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Clockworks Over-world or Free Roam Mode & New Missions

9 replies [Last post]
Wed, 08/07/2013 - 13:56
Blaackblue's picture
Blaackblue

New Free Roam area inside the shell of the core.

    Size of multiple(3-5) maps together

  • Clearance would only be allowed to knights that have reached the core in a particular gate, and clearance would be lost when the gate disappears
  • 6 depths down, with a terminal on the third floor.
  • 7th floor similar to d29 in the arcade, an entrance to the inner core with a final lock on it(will not be open) and a team of geo knights exploring the area
  • Instead of Basil on this depth, there will be a new NPC(possibly related to the Alpha Squad) that has the same functions as Basil and will only sell 5 Star recipes(possibly 6 if this new rank is implemented)
    • All Monster and Status Types in Different Areas on a Single Floor

  • Each area would have a specific monster and status type
  • Monsters cannot journey past their area, although a knight is free to come and go
  • In between areas would be clockwork corridors with a small number of non-status monsters, possibly the monster type of the nearest area
  • A mix of T3 monsters and new, more powerful monsters with brand new item drops
  • Although the monster and status type of each area is random, the frequency of the types can be adjusted with mineral deposits on the arcade surface, similar to previous gates
  • Curse status areas have a small chance of appearing on any floor but the 6th, and new monsters(in addition to dreadnoughts and curse slags) will appear in these areas exclusively
    • "Safe Points" with Elevators Scattered Around the Map

  • A Safe Point does not show up on the map until a knight is close to it, similar to elevators
  • Safe Points are commonly found in the corridors before and after areas
  • Heat is allocated when a knight reaches the Safe Point
  • Forge and arsenal stations can be found at these Safe Points
  • A knight is allowed to journey ahead without their party similar to the towns of Emberlight and Moorcraft. They can also invite the other party members to come down with them
  • A knight's Emergency Revive is reset when stepping into the the point(only once per point) and a knight with an ER is granted full red bar health when entering the point(if they have not reset their ER at that Safe Point yet)
    • Up to 12 Knights in a Party

  • Knights are free to come and go from parties as they please, with no affects on the health of newly spawned monsters (all monsters start with max health)
    • New Boss Monsters!!!

  • A single large area on the 6th floor with a new boss at the end, possibly Swarm themed
  • This boss area takes up the entire floor and will be larger than any floor before it.
  • There will be Safe Points to allow knights to return to the surface. Forge stations(but not arsenal stations) can be found at these points
  • Safe Points are always found in the same place
  • Knights are not allowed to join a party that is on this depth, similar to the boss floor of any other stratum, or the entirety of a Shadow Lair
  • Scattered throughout all previous 5 floors there will be a chance for mini bosses to spawn in the corridors, like the Tortodrone, Infected Knights(like Arkus but slightly weaker), or Royal Guards of King Tinkanzar
    • New Missions!!!

  • Missions of rank 10 and up(Vanguard) will be added with this update
  • Each mission will have a single floor on it with multiple areas pertaining to the mission
  • Knights are required to complete each area(in any order they choose) and find the Safe Point located at the back of the floor to complete the mission
  • At rank 12-3 the boss of the Free Roam mode will be available for a mission. It will function exactly the same as it does in the arcade. The floor after the boss will be similar to the 7th floor in the arcade, but there will also be a new artifact in the center and no geo knights in the area, being replaced by the Alpha Squad.
  • A new set of congratulatory missions will also be available in rank 12-4, similar to what Vanguards received after defeating Vanaduke
  • More In-Depth description on mission in a separate post here
    • New Items and 6 star Rank Gear

  • See mission post for details
  • If anyone has any suggestions or changes to this idea, please write them down here.

    I'm a bit worried that the boss mission will make crown and mat farming be too easy, so please state your opinions on this

    Wed, 08/07/2013 - 14:23
    #1
    Warp-Master's picture
    Warp-Master
    This is actually not a bad

    This is actually not a bad idea. The fact that you suggested it as a way to get to the Core kind of dooms it though. I'm pretty sure that Nick or someone posted that the Core will never open, because then they would sort of have to end the game with the Knights using the Core's power to get back to their home planet. I do rather like the idea of the Core being a "bonus round" to reward players for reaching Depth 29 from the Arcade, though. Another way to incorporate this without actually opening the Core would be to make the free-roam mode be the shell around the core, with things like the Jelly Green Giant, Tortodrones, and the special gremlins from Operation Crimson Hammer. Also, the maximum knights for the instance should be a multiple of 4.

