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Boss Suggestion: A Lesser Swarm Enemy: The Seer's Gate

6 replies [Last post]
Sat, 04/06/2013 - 21:45
Heavy-Duty's picture
Heavy-Duty

Hey guys! It's me again, just putting another idea out there! These things come to my head and I just want to say it aloud.

Description: It's going to be a Mission with required minerals: 100 Darkmatter and 50 Moonstone. Feron states:
"Attention vanguard! An overwhelming influx of corrupt creatures has infiltrated the outer shell from the Core! As far as we know, only certain Keys can unlock these gates which release these beings, but the Swarm has been sighted in the lower levels of the Clockworks. Revered knight, we call upon you and your allies to come and remove the corruptive specimen from the Fiendish city of Ironsol.
Now, you may be wondering why we are sending you to the aid of devilish workers and treacherous monsters. The thing is, these creatures have corrupted all BUT these fiends, we we aim to keep the city from being overtaken by this coming darkness. The city itself may not welcome you. Rest assured, I have sent Desna to your aid!
Swarm is a dark specimen from what intel tells us a corrupt form of energy. We are not sure about this. The monster, yes monster, is sentient, and wills to use the city of Ironsol as a portal. This is what our operatives call the Seer's Gate. Join Desna and the recon group to find this and end it.

Mission: The player must pay 100 Darkmatter and 50 Moonstone and have completed the Vanguard quests to enter. Upon entry, the player finds Desna who seems almost clueless about what the team is about to take on, but does not want the Fiends to be overtaken.

Depth One: Operation Seer's Gate: Eyes of Ironsol
-The player enters with Desna and two of her recruits into what seems to be a vacant city entrance. Upon entering a clearing, the team finds a team of Gremlins who threaten to destroy the team. After facing off their Ghostbane Stalkers, they surrender, but at the same time tell of the future of the city of Ironsol. The Gremlins are recruited as allies; they are looking to save the city instead of what Desna thought was keep it in Swarm grasp. By now, the player has a team of five, but not for long. Fiends re-inhabit the city, Shock Greavers and Howlitzers appearing from every side. Any time there seems to be a place to collect data of the silence in the city or to obtain health, Greavers appear to decimate the team. By the end, Gremlin allies should all be dead. Desna reports the team is being watched. Wherever there is a box of health crates to open, or coins to collect, they only appear to be lures to what is actually a trap. By the end, though, Gremlin allies report back that there is an elevator deeper into the city. The Gremlins are wiped out by the time they are reached, and the team is put into an arena. At first wave, swarms of Greavers, Kats, and three Trojans appear. Take them out to end up fighting Howlitzers and an army of IT's. By now, the gate is open, and Desna rushes to the elevator before more wave come in. The rest of the waves fought are moneyless and will only continue to spawn. Run to the elevator.

Depth Two: Operation Seer's Gate: Grasp of Darkness
-The player enters the sewers, darkened without the light of candles. Not just any candles, though. These are alive, and they will fight, but are very slow. Grimalkins are everywhere, and the undead lurk within dark spaces. Otherwise, the player must fight- Overtime. Pit Bosses and Overtimers huddle together in spikey locations as the fog of plague looms over the battle field. Poison is a constant hazard, and the team must fight their way through a maze of plenty. Keep the place lit, but that may not be enough to take on the Swarm. Desna finds other allied Gremlins who heard of the Knights' coming, but they are quickly corrupted by the Swarm. Fiends fight side by side with these Swarm patches, and your only answer is at the end of the maze. Find the keys and take the elevator.

