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Expansion: Operation Crimson Night aka OCN

7 replies [Last post]
Thu, 01/10/2013 - 19:33
Bella-Donna's picture
Bella-Donna

We assume the Crimson Order has 9 memebers, but we have only seen two and they are drastically different.

Seerus = armies and attack fortresses
Herex = R&D

So what about other types of their members like maybe one who deals with diplomatic means to get an army to fight the spiral order in a two pronged attack.

It's no secret we are a threat to both fiends and gremlins so why not have them team up on us? And this lead me to my idea for Operation Crimson Night.

A third member of the crimson order appears under the veil of darkness to pair up gremlins and fiends into a working attack on Haven. the problem is that we learn of this attack first and then go to take out these armies.

Instead of the normal gremlin and construct set up we get gremlins, fiends and undead (howlitzers) in an way that gives some homage to OCH, HoI, and various fiend and gremlin styled levels like a deconstruction zone in a fiend city.

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This will be a 5 level mission with a 6th level aftermath.

First level: Invade the City
Second Level: Destroy the Factory
Third Level: Demolition Central
Fourth Level: Invade the Bunker
Fifth Level: The Shadows in the Night
Sixth Level: Aftermath

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Rewards:

T1:
Darkened Lance: **
Pure Shadow Lance that has four hit combo characterized by a stab followed by two lunging swings and a final stab.
Charge attack: A quick swing followed by a large stab that sends out a shock-wave dealing damage in a cone about 3 to 4 squares out from the user.

Prototype Railgun: *
Pure Elemental gun that has a four bullet chamber. It has weaker damage than other guns but has the fastest bullets and penetrates through targets. Deals no status effect.
Charge attack: A shot of 5 bullets in a ray from the front of the gun that has a chance of dealing shock.

Fractured Sheild of [gremlin boss's name here here into reffered to as GBN] Fragment

T2:
Shadow Lance: ***
See Darkened Lance

Stable Railgun: ***
See Prototype Railgun

Flawed Shield of [GBN] Fragment

T3:
Midnight Lance: *****
See Darkened Lance

Pefected Railgun: *****
See Prototype Railgun

Perfect Shield of [GBN] Fragment

The Shield of [GBN] line will give shadow and elemental protection (leaning towards shadow) along with bomb CTR: Low and MSI: med. It should Resist Fire and Curse.

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The shield's recipes in keeping with the fractured mask of Seerus would be

1*
Dark Shard 3
Brimstone 2
Fractured Shield of [GBN] Fragment 3

3*
Dark Shard 10
Brimstone 3
Power Cell 2
Soul Dust 1
Flawed Sheild of [GBN] Fragment 3

5*
Dark Shard 20
Brimstone 5
Power Cell 4
Soul Dust 3
Meteor Mote 2
Perfect Sheild of [GBN] Fragment 3

Also, for purchasing this you can get an exclusive Battle Sprite! (data posted when more info on battle sprites come out, or this idea gets shot down in flames... mmm... everything is better with fire~)

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So i want to include two new enemies and some redesigns

Fiendmane Stalker!

This ninja-wannabe gremlin looks less intimidating than it's normal counterpart, the ghostmane stalker. It has a hat that looks like a devilite and dresses up like it wants to be one. It throws pitchforks and deals shadow damage. It also hides and uses something similar to the recon cloak like the ghostmane stalker.

It is a recolor of the ghostmane stalker that deals shadow damage *shrugs* what more do you want?

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Fiendish Health and Safety Inspector!

This Fiend better not catch you playing around or doing something dangerous at all! In fact he better not catch you at all! Wait your carrying a weapon? In his city? ON HIS WATCH? VIOLATION! This fiend can't do much to harm you. He wanders around and inspects the city to make sure everything is safe, but if he catches so much as a single violation he will call his buddies from the home office to come and forcibly stop whatever violation that might be. When he sees a knight he will yell "Violation" then you have a 3 second countdown while he files the proper paperwork. If you don't defeat him in time he summons two fiends (T1), Two fiends and two greavers (T2) or 3 fiends and two greavers (T3) though there is a chance he summons a Trojan and two fiends instead. But that isn't the worst part. The worst part is his buddies from the home office don't drop heat or crowns, only he does. So maybe it's best to hide and not let him see you.

