Optional missions (now with rewards!)
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TL;DR: Optional missions are randomly found in the Clockworks. They must be activated by speaking to an NPC or by activating a switch. They will give you rewards if you finish them, and they can be failed. Or at least, some of them. You get the idea.
These missions should be added in the current mission tab, the one above the “return to heaven/ready room” buttons. I know you can do it, you have done it with the sprites in the Charred Court.
To the actual missions:
Captive prisoners:
Simply, an NPC in the beginning of the level tells you that some knight have been missing in these parts of the clockworks. They were engineers, they were there to study the Clockworks and Gremlins ambushed them. Gremlins wanted them to steal some knowledge from the Spiral Order. If you help them, they may unlock the gremlin stash in this clockwork level!
Fehzor's idea: camp with module. module tells inarticulate things about ambush and captives. there's a gate nearby that unlocks itself.
Every clockworks level has its random party button; the party button of this one, should you choose to accept the mission, will be locked, and another door in the level will open, leading to an arena. Gremlin themed of course, and with dead knight bodies scattered around. Once ended, you rescue the engineers, that tell you that they were ambushed and their escort was wiped out. Then another party button brings you right after the party button you didn’t press before.
Now, here’s the trick: these guys actually die. if they take too many hits, they will do the death animation and disappear. They are equipped with short-fused, high knockback but low damaging bombs, that have huge cooldowns. That means you have to protect them. Something like 3 engineers in each level, but if you save at least one, it will open a locked door near the elevator, with some boxes to boost your profit. if you save more, more gates are in the level that the first one unlocks.
Mysterious switch:
At some point in a level, you come across a mysterious board with a switch on it. You don’t know what does this do, but it’s worth a try.
It triggers an alternate path, similar to the previous optional mission. This path brings you to a construct-themed puzzle, and a stash of boxes if you complete it. I was thinking about something like the twisted path with lots of turrets, spikes and brute class enemies, but with some indestructible blocks in the way, and more turrets, and respawining turrets. Maybe some falling rockets like the Collector mission. Lots of bullets on the screen is good for your reflexes, or you could simply kill some turrets before they spot you.
If OOO would also add a Tortodrone something in the level, it would be all worthwhile.
Dark council:
Just before the party button of a devilite workplace level, there would be a sign: “The Dark Council of this section is meeting in a room nearby. If you are one of the Dark Council, press this button, then go explain to the Council why you were late. If you are not a member of the Dark Council, you had better get back to work before your pit boss discovers you.” You had better investigate on this meeting, great devilite administrators could be there!
You go off course to a large room with a great table at the center. A great table with chairs nearby. The party button (and the way you use to get in it) is at one of the corners. Lower corners would be better for this next part. A yellow, black dressed yesman would be there, near the table but away from you. As you step on the party button, it spots you, jumps away to a little table with a phone on it, and picks it up. Timed battle begins! You are lucky that devilite bureaucracy is a mess, you will have 5-3 minutes. It’s a fiend arena.
The yellow yesman position will be shielded by gates. Once you finish the arena, or once time runs out, the gates lower. Now here is the thing:
If you win the battle, use a proto gun to kill the yellow yesman. No, I mean you will OHKO him with any weapon. If time runs out, the yellow yesman transforms into a yellow overtimer, that is like a normal overtimer, but it’s faster, and you still OHKO him.
Also:
If you win, the Council stash is yours! A room with some boxes, and coffee; If you lose, 4 more overtimers will spawn every time you should battle devilites in the level.
If you go near the table, there’s a note: “Council dismissed due to lack of coffee. Remember to bring more coffee from the coffee department on the next Council.”
If OOO would be so gentle to give us Shadow Espresso in this level, that would be great.
Pack Leader's Den:
In a Wolver Den level, somewhere there is an alternate path and a turret. If you inspect the tower, it says: "A large pack of wolvers has been spotted in this area. If any brave knights defeat them, they can take the things that the kleptolisks stole us during our travels here. Good Luck!"
In the following obvious arena, I don't care if you put some respawning wolvers. In fact, you shouldn't. There should be waves and waves of beast of any kind (make sure to insert some kleptolisks in there), like the waves of slags in FSC. The final wave should spawn a wolver pack leader, a bigger wolver with homing bites and more durable buff(s). *insert reward room description here*
Scorched Grounds (T3 only):
Randomly in the level, there should be shadow fires just lying around. At one point, you come across a little fort, with a sign at the entrance: "no beasts of your kind are allowed in Almire!" If you think that the fort is a normal undead arena, you're wrong. The arena layout and the waves should resemble the ones of the final arena of LoA. That should spice up thingies a bit. The reward room should be full of ancient weapons and such, not graves.
That’s all I have for now. Positive feedback? Negative feedback? Destructive criticism? It’s all welcome here. In fact, forget the last thing I said about criticism.
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+1 to the random objectives in the arcade.
Sorry, I only read about half of it. I'm kinda busy at the moment, so I'll come back later (maybe tomorrow) and read the whole thing. Then I'll comment directly on the thread and give my opinion on what works and what doesn't.
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Great Idea!
It would be a great addition to the game, considering the fact that you can only do Danger Rooms with a small price of CE. >:T
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Sounds pretty nice, would make the Clockworks even more interesting. Maybe it might even get mixed in with OOO's current plan for the Arcade revamp if the idea gets enough attention.