Depth Three: Operation Seer's Gate: Shadows of the Corrupted
-Desna learns of the incoming recon team's fate. She says she needs to retreat to tend to her recons, but pleads that you go on. You're on your own. In the dark. Alone. This is the part she should not have missed. Etchings of Swarm and curse are written all over the walls, and it appears the Fiends are not only willing to be taken, but are in charge of trying to open the city itself. Light the party up before Grimalkins appear, and take down any Fiends that try to activate Swarm Trojans. These things TELEPORT and the teleport HARD. They appear on you and stun you well. Luckily, they do not revive their fiends, like Dreadnaughts. Dreadnaughts you say? You mean the ones that are active whether or not Fiends get to them? You are fighting through a series of tunnels riddled with rooms to light up to stop the rituals. Undead and their Dreadnaughts riddle different rooms. Stop the rituals. Survive the darkness. Find the clues. Learn what's going on (via clues, which show that Fiends are trying to summon the Seer's Gate the level below). Get to the elevator.

Depth Four: Opearion Seer's Gate: Eye of the Seer
-The player ends up interrupting a very nice ritual, held by fiends trying to resurrect Arkus and other fallen Knights in tribute to what appears to be a shrine. There are sixteen pillars. The Knights and Arkus himself are awakened as what you learn are guardians. An eye (the Seer) appears in the center of the room out of a dark portal, apparently mad that YOU'VE crashed the party. The Seer summons eight arms to grasp eight candles at the edges of the room. Your mission, if you choose to accept it, is to probably make that monster let go of the candles that it's pulling on. Well, do you accept the challenge? JK! There was no question...

BOSS BATTLE:
PHASE 1: The Knights AND the Summoner fiends are its minions, IT is trying to hold onto the candles, and IT is using dark spores of CURSE. Summoners throw spells of different statuses at you, and you can kill them easily. The problem is the shadow spores which revolve around the thing on a large orbital and the seven Knights and Arkus that are trying to kill you. The Seer will occasionally send pulses to revive its fallen guardians. For every arm you release from the candles, the arm will become free to smack an individual player it targets. Yes. Eight arms. Eight targets. Four players. He's gonna hit one player at least twice in a single round by the end of this phase...
PHASE 2: The Seer screeches. The curse orbs shut off. A large hand comes from the dark portal. Guardians reactivate, some dropping bombs. You can pick up a candle to launch it at the arm so it could become vulnerable to smack it for about three seconds before it becomes invulnerable. The hand can swipe and blast from its central eye maybe dealing curse if you're unlucky enough for ten seconds. This phase is the calm before the storm.
PHASE 3: The frenzy begins. You have only Arkus active, occasionally dropping his Dark Retribution. Trojans appear from four corners, Howlizers appearing in other four corners, and Greavers come from the cieling. The Seer is outraged. The Seer will blast a ray of Curse and shadow damage when it has the time. Continue to throw the candles through the portal to make the arm vulnerable, but when the arm reactivates, it blasts the players to the edges of the room. Eventually, the arm goes back into the portal, according to the health left of the monster. When you finally put the Seer back into its gate, it explodes, conveniently shutting down and destroying all your enemies. A wall breaks, revealing a treasure room and the elevator. You're not safe yet. The sixteen pillars crumble in a countdown so that you can have time to get into the elevator. You can collect the loot if you want, but you have barely eight seconds before the place completely wipes out your team. Literally going to zero health if you don't get to the elevator and choose the loot. You can revive if you want, but what a waste. Get back up the elevator.

You completed the mission, giving Feron reports of what was going on, and giving Desna her regret. You continue through your missions, unlocking the next phase.

Mon, 04/08/2013 - 20:51
#1
Heavy-Duty's picture
Heavy-Duty
...

Maybe I should just stop making threads like these? Bump?

Mon, 04/08/2013 - 21:10
#2
Xtreme-Destroyer's picture
Xtreme-Destroyer
Why?

Seer's gate? A little odd..... Don't know so much about the 100 dark matter and 50 moonstone cuz thats pretty easy 2 get, suggesting that the largest deposit can get you about 6 pieces.....

Wed, 04/10/2013 - 21:54
#3
Klipik's picture
Klipik
Yay! Ideas! :D

I like the story, it gives a chance to expand on the Dark City and Concrete Jungle backstory, as well as more Swarm and Arkus stuff mixed in with gremlins/Core stuff too. My only concern is that this might be too many stories overlapping, and it might get confusing. This really shouldn't be a problem, though, if it's implemented well. And while we're on the topic of story, how did you pick 100 DM and 50 moonstone?