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Knight Buster

This may look like a mechanized mini trojan; it may smell like a mechanized mini trojan; but if you try to taste it to see if it tastes like a mechanized mini trojan, you might lose a tongue.

The gremlins used the fiend's technology to engineer these little terrors and they walk around an area patrolling until it sees a knight. It may be small, it's health may be very little but it is fast. It functions similar to a mecha knight but deals shadow damage, for it's version of the charge attack it changes the status that it deals randomly. In order to make it smaller, it became more vulnerable and weaker. Though gremlins may or maynot be constructing a factory to mass produce these things.

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Bosses:
Why two bosses? Why not two bosses!

Archfiend Infiradez:

Giant trojan much like Maulos but based upon shock not freeze.
Similar attack patterns as Maulos but has fiends and gremlins to help him out, even though all his helpers can be damaged and destroyed. He uses a shadow covered lance instead of a sword and prefers to stab instead of the typical slam. He has two phases as he is a miniboss with the second phase having him blasting the party with a wave of curse (one time only) and then summoning fire much like an Oil Barron.

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[GBN]:

This boss is tricky. He hides behind a shield that gives him full protection, though when he attacks, he drops it allowing damage to be dealt from anywhere. The trick is to get him to attack and hit him hard. Alternatively you could use piercing or normal to quickly break his shield for a short time. His attack are to use the rail-gun to shoot at a player but being a diplomat his aim is terrible. after getting damaged enough he hides and summons two Trojans. Once those are dispatched he comes back this time he has a charge attack that shoots out four to five rays from his rail gun at once. After taking a number of hits he summons Two Trojans and two Knight Busters. when those are dispatched he comes back with two pads that respawn Knight Busters until he is defeated.

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A note from the maker: I spent my spare time from a few days to make this. Please tell me if this is interesting enough to go into more details about the level.

Fri, 01/11/2013 - 03:22
#1
Hexzyle's picture
Hexzyle
Your sense of humour is quite

Your sense of humour is quite evident throughout this, and makes it very interesting and Spiral Knighty ^^

I'm wondering how the "altered" monster mechanics will work, a gremlin dealing shadow? Hmm...

Btw you mentioned a pure shadow dealing sword? No. Melee attacks always deal part normal, even monsters must abide by this law of spiral physics.

Fri, 01/11/2013 - 04:36
#2
Bella-Donna's picture
Bella-Donna
@Hexzyle

What about flourish line and the hammers?

Though I see that the gremlins should deal split normal and shadow.

I hope you got a chuckle out of this post though.

Also when it isn't 6:30 in the morning and i'm not just waking up I'll add more of the mechanics.

Fri, 01/11/2013 - 04:54
#3
Captainshockwave's picture
Captainshockwave
Well

I was hoping for an expansion pack to fight Herex

Fri, 01/11/2013 - 05:37
#4
Hexzyle's picture
Hexzyle
@OP

What about flourish line and the hammers?

The flourish lines and the hammers are the most stupid excuses for swords I have ever had the misfortune to encounter. Have you not seen all the complaint threads on them? I'd rage further about how rediculous they are but there have been plenty of threads that have done that for me already. We don't need another obnoxiously OP weapon for lockdown that people can just use autotarget to own all nearby players with.

Fri, 01/11/2013 - 06:21
#5
Bella-Donna's picture
Bella-Donna
:3

@Hexzyle: People will complain about anything new or different if they can't use it properly, or can't figure out a successful counter. Besides, it is only a suggestion of a reward.

MOAR MECHANICS!

Fiendish Health and Safety Inspectors (FHSI):

Now these guys have spent one to many late nights working or playing an online MMO about tech nights in an ever changing world to the point where they need glasses... unfortunately they keep forgetting them at home and can't see too far. They have a flashlight in a hat that they wear that point in the direction they are facing that they leave on so they can better "inspect" thing. For some reason though the hats never seem to run out of power, and some people claim that the Inspector's eyesight is limited to the field of light on their head. Inspectors try to laugh it off as a joke but secretly hide that it is the truth. They usually patrol an area on a government mandated and approved path though they have a thing to rush over to computers that have been fiddled with and to try and fix them. This urge is so powerful they don't even feel pain while fixing a computer!