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attention is worthless, as my other thread sinking to the bottom keeps reminding me. the important is that it's discussed a bit.
which worries me cause my danger mission is going in the second page.
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For the Captive Prisoners mission, there should be 3-5 engineers in the level. And the whole thing you had with the bombs is kinda off; it makes it way too hard to protect them since they send the monster flying in random directions, possibly into each other during mid-attack animation. Just give them a low damage Calibur or something. Or better yet, have them not attack at all, since they are only engineers and should not even know how to fight since they had to go through the trouble of getting an escort. Maybe have each engineer have their own key, and the number of engineers you save = the number of treasure rooms opened (saving them all would give about the same amount of loot that you originally wanted to be given).
For the Mysterious Switch mission, make sure that it is not directly apparent that the switch opened the new path, similar to the treasure switch on d27 in FSC. Possibly just have the mission tab say that "A path has opened somewhere. Find it!" or something to that effect. This would amplify the sense of mystery.
Sorry, not much to say on the Dark Council mission. I don't really have an opinion on it, good or bad.
Again, +1 to the entire optional missions system. I'd love to see this kind of thing in the game, and with more variety.
P.S
I will probably post on your Danger Mission thread within the next few days. As I said before, I kinda busy so I can't look at too many things at once.
EDT: hey, where is your danger mission thread? I can't find it. Did you graveyard it?
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for the captive mission, I have an idea. there would be 3 engineers, and the doors they would open one door each. to unlock the second door you require the first unlocked, and same for the third. this could leave space for MOAR REWARDS if you finish with all three engineers.
bombs are there because of the high knockback. we could replace them with some sort of brandish reskin. but I wanted to be bomber firendly (engineers use bombs, weeeeee)
for the switch, in fact, I didn't plan that at all. just the desciption box when you have to decide, so you aren't even sure something happened. that's the thrill.
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Ok, I found it. For some reason it wasn't showing up on my computer yesterday, I had looked all the way to the 5th page, and 3 pages in the graveyard.
No reason to be so snippy about it.
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This is a good idea, for any players who want extra loot, they can do these quests, if this ever happens this will be awesome!
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This is actually very nice. This would make a better game and would help people.with money problems.
I know this isn't my thread but may I propose something?
Fetch me this!(I dunno you can change the name)
So for this you pretty much try to find a material for someone and they give you a small reward. The rarer and higher star value, the more you get.
Kill them!(Again a REALLY crappy name so you can change it.)
You pretty much just are put in an arena where you have to beat it in a certain amount of time or else you get no reward.
Escort me!(I am terrible at naming. Just... Leave me alone.)
Um so you escort someone to a certain depth and they give you rewards and monies..... And if he dies you get nothing. The lower the depth the more you get. The Cpu will be somewhat skilled. Maybe the AI of a devilite overtimer/Gremlin Mender/Mecha Knight? And enemies aggro to players more often than to the Cpu.
Yeah, so um you don't have to listen to these, just a good idea I think.
Have a good day!
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I certainly like the idea of branching paths in the arcade, though I'd rather the missions be less explained and more exploration based.
Instead of being told by whomever NPC that you should do X, Y and Z, you stumble upon an abandoned camp, maybe with a recon module thingy telling you vaguely what happened, or that one shaky knight.
Then, the party is given the option to intervene- if they choose to do so, they end up fighting more dangerous enemies, going on the optional mission, etc.
I suppose this is what I want scenario rooms AND missions to be like. Where it isn't the goofy army telling you where to go and what to do- instead, it'd be nice if the missions were touched up to make it feel more like the player was encountering them...
Dude- what if they did this for al existing missions?
TO BE CONTINUED!
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"Fetch me this!" there is already, it's called monstrous research and gives prestige.
"Kill them!" is my "dark council" mission, just mine is with devilites which is more difficult.
"Escort me!" is my "captive knights" mission, just with a normal NPC that will probably mess with your aim.
they are lame. not only the names, the content in general. I would like optional missions to change your path, not only "escort NPC to the core hurr durr".
@Fehz: throwing someone in battle with little knowledge of what it's coming? sure. but I would like a optional mission badge so it's recognizable. maybe camp with module and gate that opens. yeah, that should do.
as for the other missions, one doesn't tell you anything at all (*throws switch* hey, something has happened!) one is in the middle of a devilite level, what could possibly be in there?
I'll be thinking about adding something soon. or in a while. or whenever I feel like it. like now.
EDIT: another one added.
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What if you had a scenario where after completing one of your challenges, it would reveal another path that takes you to an elevator that replaces the next depth with a treasure room, such as the ones you get after completing the danger missions? Or maybe it lets you pick the next depth, instead of you having to wait 15 minutes for the gate to change.
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this suggestion was to add randomness to the clockworks, I don't want to add randomness and then take it away. besides, you would recieve your reward when you complete the optional missions, you don't need a level skip.
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These are basically free danger rooms with 1 unique aspect
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they also have a gimmick, a possibility of failure that doesn't mean you die, and can act as scenario rooms.
but other than that yeah, they are danger rooms.
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Oh hey it's this suggestion. I liked it because of course I would.
And yes, to your reply to me from like 2 years ago that I wasn't fortunate enough to reply to. That would be fine. I suppose it would also be fine if some of them did have an NPC to introduce it. And looking at it, this was the inspiration for that one post I wrote, the one about tying missions to the arcade.
bump.
"added" a TL;DR.