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Storyline adds: the reaction (done, at last.)

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Thu, 03/28/2013 - 03:45
Thunder-The-Bright's picture
Thunder-The-Bright

addition to storylines because, up to now, endgame players have nothing to do but grinding vana. I have something in mind, I'll explain later. way later.
you can counter me as many time you like. I'll improve the suggestion if what you say makes sense, if it doesn't destroy my suggestion and if it's not a necro. control the date of the last post before posting. thank you.

swarm boss
please note: I want this to be as hard as possible. blame me if you want, but it will get hardcore in later depths.

WALL OF TEXT INCOMING

To be allowed, you must have vanguard rank and you must have completed all SLs before this. if you don't have the requirements, you don't enter, even if all other members of your party have the requirements. You must have one shadow key.
the gate name would be "heart of the swarm" (no StarCraft reference. actually it seems that when I think of some ideas they probe me and steal them; last was sonic generations)
consisting in 5 depths, the setting would be like the unknown passage in the first 2 levels, then the background will become black for 2 levels. On the last one you will not see the background at all.
In the first 3 levels you can change equips at any time, like in the unknown passage; in the last two, you can’t.
first, when on the elevator, the elevator gates are up but you remain still. the echo stones fly from you to create a field, that powers the elevator, and so you can go on. this happens on every elevator.

first depth: descent into darkness
this is the swarm depth of a normal shadow liar. nothing is added up to now.

second depth: the reign of darkness
this will be in a castle, like scarlet fortress or RJP. it begins with an arena. large room, 5 spawning points, swarm seed at center, 4 waves. then a party button leading to a long narrow corridor full of spawning points and swarm seeds. after battling your way through, a party button in an horizontal room. upon activating, blast boxes appear at the sides, along with 6 spawning points, and 2 swarm seeds. 3 waves. after that, 2 more spawning points and one seed appear, and 2 swarm Trojans will spawn. swarm Trojans and swarm cubes will spawn too from now on. Trojans will have a low chance of spawning, but with 8 swarm sources it will be likely. 3 more waves. after, a maze like unknown passage, then the elevator.

notes:
swarm Trojans: the swarm versions of your preferred fiend. it acts just like the last phase of Arkus. or like a normal Trojan, still have to decide. It will be the only enemy dropping hearts; he will drop a big heart and a medium heart once killed, for a total of 5 pips.
swarm cubes: the second jelly type makes its appearance as a swarm enemy. the appearance is like a black ice cube, but fire will not melt it. may cause strong freeze on hit.

third depth: enemy approaching
this will be like a deconstruction zone. the elevator will be next to you, you need a golden key. you need to go from the lower left to the upper right corner to get the key. obviously, there would be lots of swarm sources and of seeds on all the way.
going on the party button will trigger a dialog (well, monolog). the swarm says you: "so, finally, someone has descent into our reign. it will be pleasant see you being slaughtered by our endless minions!" possibly, this should be as the echo stone thing.
now, to get the key, you need to do an arena. little room, 4 spawning points, swarm seed at the center, 5 waves. after this battle, the sources and the seed disappear, and the key appears. now you need to get from the upper right to the lower left with the key. after polarising and brandishing your way through, you get on the elevator. but actually, supernova would be better.

notes:
enemies outside the arena will still spawn while you are inside, but they should be capped at 100.
I would add swarm menders and/or demos here. and retrodes too.

fourth depth: the swarm champions
this will be a boss run. you heard that. to give difficulty to all this, you can change equips only before the run. then you will have to do all the bosses with the same equips. bosses, instead of tokens and loot, will drop hearts. 10 pips of health for each boss.
another swarm dialog, just after you go off the elevator: "we see our weaker minions are no match for you... we will go with something different then."
let's give some y-axis style to all this. after the party is on the party button, the button goes down to the boss floor, then the boss appears. on the last one, you will find the elevator instead.

fifth depth: hell
you will find yourself in a city like heaven, but swarm infested. You can heal to full health right after you get off the elevator. The swarm lets you pass on until a party button at the center of a square; then the swarm says: "you are powerful indeed. the light gives you strength. but darkness is powerful too. we have a surprise for you. *eyes flash on the background, same color as the swarm "lines"*" at this point, a knight emerges from the darkness. his color is purple, and he is wearing proto armor. he shouts: *purple text field* "we will show you how much is OUR strength!" yep, it's the boss.
this guy will have 6 phases. at the end of every phase, heavy knockback and interruption is dealt to all party members, and all status dealt to the boss will be canceled.
note: when I say a set, I mean "a dark reskin of *insert name* set".
phase 1:
swarm knight wears proto set. he is strong against shadow, and weak to nothing. he will attack with proto sword (melee), proto gun(ranged) and proto bomb (used to /not to be cornered) dealing normal damage. he will use normal attacks and charge attacks. he will cause fair knockback with the sword and heavy knockback with the bomb, and no knockback with the gun. he will have some tracking, but not so much. after taking enough damage, phase 2 triggers.
phase 2:
swarm knight now wears spiral scale set, and has bolted blade, pummel gun and an upgraded proto bomb (no normal bomb 1*, so this one.). his attack and defense defenses increase slightly. charge time decreases. his tracking is upgraded. he deals interruption on sword and bomb. his movement speed is slightly increased. after taking enough damage, phase 3 triggers.
phase 3:
swarm knight now has full cobalt set. attack is increased. defense is increased, especially piercing. charge time is decreased. he can shield bullets now, but no shield bump. his shield will work like Arkus'. he will deal interruption with all weapons. tracking improved. 1 phantom knight is spawned. movement speed increase. after taking enough damage, phase 4 will trigger.
phase 4: here things get tricky.
3* cobalt set. defense increased, but more piercing defense. attack increased. full tracking. MSI. CTR (he gets all the good UVs, dammit!). 2 swarm seeds are spawned. they slowly heal the swarm knight if he is idle (i.e.: when not shielding, attacking or charging.). he deals knockback with gun too (what the). same shield pattern. when he has taken enough damage, phase 5 triggers.
phase 5:
4* cobalt set. he is now strong to piercing too. attack and defense increased. MSI and CTR. he now shields like a normal knight. he can avoid attacks with a striker dash (short). Now swarm seeds will not heal him only when he attacks or charges. another phantom knight is spawned. when he has taken enough damage, phase 6 triggers.
phase 6:
azure guardian set. attack and defense increased. CTR. 2 more swarm seeds. striker dash lasts longer, and he uses it to lounge too. this will be a pain. after enough damage is taken, battle is over.
you immediately get a material (to all party): wicked soul- a completely corrupted soul. just holding it fills you with anger. it seems it's haunting you.
the swarm knight falls and sink into darkness. "very well" the swarm says. "now we know your kind enough. you are not required to us anymore. you will just join us, as your fellows before you!" 4 more swarm knights emerge from the darkness. as they go for you, you are pulled to the party button while they will be knocked back. a white knight appears in the center of the party button. he wears the white guardian armor set (explained later) , and has an argent peacemaker. a shield protects you as everything else falls into darkness. you go down with the knight, into the light.
notes: boss is not immune to status effects, but since spawn monsters do not drop vials, you will be likely to be prepared before entering the shadow liar.

