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New Enemy Ideas

5 replies [Last post]
Sun, 11/13/2016 - 21:44
Potatownz

Most people agree this game is dying due to a lack of content. Everything is aesthetic updates. Even the new enemies are just lame versions of other existing monsters. There's a lot they could add, but I wanted to make a forum specifically for enemy ideas. With just a few new enemies and correct usage of them in combination with existing traps and monsters, this game could increase it's lifespan and playtime for months or possibly even years. I wanted to make a forum post to talk about this and even suggest actual monster concepts. My philosophy for enemy design is to have both the player's method of defeating them in mind (of course), but also how they work alongside other monsters.

Bacteria (Slime Family): "Infects" other enemies as they battle. If an infected monster dies, more bacteria will spawn from the body. This can change common focus orders. For example, normally a player may focus the Lumbers first. If a Lumber is infected though, a player may need to avoid the Lumber until the existing bacteria are dealt with so the bacteria population won't spread upon the Lumber dying and end up overwhelming the player. I'm not sure how the infection would be spread though. Maybe bacteria could leave an infection trail that infects anything that walks in it, or maybe they could prioritize nearby monsters instead of players (like how lichen respond to being near other lichen).

Gummy/Goopy (Slime Family): This enemy would have a nerfed version of the Giant Lichen Colony's dash attack with less damage, slightly less distance coverage, and longer delay between attacks. The difference here is it doesn't have specific targets. It dashes around randomly, each attack creating a circle of slime around it. For a Gummy, the circle would slow a knight's movement in it. For a Goopy, the knight will have much less friction in the circle. This will force players to choose between chasing the Gummy/Goopy so the environment won't be against them or focusing other monsters while battling with impaired movement. A lot of Spiral Knights's gameplay involves good positioning and kiting, so this enemy will easily work alongside most monsters. Gummies/Goopies won't accomplish much alone though.

Burglar (Fiend Family): Another Gremlin-series monster, and they're just as annoying and tricky as you'd expect. Burglars will pick up any items they find (Hearts, Loot, Potions, etc). Burglars that don't see any nearby loot will attack the player and force them to drop held heat and potions. After enough time, they will pull out a cell phone to signal they're leaving (calling transportation to bail out of the fight with their loot), and disappear after about 5 seconds. Players usually allow loot to sit around until the current fight they're in is over. The only thing players focus on during battle is hearts, and hearts are too important for survival to let go. Burglars will force players to race for drops so the Burglar can't run off with all their hard-earned loot. I'm not sure how the code for Spiral Knights looks, but I feel like this would be tough to program (mostly the part involving knocking heat and potions out of players), so this might be ignored simply due to technical difficulties/limitations.

These are a few ideas off the top of my head. If this post gets enough attention I'd love to make up more ideas with everyone.

Mon, 11/14/2016 - 00:35
#1
Strayed-Faris's picture
Strayed-Faris
woof, this sounds grrrreat. +1

I like this, but I got a few questions tho.

Bacteria- How much HP would they have? How much Bacteria would spawn for every infected enemy defeated?

Gummy/Goopy- Just two things:

Can a knight remove the slime on the floor?

Do the slimy tiles disappear after a period of time or do we have to kill off the Gummy/Goppy for that to happen?

Mon, 11/14/2016 - 04:03
#2
Fangel's picture
Fangel
hmm

The second idea is interesting. I like the idea but I feel like the toxoils in Compound 42 are similar to what you're going for here.

But that being said, I would love to have dashing slimes be a common enemy. Or perhaps an "elite" tier monster if you give them enough attacks and health (would be on the same spawn system as thwackers/demos/scorchers, greavers, and mecha knights).

A burglar would be neat, but stealing loot isn't something that would translate well to the current game. Loot is instanced and independent per player. A burglar may steal loot for one player, but for another they may not steal anything. In older versions of the game where loot was shared this may work, but right now it may not be the best.

Mon, 11/14/2016 - 19:18
#3
Potatownz
More Details

@Strayed-Faris Since it's not like any of these ideas are actually going to be implemented, I'm not gonna try to think up any exact numbers. Jellies usually take 3 hits to kill (granted a player has equipment appropriate for the tier of course), mostly have power in numbers, and take about 25% of a players health when attacking. The Bacteria would be weaker than slimes alone, but come in larger numbers than slimes due to their "Infection" gimmick. With the "weaker but swarm-ier" thing in mind, I'd say 4-5 bacteria would spawn from each enemy, they'd usually take two hits to kill, and would do 20% damage to players. This way they're sturdy and dangerous enough to require attention when choosing focus order, but won't be impossible to overcome as long as players don't specifically kill everything but the bacteria. For Gummy/Goopy, the knight cannot remove the slime. The slime disappears after a few seconds or if the Gummy/Goopy that created the puddle is destroyed. Each Gummy/Goopy should spawn puddles at a fast enough rate so that there are 2 puddles on the field for each Gummy/Goopy. The puddle would be a little less than the size of the Haze Bomb MK2 radius.

@Fangel Toxoils are somewhat the same in that they multiply, but they mainly become a trap instead of a moving threat. The "Infected" status will change focus order in different ways than the toxoils due to the bacteria being a living enemy instead of an area on the floor to stay away from. I also agree about the burglar thing. That idea was made mostly because I noticed a lack of enemy types for the Fiends (even though a burglar is just another Devilite type monster anyways). I'm clueless on how to design a fiend-themed monster without it being a devilite or just being more of an Undead/Beast family creature.

Tue, 11/15/2016 - 01:20
#4
Strayed-Faris's picture
Strayed-Faris
Woof! Why don't these forums have "like" buttons?! +∞

I understand that, thanks for the reply, @Potatownz.

@Burglars and instanced loot

Isn't it possible to make Burglars steal prize/heart boxes instead of loot? As far as I know, boxes are the same for all the players, except for content. Burglars could spawn near boxes, steal some of them and dash off to the nearest area with monsters before attempting to teleport out.

Mon, 11/21/2016 - 06:24
#5
Niezumiko's picture
Niezumiko
+1 for Bacteria Slimes but I

+1 for Bacteria Slimes but I think their infection should not just be limited to monsters. Knights should get infected as well and the more a Bacteria hits a knight the more the infection rises. This would force players to find some kind of antidote item or they would die when the infection gets to high and revive infection free. Bacteria would leave a knight upon death and infect nearby enemies making it more dangerous for the rest of your team.

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