You could add in to the mission text that another reason for going to this city is that it’s a) the first time the Swarm has been seen outside the Shadow Lairs and b) the first intel on a sentient Swarm entity. Those are both extremely important from a lore standpoint.

As for the mechanics, having NPC allies seems like a great idea, but they need better AIs than the current Npc allies we have (freed knights and mecha knights). That shouldn't be a problem with the gremlins, since AI already exists for gremlins and it should just be a matter of changing the target priority. There's also the problem of balancing the NPCs so that you can't just sit back and let them beat everything for you, but also so they can't all pound on a single enemy for 5 minutes and have nothing happen. And, how would they talk? Standard SK cutscenes aren’t meant for sustained conversation, or action sequences.

The poison themed candlestick keep in a sewer is also nice, new level design is always good. Poison also makes sense for sewers. But for the first/last levels , why are there ITs and shock greavers? Does this city have a shock theme for some reason? I feel like it would make more sense for them to just be normal devilites/greavers/Kats.

Swarm Trojans- cool, new trojans. Just the one kind was getting kind of boring. Teleporting? No thanks. Increased HP, increased attack, self-regeneration, different defense mechanics, sure. But no teleporting. That's just unfair. Imagine the rage from people going along the level, 100% fine... then suddenly a Trojan appears in front of them and smashes their brains in with no time to react. Not pleasant. You could maybe even give it curse laser beams instead, to give people an idea of how to dodge the ones the boss uses. Think a Trojan, with a Retrode on each shoulder.

BTW, just as a note - Deadnaughts are more than deadly in tight corridors. Hasn’t stopped OOO from adding them in places like that before, but you might want to reconsider the deadnaught placement, level design, or even remove the deadnaughts from the level altogether.

No Swarm enemies? At all? It seems like if the Swarm was trying to take over a city, they would bring an army with them. Void enemies could be perhaps sprinkled throughout the levels, and a good number starting to pour through the portal in the last phases of the boss fight. Maybe the part with the giant slappy hand. There could also be a level where the closest elevator to Ironsol is in Swarm territory, so you have to battle a load of Void monsters to even get to the city. Naturally, this would be before the first level you detailed, or maybe part of it.

Boss fight also is good - especially because it explains where the rest of Arkus’s squad went.

Overall – Good story, (mostly)good level design, nice allies idea, good boss design and fight. +1 for you <(^_^)>

Mon, 06/17/2013 - 15:13
#4
Agenta
Very good idea.

As klipik said this idea is good, but i would ask you to provide one thing, BACKSTORY! Why is the swarm targeting this city? Does the swarm want something in the city? Or does it just want to take a stronghold in the clockworks? The Snarb Echo Stone did the say the swarm knows of us, and will find a way out and come for us. But HOW ON CRADLE did the swarm get out of the core? This will probably make sense as OOO's releases the core (if they ever do) i also think this would be part of the games "ending set" like for a big final "swarm boss, or a tinkinzar boss" but the expansion missions (involving the crimson order) and the shadow lairs (involving the swarm) do seem to be involved with the games big, epic, final boss. I was thinking the final boss would be The Swarm itself. But overall good story, but how did arkus and his squad get there? Questions to be answered, there are!

Sun, 08/04/2013 - 07:31
#5
Danielflame's picture
Danielflame
Dang it!

I dint know there was an idea with us and the gremlins teaming up... i made a post about the exact same thing... only more exciting =D but i seriously dint know..

Mon, 08/05/2013 - 22:28
#6
Klipik-Forum's picture
Klipik-Forum
Lol, thanks for necroing Dan... Now I don't have to :D

@Agenta, this mission gives enough clues (fiends summoned the swarm) but at the same time doesn't reveal the whole story, leaving room for more missions and/or expansion further down the road. And.. We don't even know if the swarm was in the core in the first place.

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