sixth depth: the temple- source of the light
you find yourself in the entrance of a temple. the white knight has left you. the door is closed. there are 4 little pillars, as you approach them, an echo stone flies from you to the top of the pillar, forming a statue of a boss. after all pillars are activated, the door opens. you go up and find yourself in a white temple. here you find:
10k crowns. that is more than UFSC I think, and it's not market destroying due to difficulty of entering.
material: pure soul- a soul purified from evil. just holding it fills you with a sense of peace. it follows you for his own will.
the temple alchemy machine: used to craft the white guardian set and the dark guardian set. not a reskin of the guardian sets we have, please. I’m still undecided if add it without an alchemy line or make it match others. I thought of drake scale set ( radiant silvermail) for white guardian and skelly set for dark guardian. I’m no designer, and I cannot explain well, but I’ll do what I can.

White guardian: shadow and elemental defense on the mail, shadow and normal on the helm. Half stun resistance to both. Level 1+: +5 health; level 5+: +6 health. Based on: radiant silvermail
Armor: the chestplate is a little bigger that the radiant silvermail’s one. And the “feathers” on the gloves will be a bit longer. It will be pure white on the most; even arms should be. The rest should be light grey. Add a white glowing aura. I know, it’s similar to the Valkyrie.
Helm: I know that the set hasn’t got an helmet. Practically we have to make a terrible terrible thing: take it from the Valkyrie set. Just because I would rather shoot myself than having to design a brand new helmet by myself. So I’ll just do it.
The lower part of the helmet would be closed, not open like the actual Valkyrie. The “feathers” would be more vertical and a little longer. No halo. Pure white to this too, but there will be light grey where the actual Valkyrie is… light grey.

Materials:
Light Shard 20
Ecto Drop 5
Owlite Feather 4
Fine Fabric 3
Silver Coil 2
Pure Soul 1
Silvermail / Seraphic Helm (or none) (Level 10)

Dark guardian: shadow and elemental resistance to armor, shadow and normal on the helm. 1 bar of all status resistances to both pieces. Level 1+: +5 health. Level 5+: +6 health. Based on: dread skelly.
Armor: a bit littler armor on the shoulders, and way littler on the hands. Make the “claws” go down. Add a plate so they don’t punch you in the stomach. Plates pure black, dark grey on the other parts.
Helm: take down those horns. Higher the lower edge. Add claws to the lower edge, facing downwards. Pure black the sides, dark grey the top and the claws.

Materials:
Dark Shard 20
Ecto Drop 5
Grave Soil 4
Soul Dust 3
Blighted Bone 2
Corrupted Soul 1
Sinister Skelly Suit (Level 10)

I don't really know how I can buff something without destroying everything, but I have some kind of limit I won't cross.

more normal defence on the helms and more piercing/elemental on the armors than normal 5* armors.
CTR +1 per piece.

I would like a new boss music for this, along with a new one for the temple. but those are accessories I will not whine for.

Note: due to demand, I’ll add guild hall thingy things.
The temple alchemy machine lets you craft “dark iron”: an extremely flexible yet resistant material. You can do many things with this. Cost: 5 reaper rib, 5 shadow steel, 1000 cr.
I have seen the enormous amount of materials and crowns you need for a piece of boss furniture. Well.
Phase 1 swarm knight replica: I would say 1 of each other SL materials, and 1 dark iron. And 50k cr, of course.
Phase 3 swarm knight replica: 2 of each other SL materials, 4 phase 1 replica, 75k cr.
Phase 6 swarm knight replica: 4 of each other SL materials, 4 phase 3 replica, 100k cr.
Ok, that should do.

introduction to the guardians

boss: the guardian
to "where the crap this is going to get us":this.

Thu, 03/28/2013 - 05:17
#1
Canine-Vladmir's picture
Canine-Vladmir
/hello

That's quite a post you got there.
um...i'm not Luguiru so I don't have the will-power to read it all so, yea just skimmed over it
The idea seems alright. There has to be a Swarm nest (you know? Where the Swarm lives) and using the monsters listed seems also okay.
Personally (just me) would like to see just one location used for the entire run.
The idea of fighting swarm infested knights seems quite dangerous and adds to that storyline of lost soldiers.

p.s. quite funny that the soldiers have a purple color to them. just as the Three Ring Guild also uses this Purple -_-

Thu, 03/28/2013 - 05:28
#2
Thunder-The-Bright's picture
Thunder-The-Bright
mmm

I have made a mistake, I meant the color of the swarm, which is pink-ish. fixing now.
also, you may want to check the last part for the equips. I made a mess on them.
I made various locations to make a gap with the other bosses, and to underline that swarm can crawl everywhere.

Thu, 03/28/2013 - 05:43
#3
Doctorspacebar's picture
Doctorspacebar
Node 53120 is credit to team

Wouldn't the pure soul be "purified of evil?" 'Cause if it were "purified by evil," it'd be Swarm-infested.

Other than that, it's pretty good.

Thu, 03/28/2013 - 06:04
#4
Thunder-The-Bright's picture
Thunder-The-Bright
@ doc

erm, yes. sorry, language mistaken.