Tie-in:

Computer Console:

This lone computer does nothing. It harms no one and just sends emails and what not. you can play an MMO with tech knights on it or even just leave it be. Why would you want to damage someone's computer? Though if you still feel mean enough to hurt it, with three hits you can break it and the result is a damaged computer. Are you happy now that you proved your superiority over inanimate objects? Well good. Maybe some nearby government appointed official who "cares about the people" will fix the damage you caused, if not then someone won't be able to play their online games on company issued technology.

Fri, 01/11/2013 - 14:23
#6
Apophis-Set-Two's picture
Apophis-Set-Two
Beware, long post alert!

A bit back, one of my friends and I worked really hard on an idea of ours, a second OCH, this time for commissioner ghostmane! Like a mini boss similar to seerus, the levels would be similar to OCH, except differently themed... Here is our idea:

Depth 1:
The knights spawn on an elevator landing (as always). After sifting through the arsenal station and stepping on the party button, Feron walks up to them and informs them of the situation, and then shows them the way to the front lines. Naturally, there are a few random monsters in the way, but they are all perma-poisoned. Some are perma-sleeping. Feron takes the knights to the defenses, which consist of hastily set-up turrets and hedgehogs. They are being assaulted by massive waves of scuttlebots, and the NPC knights are trying to take cover behind them while occasionally popping out to take potshots at the crowds. If the players do nothing, the NPCs will eventually take enough damage that they are "knocked down" for a period of time. Player assistance is clearly needed. Feron, for once, joins you in the fight. He always shields when under attack, and only launches an attack when enemies aren't assaulting him. If the players die, Feron can revive them, but only up to half his remaining health (just like regular knights). Once the fight is over, Feron goes around the defenses reviving stunned NPC knights, instructing the players to scout the area for gremlins. Most of the gremlins you encounter are wielding Prototype Rocket Hammers. However, if you watch carefully, you'll notice a small, unarmed gremlin at the bottom of the screen. He is trying to watch you while keeping his distance, and if you try to approach him, he'll run off. If you manage to corner him and deal him enough damage, he will stop and ask you to not kill him. Of course, you comply...right? Relieved, the gremlin gets up and shows you to a secret elevator behind a fake wall. This will take you to the next level.

Depth 2:
The players spawn in a level that is a little darker than usual. As you progress through the level, you notice a strange absence of enemies. The level is littered with the dead bodies of gremlins, wolvers, and fiends, broken zombie bodies, dead slime patches, and broken robots. Further on, there are bodies of fallen knights, each with a different wound. Some are deformed, shattered, smashed, burned, and frozen; others are unrecognizable blackened shadows of their prior forms. One can only wonder what happened here. As you pass by a patch of broken gun puppy defenses, there are a few that remain operational, but they are perma-poisoned and easily destroyed. A couple of them are Void Puppies, offering a clue as to what has happened here. You step on the party button, and suddenly swarm seed becomes visible. A dark, void-infested, barely-visible gremlin appears whom you can't identify, cries out in surprise, then vanishes, leaving a trail of Void spawn pads in his wake. The gates lock both behind you and ahead of you, and you are forced to fight the never-ending waves of the Voids. A timer appears, and you are told that the level will be bathed in fire when the timer reaches zero. There is no obvious way out. At the tenth second, however, the gates open, and you are greeted by a familiar face: that gremlin you met in the last level! He has opened the gates for you, shut off the fire trap, and got the elevator working again. You can then take the elevator to the next level.

Depth 3:
By now, the players must be wondering why the Void keeps making cameos in the levels. They will soon find out why. In this mission, the knights find themselves in an even more empty room. There are no hostiles in this room, at all. There are dead gremlin menders all over the place, unarmed mecha knights, and patches of blackness dotting the walls and corners. The ground quakes periodically, the level is dim, and it is large and complex. There are walled-in areas that are completely filled with spikes that haven't popped up yet, but watch out: if you walk onto them, a gate behind you will close and the spikes will pop up. To open the gate, you must quickly make your way over to a pot on a spawn pad, hit the switch, and get out before the gate closes again in a few seconds. It's not impossible to get out without dying, but it's hard. Then there are areas with partially-hidden flame throwers that activate when you come near; keep an eye out for them. There are areas with purple haze that curse you if you walk in it; since there are no enemies, it need not do you harm, but it's unnerving. Why are the knights wandering around in such a level? You don't really know yet. There are computer panels to read, but they contain broken messages that are difficult to read. You can examine some of the dead gremlins, but you won't find much besides dark shards or crowns upon performing an action on them. What you find in the level is: a mewkat. It will follow you once you find it, and if you lead it to the exit, the gate will open and allow you to board the elevator, but killing it will have the same effect. Also, the computer panel behind the gate will become active, allowing you to read it:

light and void at peace
a helpless mewkat can live
may someday find piece

Beast and slime, droid, undead;
The clock still ticks, so think ahead.
You have the key, just put it in,
And enter me, that light may win.

