EDIT: Changed the title back because...meh.
-----------------------------------------------------------------------------------------------------
I randomly remembered that thread waybackwhen about a 'Boss attacks Haven' thingy, and suddenly, I got an idea.
What if there was a mission for that?
The base idea I had for this would be as follows:
Restrictions
- Mission playable only once per day.
- Party members can only be people who haven't already completed it for the day.
- Cannot join an already deployed party.
- Standard Party restrictions.
Mission details
You are called to (some random area) for a breifing on the current situation, when you receive an emergency transmission from Feron. Due to interference, his message was unclear. However, hsi last known location was in Haven, so you are sent to investigate. Upon arrival, you find that haven is now under attack, and you find yourself trapped as the Arcade is now spewing out monsters and the main entrance to haven sealed off by rubble. A fight to the death ensues.
Battlefield
- You have the whole of Haven merged into one area, minus the Arcade, which spawns monsters.
- To prevent exploits of gates, arches and stairwells to prevent Boss entry, Haven will have some areas of it blown apart. i.e The Snipe Garden entry arch will be blown open, stairs in Bazzar will have large craters beside them (widening the 'stair' gap) Bechamel/Kozma/Brinks' area will be crushed under rubble.
Battle type
These will vary depending on Tier, otherwise all will follow a similar pattern:
- Constant wave of monsters, type specified by current boss.
- After waves completed, Boss appears, with another large wave of monsters. Monster spawners appear in the corners of Haven during this phase, respawning monsters not quickly, but fast enough to keep the players occupied. The Arcade entrances also have hidden monster spawners.
- Between bosses, there will be a short timed intermission to change gear/heal. 4 SMALL Heart generators will appear beside the arsenal station. These will disappear the moment the timer runs out (30 seconds ok?)
- Bosses have slightly increased health to compensate for the increase of space.
Victory:
The main entrance to the Haven will clear, and Feron will appear to congratulate you on your victory, revealing that they evacuated Haven to the Rescue Camp, before the Main entrance collapsed, sealing them out. You'll be asked to go help escort the other survivors by exiting Haven via the newly cleared entrance, while he stays to oversee the cleanup. Standard Mission exit from there.
Failure:
Same as all party failures. After loading, you'll be returned to Haven, with a message from Feron saying that they managed to retake Haven while you recovered from your injuries
Other details:
- Of course, there is a large reward for being able to actually COMPLETE the mission, size of reward yet to be determined.
- When the FINAL boss dies, all players health is restored to max, and any dead players are revived automatically, to prevent the scenario of a dead boss AND party.
- Only monsters who spawned without the use of monster spawners will drop any cr/heat/materials. Any other monster MAY drop hearts.
- All players get to keep all gained cr and materials no matter the outcome of the battle. Heat will be lost if the battle is not won.
Scaling:
This is to encourage self-improvement of players, instead of just leeching of better players who are nice enough to help you.
Now, tiers:
Note that all tiers follow the skeletal battle details laid out earlier. Tweaks will be specified.
Tier 1 (Estimated cr mission reward: 5Kcr)
Snarbolax-Beast waves prior, beast bells appear scattered across Haven. Same battle plan.
(For the lack of any other T1 boss, T1 Seerus will be there.) Gremlin and construct waves prior, with scattered Battlepods during boss stage. Standard Boss battle; Seerus hides ontop of the AH until you destroy the battlepod stationed directly infront of it.
Tier 2 (Estimated cr reward: 15Kcr)
Jelly King- Slime and construct waves prior. Scattered polyps during boss phase.
Roarmulus turrets-Constructs with a few gremlins prior.
During Boss phase, a SINGLE turret will appear in the fountain in the town square, with 4 respawning rocket puppies on each ledge surrounding(Either side of the AH's roof, the alchemy machine and ATH areas.) Scuttlebot spawners are scattered at all corners, including main entrance.
(If possible, Rocket puppy's 'lock on range' is shortened. Missiles remain unaffected.)
Boss Turret acts like regular RT boss, except it turns like a Gunpuppy while it attacks. To 'down' it, you have to get a rocket puppy missile to detonate on it. (Rocket puppy missiles should not explode on contact on the Boss turret. Either timed explosion or use of the shield to detonate the missile should be the case.)
Standard RT phases apply. Boss turret can only attack you on 'ground' level.'
During Laser phase, the Boss turret will fire it's laser, while turning 360 degrees. To avoid it, players must run to higher ground 'Turret territory' to avoid it. Once complete, normal play will resume.
After the Boss Turret falls, ANOTHER Turret will take it's place, attacking more vigorously, with added RP turrets alongside existing scuttlebot spawners. No extra phases other than preexisting ones.
Tier 3 (Estimated cr reward: 25Kcr)
I'm a little short on ideas. I'm kinda thinking this though:
Vanaduke -Haven is set on fire, shadowfire blocks and water globe-generators scattered across the stage. Standard Vana fight ensues.
Rabid Snarbolax- Standard Rabid snarbolax boss fight, again, scattered beast bells. Standard rabid beasts interference.
-(other Shadow lair bosses(?) minus Darkfire Vana)
-Intermission heart generators are upped to the '2' heart generator.
That's all I've got. The main reason for the small heart generators and timed intermission is to make it difficult for the players to recuperate completely. This battle is supposed to be hard, and very rewarding ONLY if you manage to win. There is LESS reward for any part-completion, but still some, as to not completely waste your time.
I'm open to criticism/Q&A, but please remember I spent a lot of time thinking/typing/revising this, so if you're going to tell me how much this sucks and won't work...
...Please be gentle Q.Q
I read this and i really want this mission! It really does catch my eye, and i certainly hope that Nick or one of the game devs looks at this and considers somthing as close to this idea! you got my vote! :D