Thu, 03/28/2013 - 09:54
#5
Klipik-Forum's picture
Klipik-Forum
I'd prefer for the final boss

I'd prefer for the final boss to be slightly different than a straight cobalt line knight. Preferably bigger, darker colored, and spiky-er. And be neutral/resistant to all damage types. I also noticed that the armors aren't particularly special, they don't have exceptional defense or even any bonuses.

EDIT: the final boss could summon knights wearing the Shadow Lair armors that relate to bosses (snarbolax, mercurial demo, almarian crusader, ice queen)

Sun, 03/31/2013 - 12:42
#6
Thunder-The-Bright's picture
Thunder-The-Bright
thanks klip.

ok, I'll think about it. I'll edit the post soon.
but I would prefer that the swarm knight not summoning knights, only because it would not be coherent to have a swarm knight above the others. at least, if you do not want to have a full striker party at phase 6. also, no SLs armor: those are made in the sanctuary, with the power of light, and cannot be used by swarm. that would be a mess to explain. maybe phantom knights from graveyard will do.
also, it is neutral/resistant to all, he hasn't got a weakness.
bigger, darker colored, spiked? mmm... I prefer a dark colored cobalt set. just because it's the "main" armor of the spiral order.

P.S.: it will take a while because I just discovvered that the armors I'm seaching for are in the HoH. so I'm calling a necromancer to resurrecting after I get myself shooted.

EDIT: oh, the armor. yeah, well, I thought of something, I'll post it right away. I discovered a necromancer in my closet.

re-EDIT: re-bump, because I would like more opinions. especially Lug.
also, I have to update my word copy with a feedback that, up to now, I don't have.

Sun, 03/31/2013 - 21:59
#7
Klipik-Forum's picture
Klipik-Forum
This whole thing reminds me of year 1 bionicle

Do a bunch of challenges to get items which open a door that leads down. Then you go down through the door and fight more stuff, and finally at the end you fight a little, dirty, darkened knight/matoran who has a bunch of powers. w/e :P

For the summoned knights, I guess they wouldn't have to be exact shadow lair armor copies - I did forget about those being created by the sanctuary for protection. It's just that since they resemble the SL bosses, it would be nice to have hints of the previous bosses in the final one. They could have slight changes - snarby armor could have green eyes instead of red, almarian crusader could be more like the LoA ones, etc. Maybe they would also have some purple lightning or something. Then they would use the boss-specific weapons, but only charge attacks. Snarby would have BTB, ice queen would have Levi to imitate rage charge, RRT would use a modified supernova that inflicts fire, and Crusader would use Suda or WRH charge. They wouldn't all have to use striker packs.

And of course, the boss AI would have to be custom. Because PLEASE GOD, NO BOSSES WITH MECHA KNIGHT AI.

Wed, 04/03/2013 - 21:14
#8
Addisond's picture
Addisond

Honestly this kinda defeats the purpose of the swarm, and I'd rather have more than one endgame boss.

Thu, 04/04/2013 - 04:37
#9
Thunder-The-Bright's picture
Thunder-The-Bright
???

what should be the propuse of the swarm for you? remember that whoever is the architect, he lost control over it.

Thu, 04/04/2013 - 11:42
#10
Addisond's picture
Addisond

"Defeats the purpose" is a figure of speech. It basically means that the invention doesn't accomplish it's original intent. The swarm is not supposed to be defeatable.

Thu, 04/04/2013 - 11:58
#11
Thunder-The-Bright's picture
Thunder-The-Bright
erm, did you read the end?

the swarm is not defeated here. 4 more swarm knights would annihilate you if the white guardian wouldn't protect you. and he too doesn't defeat the swarm: he just lets you leave.

Thu, 04/04/2013 - 13:26
#12
Aced-Acer's picture
Aced-Acer
This is pretty sweet

Nice idea, but any idea what the drops of these new monsters can be? (sorry if its in there, kinda skim read it.) Also, with the boss statues in the GH now, what would the line of those be and what would be the 'special material' that is needed to make? Great idea, I want a new boss to be added because otherwise the game can get boring. Your idea is brilliant and I can see you put a lot of time and effort into it!! Well done, you sure have my support on this!

~Aced-acer

Thu, 04/04/2013 - 14:09
#13
Thunder-The-Bright's picture
Thunder-The-Bright
mmm

I didn't think of the guild halls. I will add it later.
as for the drops, swarm monsters don't drop anything; the only things that drop hearts in there are swarm trojans. you get the reward on the last floor, update incoming.

Thu, 04/04/2013 - 14:14
#14
Aced-Acer's picture
Aced-Acer
Ok

Ok ty, just curios of what the guild things would look like and be. Also, any chance you could get some photos or rough sketches of what everything would look like? If not no worries. Im now wizard in photoshop or anything like that either lol.

~Aced-acer

Thu, 04/04/2013 - 14:35
#15
Thunder-The-Bright's picture
Thunder-The-Bright
nope.

I only have paint to draw, and I don't have much drawing skills. if someone is insipired it can contribute though.
maybe I'll get some level blueprints when my head will like to.

Fri, 04/05/2013 - 02:22
#16
Aced-Acer's picture
Aced-Acer
Nice

Thanks, just by the sound of it, if you have sketches and all the right things, prizes at the end of the levels, the items you can make at the end and the GH statues, this could definitely be a thread worth while of a GM reading!!

~Aced-acer

Fri, 04/05/2013 - 19:11
#17
Addisond's picture
Addisond
Read the end...

Read it again, it still seems that "everything fell into darkness". Soooo yeah. Also, given that you get a "purified soul" mat (implied to be from the swarm knight?), you seem to definitely be GETTING something from the swarm, which is a defeat in some way as all enemies drop stuffs when they die in this game (alright, except respawning ones). What's more, you are directly confronting the swarm, which was not the intent of the thing in the first place. You were just warding it off until you got through the tunnel. You're not trying to get something out of it. So yeah, my point is that all this lore doesn't really fit right with the way the swarm works and what we "know" about it.

