses this instead of shock.

Retaliate("PLAYER"only)
If a status enemy is hit my it's own status, fire on fire is an example the enemy will use a double attack of that status, basically, stun glitch reimplemented as a status. The showing of it will be a exclamation mark. It lasts how long the attack does. Lichen ones are also counted as this.

With Retrodes: retrode will explode(But still survive), causing a status in that radius.
Mecha Knights: They will block the next attack, and then parry, causing stun.
Toxigels: Will release a large blast of spikes at the targets.
Wolvers: They will become hyper, and regain their tracking.
Chromas: Poison Glands will Over-exert themselves, leaving a trail of their status.

Fear(Monster Only)
When inflicted, player will lose all resistance and bonuses, and will run slightly faster. This lasts for 7-10 seconds and will decrease if in any candle light. As you've assumed from that is that this happens when hurt by Grimalkins. It is shown by a Swirl around players.

More coming soon

Sat, 12/22/2012 - 03:14
#14
Softhead's picture
Softhead
BN MAPS!

As we know, Blast Network/BN is the dying older brother of the raging Lockdown. Despite my suggestion may not pump more cash in, but may entertain regular BN players and drag along new ones.

This will be updated regularly, so these are not the final product of this thread.

Hallowed grounds:

Similar to a room in LoA, with respawning Bombies and Kats this lv is similar. But there are gates which will allow it to open, releasing them into the field, and there are only bombies who have no bullets or dmg, but cause heavy stun. This could cause pandamonium to help or hinder you.

Atom:

A Variation of Cross which can sometimes drop Bombs(RT/Tordy/Mortas) that stun. There are also Explosive boxes scattered and crates that release shadow fire for a short time and deals either FIRE. Has the theme of IMF.

Atom 2:

Removes fire Shadow fire crates. Replaces them with poison variant and grates hidden in explosive crates.

Atom 3:

A rare occurance, fuses the other variants in its design.

When struck by a status caused by your mishaps, it counts as a self kill. If you cause the status death, you gain a point. same with hazards.

Gel Grounds:

A Rockets replaced with Jelly Spikes which stun

Frozen:

Set out similarly to Spikes, but has freeze pits instead. Has a Colling chamber type of background.

Guantlet.

A fusion between Stone cross, Spikes and Rockets.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here are some ideas from other forumers:

Aplauses
Mirror
> The unique place that can repel bomb back to you or to other direction(only if the bomb hit the mirror). Of course there will be some gate that prevent the bomb from hitting the mirror. To open the gate, you need to spamming the switch button. Besides, the map will be different like a Backdoor map. The enviroment will be like a Lockdown stage, Stadium

Doctorspacebar
REGAL: RJP-Themed. In the center and corners are Lumbers, surrounded by cages, that will hit targets and cause Stun (but no damage). Piles of Jelly scattered throughout the area slow the fuses of bombs that are laid inside them; such bombs can still be blown up instantly by another bomb.

DARK: Fog of War! You can see all bombs, but you can't see players and blocks that aren't in your five-square range of vision. There are a fair amount of indestructible blocks to mess with you, so check before you bomb!

COMPACTOR: Remember Bomberman's famous Sudden Death, where blocks fell and crushed you? This area has crushers going up and down in a spiral around the arena in an attempt to emulate this. When the Crusher gets to the center, two crushers appear in each corner that go through the complete spiral... then three... then four.... increasing in severity up until the end! Hit by a Crusher? You'll lose two hearts and be stuck in that spot. Crushers will also destroy bombs and stifle their explosion, and act as blockers against explosions. Be aware of the health powerups!

INFERNO: FSC-Themed, with two Spiked Wheels firing vertically down NEAR the middle in opposite directions; they deal small amounts of damage, but if you're not careful they might kill you, causing a self kill; they also cause Bombs to explode. You'll notice Sprite Circles on the vertical edges and a Lost Sprite in the middle, surrounded by respawning Stone Blocks. Take the Sprite to the circle to restore it; it'll give a Nature's Shield buff that makes you invincible for eight seconds, much like the Bomberman Safety Vest. The Lost Sprite will reappear in thirty seconds.

Set and Primed:

Random, already-set bombs are strew across the map, but will only detonate when hit with another bomb (pre-set or player-dropped). They'd most likely be set to create chain reactions, and would probably respawn.

Sat, 12/22/2012 - 03:16
#15
Softhead's picture
Softhead
Elemental bombs.

My basis:

Glob splatter: A Yellowish Blast Cube bomb that releases a blast and splatters Glob cluusters like the Blast Cube then explodes.

Starts at two star, 3* is Orange, 4* is red, 5* is Blue.

Number of globs:3= 2*, 4 =3*, 5 =4* and 6-5*

Second Basis:
5* Deconstructor bomb= Aniliattion Recycler: The line become Elemental. The bomb still holds its massive Construct bonus.

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