Depth 4:

The next level is a complicated beast. The knights find themselves accompanied by the gremlin, who is too nervous to walk with you. He always appears at the party buttons, though. The first part of the level is a maze of indestructible blocks, patrolled by Haze Wisps (stun-inducing wisps). If you can find your way through, you will come upon a button. Pressing it has no obvious effect. However, it actually destroyed one of the indestructible blocks, providing you an exit.

The next part is essentially another maze, but instead of walls, you have 1x1 traps. You have to predict where the next batch of traps will lower; if you fail, you get hit by spikes. If you can successfully navigate through the traps, you will be faced with a greater challenge: a floor that is all but covered in damaging tiles. A small number of them form a safe, narrow (2 tile wide) path through the floor, but it is twisted, and in order to find it, you have to play hexmines: whenever you find a land mine, you know that it is bordered by at least 1 safe tile. Just don't stay put, or the land mine will damage you.

The last area is a miniboss room belonging to a laser-firing battlepod. It fires its laser into a rotatable prism, which it can direct at knights. The knights can also turn it against the pod, however, and successive laser strikes against it coerce it into using more and more mirrors to make it harder for the knights to use it against itself. Once defeated, a gate leading to the boss is unlocked.

Entering through the above gate takes you into a large, empty party-button room. Stepping on it doesn't seem to do anything at first, but after a few moments, it becomes clear that invisible enemies have spawned. After defeating them, you hear a sinister cackle, and a gremlin slowly struts into the room. It's Commissar Ghostmane himself! He notes that he is both impressed and insulted at your successful passage through his depth; impressed that you survived, and insulted that you failed to die in his well-planned traps. If you want something done well, you have to do it yourself, so he decides to take on the challenge of fighting you. He's not a fair fighter, though, and brings in special Crimson Stalkers to assist him. Ghostmane himself is equipped with all three Lockdown powerups: a Guardian Shield, Striker Boost, and Recon Cloak. That means he can heal himself and his minions.There is a room with a battlepod. It's only weapon is a stun laser, and it fires the weapon into a prism which it can redirect at the knights. However, the knights can redirect it too, and it turns out that the pod's shield is only vulnerable to its own laser. So upon breaking the shield, a more complicated set of prisms is introduced, so it is harder each time to fire the laser at the pod. Defeating the pod allows the knights to access the boss, Ghostmane. The boss begins by cloaking and deathmarking the knights. Once they are deathmarked, he uncloaks and attacks, boosting and shield-canceling his strikes. If his cloak is broken, he will pull his shield up. Sometimes, when he's marked the players, he'll just let his stalkers attack. He can be tracked by watching his footprints. When he stops making them, you know he is about to strike. He moves in a predictable zig-zag pattern that he only deviates from when he enters a new phase. There are 3 phases. In phase 1, he just cloaks and lets the stalkers do his work. When they're finished off, phase 2 begins, and he begins launching attacks himself, in addition to those made by newly-spawned stalkers. Defeating the stalkers again or dealing the boss enough damage puts him into phase 3, where he does all the fighting himself. He will dodge and weave around attacks while cloaked, and tries to attack players from behind. If you can still defeat him, he will cloak and vanish. Upon his defeat, he drops a Mysterious Crystal. It's pitch-black, and even the brightest light doesn't reflect off of it. It's just large enough for you to carry on your back. You can't leave without it, since the gate blocking the elevator won't stay open while it isn't being carried. A void gel spawns when you pick up the shard.