Sat, 04/06/2013 - 06:23
#18
Thunder-The-Bright's picture
Thunder-The-Bright
erm

must re-do the descrpition for materials; anyway the corrupted soul is from the swarm knight. also, swarm enemies do not drop anything. the only guy that drops something is the trojan, and I already have the explanation: wasn't entierly corrupted by swarm, because it was corrupted before (see arkus).
and please, remember that:
1 one battle is not a war. the swarm is strong as ever, and he practically let us pass (see last swarm dialog).
2 in the 99% of videogames, the character wins. in like 10%, the character gets overhelmed once and then returns more powerful. I'm skipping the second part.
and, not conronting directly with the swarm? 4 corrupted bosses with a swarm seed at center of arena is confronting indirectly? if the swarm has attacked the alpha team, then is our enemy and we gotta investigate. especially if it wants to get to the core. or, could be like a danger mission. or just make an NPC near the gate that says that more than one team has gone missing after going through this gate, but the ones that have returned speak of darkness attacking. there are many ways to justyfy this.
also, what do we know about the swarm? the architect invented it but the swarm got out of control. now it consumes everything it can. he creates power distorsions on gates (stratums are fixed only if there is a power distorsion). why those gates? imo because of the sanctuary.

now to re-do those description.

Sat, 04/06/2013 - 09:00
#19
Waffleconecake's picture
Waffleconecake
I feel some thing...

I feel the way to get a corrupt soul should be changed. At the point were the core "saves" you from the swarm trying to take you the player should be able to actually join the Swarm instead of the core this way they get the corrupt soul instead of a pure soul allowing the player to make the disunion of either siding with the Core or with the Swarm as I currently do not trust the thing and would rather side with the thing that has more obvious motives of "I want to keep the Core locked up." and seeing how the game hints at a reason to why the gremlins locked up the core I could totally see the Swarm being used as a form of guard dog to keep it closed.

I understand this could cause a problem with the whole "the swarm is evil and is trying to kill you" bit but if it is the guard dog it would make scene for it to be trying to keep you from helping the core. This would also cause a problem with the crafting station at the end to make the armors so instead I was thinking you would find your self in a black obsidian chamber with pink flame torches lighting the walls with the prize boxes being a darker shade with pink cracks in the base of them. The crafting station for the Swarm armor could look like a pool in the ground with pink and black water swirling around.

When the player sides with the core it would say some thing like "I am surprised you have given into me.... this does not happen often."
then a slight pause as the Core screams "NO, DON'T DO THIS!" and try to pull you back but you are out of its reach. The player then will hit a loading screen with a similar one to that of the swarm levels but the Swarm eye will be parochially closed from the top. The level will be called "Darker Secrets" as the player finishes loading they will find them selves on a elevator platform on rails above a larger body of the Swarm water at the crafting station.
As the elevator continues down the rails a castle will come into view made of well, Swarm. This is the alternation to the Core temple that I mentioned up there ^.

Sat, 04/06/2013 - 13:30
#20
Aced-Acer's picture
Aced-Acer
...

Please can I get that info on the GH items!!! Rly wanna know!!

~Aced-acer.

Sat, 04/06/2013 - 13:36
#21
Duckbeak's picture
Duckbeak
Ermygurd I will SO support this >.<

This selection is long..Like when I write.
The idea is so good though, I will play this boss level a lot!
But I have a question there are like 6 floors so do we use like 60 energy to play and defeat this boss level (I really skimmed it, cause dang! It's long)
Other than that. So cool!

~Duckbeak :3

Sun, 04/07/2013 - 04:09
#22
Thunder-The-Bright's picture
Thunder-The-Bright
ok.

@waffle: if you want to join the swarm, it will not help you: it will only transform you in a swarm knight. not really what you want I presume, since you won't have free will at all (knight attacking knight ect). also, remember that the swarm is out of control (see echo stone: firestorm citadel).
@ace: I think that a reproduction of the boss in its phases it's fine, but it will not drop tokens and so will not have an obtanable material from those. also, you will not be able to use the corrupted soul for the guild hall. unless you want something really evil in your guild hall. so I'll have to think of a dark 5* material and a light one for the temple alchemy machine. later. be patient.
@duck: since you do not use an elevator to reach the temple, you use 50 energy. anyway, the elevators that take you to the sanctuary don't use energy.

Sun, 04/07/2013 - 05:49
#23
Aced-Acer's picture
Aced-Acer
Ok, srry!

Srry, Im just really pumped about this idea!! Its pure genius!!

~Aced-acer

Sun, 04/07/2013 - 07:55
#24
Thunder-The-Bright's picture
Thunder-The-Bright
take this.

this is genious.

Sun, 04/07/2013 - 10:57
#25
Misscelanus's picture
Misscelanus
Nice ^_^

But we kill the swarm, then what?

Sun, 04/07/2013 - 11:25
#26
Aced-Acer's picture
Aced-Acer
@Misseclanus

@Post 11, lol.

Tue, 04/09/2013 - 12:27
#27
Thunder-The-Bright's picture
Thunder-The-Bright
my god.

read the boss at least. don't jump everything.

EDIT:
1 bump. still need some feedback. I am really nervous about this.
2 this is a prelude of something big I am working on. I would say it's nothing fancy, but it is. so, I'm ready for total annihilation.

Fri, 04/12/2013 - 02:49
#28
Aced-Acer's picture
Aced-Acer
Serious?

Seriously, still no update? I have waited like a week. -_-

Fri, 04/12/2013 - 06:28
#29
Thunder-The-Bright's picture
Thunder-The-Bright
like 4 days.

I'm working on it. really. I do. I have to refine the second shot, then I'll return for the first.

Tue, 10/01/2013 - 11:46
#30
Thunder-The-Bright's picture
Thunder-The-Bright
2nd shot: introducing the guardians

You are contacted via comlink by an unknown knight, who tells you that the guardians are looking for your help. He explains the things below.
the swarm was made by the architect, and its identity is unkown to the guardians. it got out of control when it absorbed energy from the core; the swarm a reaction to the core, and it wants to consume it.
The guardians are the reaction from the reaction. They were generated from the swarm, and their only propose is to render the swarm useless. They cannot destroy the swarm; without the swarm, they have no propose, thus they will destroy themselves.
They have decided to help you, but only if you can prove your worth. They already know that you are enemy of the swarm, but they will test your strength to see if you are strong enough for the tasks they want you to do.

all missions are at unknown (???) depth.