    If you do want to open the Core, this could be included as a special level accessible without reaching Depth 29. Let's call it an "Event Gate." This kind of gate would work as it did during the Preview Events, with each stratum requiring a certain amount of minerals to lock in. Each stratum would represent a single floor of the free-roam level. The final stratum would be a battle against the Swarm as it attempts to corrupt the Core, possibly with the Core entity and/or the Alpha Squad making an appearance. When the players win, the Swarm makes one final strike at the Core, placing it into stasis. Everything still works, it just can't be dug out and plugged into the Skylark anymore. Before the stasis takes hold, the Core entity would make some final encouraging statement about how the Core can still be freed; it'll just take more minerals. EverQuest did something similar (minus the "players win" part) with Kerathyrm the Sleeper. It would also be a good way to end the game, when things come to that. I'd also like to see that sweet "Race to the Core!" stratum thingy put to good use at some point.

    Fri, 08/23/2013 - 17:53
    #2
    Blaackblue's picture
    Blaackblue
    Updated Idea

    OK, so Warp has a point in it not being able to be in the core. So I was thinking of putting it as a new section of the clockworks that was recently discovered. It could be a new gate in the arcade, like the randomly generated gates from the minerals. there would be 2 free roam gates and 2 standard gates open at any one time, both reacting from haven to the arcade. However, free roam gates would only have 3 floors in each tier, and each be as large as 2-3 floors. on the last floor in a tier, there would be a section on the floor that houses various bosses specific to that tier(it would be helpful if one more T3 and T1 boss was added for this update, to even out each tier). The only gates leading down to the next floor would be found behind the area with the bosses, so you would have to defeat it to go to the next tier. There would also be a basil area found on the second floor of each tier. Since each floor would automatically have every type of monster in it, using minerals to generate it would only change the status ailment of each stratum, like poison or fire. The status of the final floor in a tier is changeable, but it does not affect the status of the boss area(there will be a picture of the floor that will tell you which boss it is in the gate map, just like before but it will now have a background color to tell the status of the floor around the boss). This set-up allows a gate to have one boss of every tier in the gate that has to be defeated to go on, although if this sounds excessive im open to alternate suggestions on which bosses come up in which gate. As warp said before, the maximum number of players that can join a single party will be a multiple of 4, possibly 8 or 12. Each floor also has a small chance of spawning an area on the second floor of a tier containing special mini bosses. T1 could have the Collector from this recent pet update or the Jelly Green Giant(i've never actually seen this monster, so if its not appropriate for T1 then please tell me). T2 could have some kind of new gremlin monster, possibly the giant flame grem from the C42 danger mission or a new fiend based mini boss, possibly Arkus from the mission. T3 would have a Tortodrone (assuming he is a beast) or a new undead mini boss possibly something dealing with a giant kat or Grimalkin monster. Each of these mini bosses/monsters are optional to fight if they are found, but may yield special drops when defeated.

    More ideas and refinements to be added at a later date, if you have anything to add please feel free to do so.

    Sat, 08/24/2013 - 02:32
    #3
    Hearthstone's picture
    Hearthstone

    ...Wall of text!

    Sat, 08/24/2013 - 04:12
    #4
    Thunder-The-Bright's picture
    Thunder-The-Bright

    skye, a wall of text covers at least 3/2 of your screen.
    as for the free roam, it's not fitting with how the clockworks work. levels are in geo globes, and have a limited space.
    also, the collector and arkus are unique enemies and should stay so, ty.

    Sat, 08/24/2013 - 05:21
    #5
    Waffleconecake's picture
    Waffleconecake
    waht thunder said

    But more rude and angery.

    Mon, 09/02/2013 - 21:36
    #6
    Blaackblue's picture
    Blaackblue
    Feedback please

    ok, so i know that my idea isn't the best. but if you think something is wrong with it, please say so don't just say it is horrible. the whole purpose of the suggestions section is to give ideas from the community and refine them until they are usable in-game.

    Mon, 09/02/2013 - 23:31
    #7
    Terrty's picture
    Terrty
    lol

    so much text i didnt even bother anyway i think OOO is actually making an idea for the core now

    Wed, 09/04/2013 - 04:46
    #8
    Little-Juances's picture
    Little-Juances

    They already said why it's bad. The clockworks are small artificial bubbles. A giant level would simply not fit.
    Unless it's on the surface, far from the core, with depth 0 super weak enemies.

    Wed, 09/04/2013 - 04:59
    #9
    Hearthstone's picture
    Hearthstone

    @Thunder

    It does... Well, in my screen it does. Now it does not, because I reduced magnification(why the heck was it at 115%???).

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