Depth 5:

True fight with Commissar Ghostmane! Enter through a passageway like snarbolax, and stand on party button to begin.
Stage 1: he wanders around invisible, and death marks his opponents, but he does not attack; the spawns attack any death marked people, otherwise they just stand around. Ghostmane's death mark has no warning, it just appears suddenly. In stage 1, he will leave a trail of footprints which you must follow in order to hit him. When the footsteps stop, it means he will death mark someone. It doesn't have to be someone near him, it could be anyone, just a random person. The only time he appears is when he is death marking someone, and that's the time he is vulnerable, for about 5 seconds as he completes his death marking. Once sufficient damage is done, stage 1 will be complete.
Stage 2: spawns disappear, and three new spawns are summoned by ghostmane, who no longer can use his cloak. Ghostmane will begin lobbing "curseballs? (Think fireballs, but purple and misty-looking)" which are capable of causing curse. In this phase, Ghostmane is invincible. The three new spawns are minions of ghostmane, and they each have something different. One has a gran Faust, one has a sentenza (capable of cursing) and one has a dark retribution (capable of cursing). Once these three are dead, stage 2 will be complete.
Stage 3: ghostmane's cloak has regenerated, and now he can freely cloak and uncloak. He walks around with a shadow-curse version of the final flourish, and he attacks all the knights. He can not death mark, and his footprints never disappear, even when he is cloaked or uncloaked. In this stage, Ghostmane is invincible unless cursed. Several spawns, one of each kind of gremlin, appears. In this stage, several mirrors will appear, and a hit will cause the mirror to rotate clockwise by 45 degrees. There's a stun laser, and u need to use mirrors to aim the laser at a button at the end of the wall, which will send a signal (needs cool animation) to ghostmane's (something electric) and knock him down and curse him. The curse will last for between 5 and 15 seconds, and he will remain knocked down for 5 seconds. You will be able to damage him any time he is cursed, but he is easier to hit when he's lying down, and he can attack back when he is not knocked down. The button on the wall will shift position every time, so it will be necessary to change the array of mirrors to hit the button. The laser is activated by hitting the switch, which will send a pulse out to begin bouncing off the mirrors to reach the button. After 20 seconds, the laser will dissipate, so if the knights accidentally set an infinite loop it will disappear eventually. The laser pulse does massive normal damage, about as much as the void turrets in the unknown passage. The laser will not travel too quickly, maybe slightly below the speed of a Polaris bullet, and it reflects off the mirrors as if gravity does not affect it. After doing sufficient damage to ghostmane, stage 3 is complete.
Stage 4: ghostmane is really angry, and his anger starts pulling patches of the swarm towards him, which forms a swarm seed in the middle of the room. In this stage, the mirrors have disappeared, and you attack him as you would Jelly King, totally focused on damage. He uses his shadow-curse final flourish to its full extent, attacking the person who has done most damage to him, just like vanaduke. In this phase, just do enough damage to him to finish stage 4 and defeat him. He no longer has his cloak, but he does have a shield, and he can use shield canceling techniques so it is much more difficult to kill him. However, his shield only guards about 2/3 of him, and there is a small opening in the back which the knights must hit to do damage, in this level, cursed shadow fire appears wherever he walks every 10 seconds or so, and knights must do damage to the fire to make it go out, (purple shadow fire which can do curse but no fire). After defeating him, there's a quick cutscene and the knights go to the next floor, pick up the special mat used to craft "ghostmane's cloak (armor with 1*, 3*, and 5* variants)” and receive their prize boxes.

(Note: Ghostmane's cloak is used to compliment mask of Seerus, both currently for gunners)

Immediate prizes for finishing mission:
The loot from this quest could be a much more nerfed version of ghostmane's cursed-shadow final flourish. It's about as fast as FF, and can do curse about as much as gran Faust, but the curse is much weaker and only lasts for 10 seconds or so, and the damage done by the sword itself is very low, almost like a wild hunting blade. The other loot could be a gun, which does shadow damage and is as slow and powerful as the Callahan, although not able to do stun or curse. Both have 1*,3*, and 5* versions.

http://forums.spiralknights.com/en/node/68364

Fri, 01/11/2013 - 15:07
#7
Bella-Donna's picture
Bella-Donna
@Apophis-Set-Two

@Apophis-Set-Two:
A few things. First of all your post is not related to the topic at hand. Second, you are copying and pasting a different idea into my suggestion that the only similarity is they are both expansions. This is kind of rude, please refrain from doing this in the future. While it is fine to point out you have suggested a new expansion idea, please don't repost the whole thing. Please post a link instead. Also if you have nothing to say on the topic at hand, please refrain from posting.

Thanks for your cooperation and understanding.

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