1) A Shard of darkness: you are tasked from the guardians to help them in retrieving a “swarm shard”. It contains valuable information on the last movements of the swarm. You will be aided by one of the guardians, Braw, in your quest.
2 depths: first the unknown passage, then it will be a mixture of puzzles and arenas like the unknown passage, with an arena at the end. This should be a bit more difficult than the unknown passage. As you retrieve the shard, a swarm knight approaches; Braw tells you to go to the elevator while he distracts him. There will be a flash while on the elevator; Braw will appear near, while merging with the swarm knight, and then they both explode.
2) The dark prison: you are tasked to rescue one of your fellows from the swarm. You will be aided by another guardian, Solon. Always unknown passage at the beginning; then a deconstruction zone. At the far end, you will see your (ex) companion already partially corrupted. Solon tells you that there is nothing left to do but to destroy it; there is a battle like the first 2 phases of the swarm knight, then the battle is over. Solon transports you up.
3) Stopping the invasion: you are asked to aid the guardians to repel the swarm from an area. Random area at the beginning, then an area called “clockwork tunnels: darkening road”. You will find both normal enemies and swarm enemies, but no one will drop anything. At the end, an arena with many of the enemies of the game.

Each missions will give about 1k crowns of reward.
The guardians greet you. You have passed all of their challenges, and they can trust you and your strength now. They tell you that they and the swarm are equally matched, and so they cannot actually complete their propose. But there was a guardian that drew strength from balance, and that was the most powerful. He’s been missing for a long time. You are tasked to search for him, as he would certainly help. But also, they warn you not to fight him; you would have no chance.

3rd

Tue, 04/23/2013 - 13:49
#31
Thunder-The-Bright's picture
Thunder-The-Bright
my god this thing has got really down.

shameless bump. previous post had no answers. I would like to know if I made a good impression. mmm. probably not. whatever. now that you don't remember this anymore, I may get new things to add my word copy.

Sat, 05/11/2013 - 11:25
#32
Aced-Acer's picture
Aced-Acer
...

Reason no one is posting on this is because it was good, cool. But now its old so don't go off all annoyed. I had a thread with 50 -70 comments and it went off like this so there is no need to get annoyed or bump your thread.

Sun, 05/12/2013 - 02:51
#33
Thunder-The-Bright's picture
Thunder-The-Bright
ah well.

now that I have a little more time I can go for the third part (yes, another boss). practically the boss battle is done, not I'm going for the depths.

Wed, 05/22/2013 - 03:57
#34
Thunder-The-Bright's picture
Thunder-The-Bright
wall of text incoming! prepare your eyes.

ok, third addidtion is complete. hope you enjoy.

The guardian

Intro: some missions to intro the boss:
1 the report of spiral HQ, saying of some tales of the strangers about a powerful being, and of some “off-limits” areas for the gremlins. It will all be explained later.
2 a stranger tells you a legend about a powerful being that lives near to the core, and that is made of both light and darkness; some say that it has been spotted in one of the deepest crystal mines, and that has vanquished a great number of black warriors. But, it informs you that that is probably just a tale.
3 you have to penetrate an information node of the gremlins. In this node, there is a map of the stationary stratums of the clockworks. That information should provide you a few locations in which searching for the guardian.

Main:
Recon knights have found a possible location for our target. The road is infested with swarm, so you will have to fight your way through it; although, recon knights say that there is something strange down there.

Location:
A terminal near the core. 4 levels.

Depth 1: tunnels of darkness
A clockworks tunnels style depth, only with swarm enemies instead of normal ones (shankles included, these are all invincible). Background is darker than usual. There are all family types here. Ends with an arena, with similar form of the last arena of smoldering steps (FSC, d27), only with spikes instead of fire and no heart/vial spawn . at the beginning invincible shankles spawn at the corners. 4 waves: 1st gremlins (twackers and menders) and undead (kats and howlizers), 2nd beast (wolvers) and construct (lumbers and mecha knights), 3rd slime (polyps and lichens) and fiends (devilites and silkwings), 4th wave spawns 2 battlepods and 2 deadnaughts.
Notes: all enemies of the last arena are normal but don’t drop loot; in the last wave, you have to kill the dreadnaughts to open the shield of the battlepods.

Depth 2: enter the light
Aurora isles style depth. With puzzles and all. You need 4 gold keys to open the way to the elevator, but there are 8 in the map. The RNG will decide what keys will be open and what won’t. Only 4 keys will be obtainable.
Left side:
1st key: do you know that maps in devilite depths in which to pass you have to blow up explosive boxes, and in the meanwhile other boxes explode and more enemies are unleshed? This is like that, but it goes from right to left. Obviously it’s long enough not to let you know if the key is obtainable or not. And it has greavers with devilites.
2nd key: do you know that room in FSC with spikes at center and spawns lots of zombies? That, but with kats. And you enter from the right, so you don’t know if the key is open or not.
3rd key: do you know that room in the Ice Queen Palace with infinite lichen spawning? That one upside down.
4th key: you enter from the upper side. There are 5 paths: one is sealed with 2 doors, the other 4 are sealed with blocks, but the first is a ghost one. Now, 2 paths at random lead to two buttons, the other 2 to two pads that spawn static deadnaughts.
Right side:
1st key: do you know that initial puzzle in Ghosts in the machine? That one. Only with 2-3 more box blocks, and some respawining rocket puppies at the sides. You are going from left to right.
2nd key: do you know that corridor in the second depth of IMF with switches that open doors, and in the meanwhile you have to dodge rockets? That one. From left to right.
3rd key: IMF again. Oh well. The last arena on the second depth, with respawning enemies? That one. Upside down, with only one switch at the center, and 4 spawining points around it.
4th key: do you know the last arena of C42? That one, upside down, with normal lichens and no super schorcher. And a battlepod.
After getting 4 keys you get to the elevator. I would add an arena, but it could be too much for a level.
Note: all monsters are normal but drop no loot, if not some hearts here and there. All party buttons are surrounded by blocks, that will turn in ghost blocks when the button is activated. Also, the ones that should be in the center of the room go to the beginning.
Depth 3: the great darkness
Compound-like zone with darker background. Yes, there are minis. Every type of those. First up, party button. Pressing it spawns 2 invincible battlepods that start throwing missiles at you. Once out of their range, mini spawns. Like 10 of every kind. Then you enter the facility. Gold wisps of every type block the way . there are 9 groups of boxes, size 3x3. The corners are unbreakable boxes and all the others are normal. There are 4 switches to open the way out. You know where to search them, right?
You get out again. 3 Lumbers and a giant lichen colony are there to greet you. With 5 of every mini. After, a little maze with gold wisps. You re-enter the facility. But not so fast. In a left to right corridor, 4 blocks wide, rockets are shoot to you. In a random pattern.
Then, something big enough to make me change paragraph. Usually, one of the last rooms of the compounds presents a large area with some spikes and respawning minis, in which you have to search for buttons to open doors. Not this time. Well, not completely.
There is no beginning party button, only a force field (blocks monsters). Same room, but there are 3 party buttons. You can press only the central one, the others have unbreakable blocks around them. Pressing the central button spawns mecha knights and chromalisks. Some blocks of the right button are now ghost blocks. Pressing the right party button spawns jellies and devilites. Left button has now some ghost blocks. Pressing the left button spawns gremlin twachers and zombies. You need to defeat all the monsters to get to the elevator. Yes, after there is an elevator.

Depth 4: the guardian’s lair

Right after descending, there is a party button. The guardian appears in front of you, in another corridor separated from yours.
Little dialog:
Guardian: “And so you came here too. I guess the others told you to search for me.
I will not return with them. I can’t. I serve another propose now. “
Player: “And what about the swarm?”
G: “ There is a propose for everything in this planet, but I don’t know everything. I don’t understand the plans the core has.”
P:”The Core?”
G:” Who else could have sent those messages in the sanctuaries? The core. It’s a sentient entity, and I have specific orders from it. I cannot help you.”
P: (end conversation)

The guardian goes away. Another corridor to the right. You encounter another guardian, near a closed gate. Another little dialog:
Another guardian: “I was sent here to make sure how the mission went.
So? How did it go?”
P: ”He refuses to go. He says he has orders form the core.”
AG: “I see. Well, I guess we have failed.
But cheer up! We have discovered and secured a passage that leads in the core. You can use that. Unfortunately, we cannot approach it. A strange force repels us. But you can try and see if you can pass.”
P:” That’s great! We’ll go there right away!”
AG:” you can restore yourself here. We don’t know what it is inside the core, it could be dangerous. Good luck.”
P: (end conversation)

The gate opens. Heart pads. In the upper side, a stairway leading upwards. And after, a party button. From the party button you can see the elevator, after an open space and a corridor.
You press the party button. A gate before the corridor closes. The guardian (the one you were looking for) appears in front of it. Little dialog again:
G: “and so they send another bait. There is no other way but this, so you were obliged to go here.”
P: “Bait?”
G: “you are the third group reaching here. Before you, gremlins and fiends attempted to reach the core. Always guided by the others.”
P:”And why?”
G: ”They know the force is repelling them form that gate is mine. So they try to get rid of me.
They want the power of the core to destroy the swarm. But I cannot let them do that. The only propose of that gate is to contact the core for orders. No one must pass through.”
P:” But we have to!”
G:” Yes, to power your ship, I know that. But I cannot let you pass.
Turn around, or you shall be slaughtered.”
P:” We cannot give up now!”
G:” Then your fate is sealed. Prepare yourselves!”

Boss: the guardian

Phase 1: remember when the guardians told you you had no chance? That. It’s like the phase 6 from the swarm knight, with additional attacks like: after charging for a while, he shoots rotating blades that home for the target. They do only one hit, but last until the hit is done. Shield is your only choice. He does normal damage only. Weapons do not deal him any damage, knockback or interruption; you must survive for 2-5 minutes.

Phase 2: the guardian uses the swarm to empower himself. Weapons now deal damage and knockback as usual but no interruption. At the beginning and every certain amount of damage, he rises flying, targets a random knight and smashes the ground before him, then, places a swarm seed on the impact location and creates a vacuum that pulls knights in it (range: 5-6 blocks) and returns to the center. He is immune to all damage when he does so.
He can switch between 3 loadouts: shadow, elemental and piercing. When he wears a loadout, he deals according damage and is immune do that damage (ex: in shadow loadout he deals shadow damage and is immune to shadow damage).when he changes loadout, he emits a pulse like a trojan, but in half of the time and it has twice the radius. He deals split damage of the two damage type he is switching. The behavior is equal to the one above, and the blades deal damage according to the loadout he has. Yes, he heals in swarm seeds.

After placing 6 swarm seeds and after taking enough damage, phase 3 triggers.

Phase 3: not to be corrupted, he goes at the center and tries to take out the swarm from itself. A cloud of swarm surrounds him, shielding him. All players in the field suffer damage over time until the phase is over. To hit him, you must find a weak spot in the shield; one hit and the battle is over.

The gate for the elevator opens; but as a knight approaches, the path destroys itself. If you aren’t fast enough it’s insta-death. But it should be real slow. When the path is completely erased, the swarm attacks from the bottom of the room. 5 waves. A swarm seed grows to consume half of the battlefield, and new sources spawn at every enemy wave. When the seed reaches the guardian’s body, a blast destroys the enemies, the guardian rises up and destroys the seed; then he flies away. An elevator appears instead of the path destroyed before.

Depth 5: Hidden sanctuary: nearest the core

The hidden sanctuary is just like a normal sanctuary level, but instead of the material there is the guardian. Actually, you have to talk to the guardian to take the material. Dialog:
G: “And so you have beaten me. My orders from the core have changed.
P:” So can you let us in?”
G: “No, I can’t. You are not ready. Not even your greatest team could manage to exit the core. You would not return. “
P:” Do you know what happened to the alpha squad?”
G:”No, I don’t. I only guard the entrance, I don’t know what is inside.”
P: “But you said you could help us…”
G:”Yes, I can. I can make you stronger. I can summon great enemies to enhance your skills. When you will be ready, I will tell you.
For now, I can only give you this. It’s not much, but it will help you.”

Item: hidden force: apparently, this is not an item. It’s just a great mass of energy you feel inside you, and you know it has a specific propose.

That is, crafting armor. Yes, there is a sanctuary alchemy machine. Here you can craft every piece of armor of the sanctuaries, and the shadow, elemental and piercing loadouts. Armor. Only armor.
Helm and body armor offer the same resistances. They all have 3/4 of a bar normal defense and 9/10 of special defense.

It would be better to design brand new sets of this because I have no idea of where to take these from. I watched the list of armors we have and I said to myself that none of those fits.
Anyway, they should be medium armor, the shadow should be dark with a curse symbol on the back (and cursed aura), the elemental should be bright with symbols of each status on it (and a possibly color changing aura), and piercing should be shiny (and with twinkle aura). Yes, helmet and armor should have the same characteristics.
Names will be: shadow helmet/armor, elemental helmet/armor, piercing helmet/armor. It you can think of better name, tell them. Please. These are horrible.
Shadow loadout:
An armor appositely made to protect from darkness and curses. It seems to be cursed itself.
Protection against curse: 3/4 of the bar.
Requirements:
Dark Shard 20
Ecto Drop 5
Grave Soil 4
Soul Dust 3
Blighted Bone 2
Hidden Force 1

Elemental loadout:
An armor appositely made to protect form the elements. It seems it contains the power of each of it.
Protection against all statuses but curse and stun: half of the bar.

Requirements:
Light Shard 20
Ecto Drop 5
Owlite Feather 4
Fine Fabric 3
Silver Coil 2
Hidden Force 1

Piercing loadout:
An armor appositely made to protect from piercing and strong hits. It seems like it’s made of one piece.
Protection against stun: 3/4 of the bar.

Requirements:
Green Shard 20
Gel Drop 5
Gel Core 4
Brute Core 3
Rocky Core 2
Hidden Force 1

Ok, now guild hall thingy things. Since I’m not going to make you craft something else from that machine, you’ll have to use the armor. Repeat: you will have to use the armor.
Pillar of the three warriors: it’s a pillar resembling the three loadouts. One side will be purple, one green and one yellow. Requirements: 100 green, light and dark shards, 1 maiden’s tear, 1 celestial ore, 1 gremlonium, 1 nightmare mane.
Half-replica of the three warriors: it shows the head (well, helmet) and part of the chest of three warriors, emerging from the pillar. Requirements: 4 pillars of the three warriors, 1 shadow helmet, 1 elemental helmet, 1 piercing helmet.
Replica of the three warriors: it shows the three warriors, wearing the three loadouts and: the shadow one has an Acheron, the elemental one has(… erm. Well. The only elemental and non specific sword that there is right now is Davenger, and I would like a medium-speed sword. Make one. Please.), and the piercing one has a fearless rigadoon. (And this is why I couldn’t use sealed sword lines: because of a thoothpick. No, I won’t use final flourish.)

There. Done. It took a while.

Tue, 05/21/2013 - 20:19
#35
Agentz's picture
Agentz
Um...Wow.

Good greif! this must have taken HOURS! Anyway, it sounds like the bosses are a LITTLE bit OP (if ya kno wut I meen) but I just LOVE this idea!!!!! Great thinking and idea-making-thingimajigger, this sounds AWESOME! But...I think it's a little much for OOO right now...Maybe wait for battle sprites to come out? Love this idea, but Guildie things sounds kinda exspensive...
-Z

Wed, 05/22/2013 - 03:38
#36
Thunder-The-Bright's picture
Thunder-The-Bright
ok.

guildie things expensive? go on the wiki and check the prices of the others.
as for the bosses, we need hard bosses in this game, really. things like soloing a SL should not be possible. it should be about teamwork.

oops, forgot about the recipes for the loadouts. I'll edit the post as I'll get things done.

Sat, 07/27/2013 - 08:20
#37
Thunder-The-Bright's picture
Thunder-The-Bright
last part

The swarm rage
The swarm rage is a survival mode. The guardian offers you to fight the legion of the swarm to enhance your skills. He will reward you with tokens that will be (almost)equal to the number of enemies you will kill. (note to OOO: we will need a kill counter, cause I would like leaderboards). Each enemy will count as one token, each boss will count more (but they will not drop boss tokens).Respawning enemies do not count. Still undecided if making them a reward for after the battle or if you must collect them while you fight.
The levels have swarm background and are shaped like an arena with 5 rooms. Rooms are square, rather big, no obstacles, traps or whatsoever, party button at center. After every room there is an elevator, but only the fifth will let you go down. Healing pads will be available after each battle on the first stages, then a number of heat boxes, than less heart boxes. When stages reset, so do the pads. Arsenal stations are available once at the beginning of every stage. After the 3rd, 4th and 5th arena, extra tokens will be given (number of stages reset*stage number * arena number* 10). At the end of the stage, 50 more tokens.
When you die, you can’t return to heaven. Instead, when the counter reaches 0, you are teleported to another location in which you will be able to spend the tokens. I’ll talk about it later. Alert: the prices will go over 9000.
Now, to the stages. Each depth has a stage, and there will be 4-5 stages(still have to decide). After that, the stage count resets, but the number of enemies increases (x1.5/2). Also, the battle arenas should be bigger, but just of 1-2 blocks per side.
Note: number of enemies, imo, is not fake difficulty. Inflated enemies would only take longer. More enemies actually change the battlefield. As 3 devilites are less challenging than 6, so 15 should be less challenging than 22-30. No kidding.
Stage 1
Arena 1
4 waves, 100 random monsters.
Arena 2
3 waves: 1st slimes- fiends, 2nd beasts- construct, 3rd undead-gremlins. Total number of enemies: 150.
Arena 3
3 waves: 1st fire greavers, shock puppies, 2nd rocket puppies, howlizers, wolvers and Trojans, 3rd ice crhomas, poison lumbers and quicksilvers. Enemies counter: 1st 20-25, 2nd 36, 3rd 44. Total: 100-105. Tokens: 130-135
Arena 4
2 waves: 1st mecha knights, silkwings, freeze glob drops 2nd poison greavers, a half-health snarbolax. Enemy counter: 1st 40, 2nd 6. Tokens: 95.
Arena 5
1 wave: shock greavers, shock puppies, two rabid snarbolaxes. Enemies counter: 27. Tokens: 105+50 for ending the stage.
Note: during the snarby fights, a bell will spawn next to the party button. Please OOO code that as a respawning bell, so that if a knight stays on it, the bell does not spawn. I would not like the bell to be moved.

Stage 2
Arena 1
4 waves, 150 random monsters.
Arena 2
3 waves: 1st fire scarabs, devilites, polyps, 2nd red rovers, oilers, ice cubes, 3rd ice devilites, poison lichens, rocket puppies, red rovers. Enemy count: 150-175
Arena 3
3 waves: 1st poison wolvers, kats, Trojans, 2nd shock retrodes, fire mecha knights and poison bunnies, 3rd ice scarabs, poison kats, royal polyps. Enemy count: 1st 32, 2nd 36, 3rd 32, total: 100. Tokens: 160
Arena 4
2 waves: 1st shock scarabs, shock polyps, freeze retrodes 2nd fire mecha knights, a phase 2 royal jelly. Enemy count: 1st 46, 2nd 5. Tokens:130
Arena 5
1 wave: poison greavers, Trojans, the ice queen. Enemy count: 16. Tokens: 115+50 for ending the stage.
Note: multiple ice queens and royal jellies should not spawn more royal/ice polyps (but they still spawn the usual 6), number of minis should be capped, and nether the polyps nor the minis should be counted for the killcount.

Stage 3
Arena 1
5 waves, 200 random monsters
Arena 2
3 waves: 1st toxoils, quicksilvers, ice cubes, 2nd shock crhomas, poison wolvers and fire alpha wolvers, 3rd freeze mecha knights, shock scuttlebots and poison retrodes. Enemy count: 200
Arena 3
3 waves: 1st ice crhomas, ice cubes, ice retrodes (r, 30s), 2nd ice mecha knights, ice puppies (r, 20s), ice polyps, ice alpha wolvers, 3rd ice greavers, ice lumbers, Trojans. Enemy count: 1st 36, 2nd 44, 3rd 20, total 100, tokens: 190
Arena 4
2 waves: greavers (r, 30s), wolvers, alpha wolvers, ice lumbers; ice scuttlebots (r, they substitute shock scuttelbots, idk the respawning timer), phase 2 RT. Enemy count: 1st, 36, 2nd 6, total: 41 tokens: 160
Arena 5
1 wave: shock greavers (r, they substitute the scuttlebots), RRT. Enemy count: 6 Tokens: 230+50
Note: (r, time in seconds) means respawn, and the time it takes. First wave or respawning enemies count towards killcounts and tokens, other do not. When the wave is over, respawning enemies should die automatically and the next wave should begin. Multiple respawners can be bound to a single enemy type.
RT and RRT are a problem when we talk about the scaling difficulty I have made. So, we either use code to block them, so they don’t pass though each other, or we simply let them pass and don’t make them stack on one another.

Stage 4
Arena 1
4 waves, 200 random monsters
Arena 2
4 waves: 1st 50 poison-fire random enemies, 2nd 50 stun-freeze random enemies, 3rd 50 shock-curse enemies. Enemy count: 200
Arena 3
3 waves: 1st toxoils, red rovers (r, 20s), cursed zombies, 2nd ice greavers, poison lumbers, ghostmane stalkers, gremlin menders (r, 30s), 3rd fire zombies, deadnaughts, bombies, ice scarabs. Enemy count: 1st 20, 2nd 28, 3rd 32, total 80. Tokens: 200
Arena 4
2 waves: 1st poison, fire and shock devilites, Trojans, lumbers, 2nd overtimers (r, 20s), vana mask phase 2, then transforming into last phase of vana. Enemy count: 1st 17, 2nd 4, total 21. Tokens: 230
Arena 5
1 wave: fire greavers (r, 30s), fire zombies (r, 25s) darkfire vanaduke. Enemy count: 6, tokens 185+ 50

Stage 5
Arena 1
6 waves, 180 enemies, no grunts and support
Arena 2
10 waves: 1st random status mecha knights, 2nd random status slimes, 3rd random status zombies and deadnaughts, 4th random status lumbers and Trojans, 5th random status battlepods, 6th random status wolvers and alpha wolvers, 7th random status devilites, pit bosses, 8th gremlins of all types, 9th random turrets, 10th random status greavers. Enemy count: 1st 10, 2nd 20, 3rd 20, 4th 10, 5th 4, 6th 20, 7th 24, 8th 25, 9th 27, 10th 20 total: 180.
Arena 3
3 waves: 1st Shock greavers, fire lumbers, poison puppies(r, 10s), 2nd ghostmane stalkers, Trojans, 3rd quicksilvers(r, 10s), shock bombies,(r, 20s) a shock deadnaught, shock grievers and lots of rage. Enemy count: 1st 20, 2nd 30 3rd 20, total 70. Tokens: 220
Arena 4
waves: 1st curse zombies, almirian shadow guards, almirian crusaders, 2nd greavers, overtimers, Trojans, 3rd overtimers(r, 20s), shock greavers(r, 30s), Arkus. Enemy count: 1st 10 2nd 20, 3rd 11, total 41. Tokens: 290
Arena 5
1 wave: swarm turrets, swarm knight. Total enemies: 5. Tokens: 400 +50
Fights are done. You can now go to claim rewards or go down and do all over again with more enemies.

Now, the prizes. Prices are on debate. I’ll have to see the actual worth of the items.
100 tokens: spark of life, orb of alchemy, fire crystal.
500 tokens: survivor set, 2 pieces.
750 tokens: grand survivor set, two pieces.
1000 tokens: champion of cradle set, consisting of an armor set, a shield, a sword, a gun and a bomb.

Prices are to buy one of the options (ie, 1 spark of life costs 100 tokens, a grand survivor set piece cost 750 tokens). Survivor sets are costumes, champion of cradle set it’s actual gear. It’s overpriced because it’s rare, not because it’s OP. I hope.
For more rewards, questions, destructive feedback ect. leave feedback, ty. This ends my storyline adds. I’m already working on a danger mission.

Tue, 10/01/2013 - 11:47
#38
Thunder-The-Bright's picture
Thunder-The-Bright

random suggestion necrobump. won't do that anymore.

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