Due to constant complaints by the research detachment, Lt Vaelyn has requested that additional equipment and supplies be brought down to research camp at the Core. However, due to the constant harassment by the creatures inhabiting the clockworks, delivering the supplies has been largely unsuccessful.... ok completely unsuccessful.
To that end, the Spiral Order has commissioned Punch and Vise to build a cargo transport that can survive dangers of clock works. After several attempts, the gremlin duo has designed a construct that not only meets the requirements, but also "won't" blow up when used.
Introducing the new labor Golem, KarN0X. Standing at twice the height and 6 times the weight of a standard Mecha Knight, KarN0X can push, pull, lift and carry a variety of objects ranging from small to large (in theory anyway). With safety features like a non-exploding energy core, heavy armor, and a flashing safety light, its probably the least dangerous thing a gremlin has ever built.
There is still one problem... there isn't enough raw materials available in Haven to build such a wonderful device. Fortunately, since the arrival of Punch, there has been a surplus of spare parts building up among the individual Spiral Knights. By donating spare materials, you can help Punch and Vice complete construction of a KarN0X golem at the new automated Golem Gantry facility located in all outposts of the clock works.
Oh, I forgot to mention another problem. Due to the size of KarN0X, he can only travel through special service path ways that are used by the gremlins to move heavy machinery between different segments of Cradle. Hes also restricted to large freight elevators (located next a normal elevator for the Knights), which he can power using his energy core.
Technical details:
KarN0X - KarN0x is a large, bulky looking construct similar is body shape to Vanaduke (lacking a better example). His left hand is a mechanical claw, and the right is a wrecking ball used for self defense. On its back is the crate carrying the supplies. He is semi-intelligent, allowing him to distinguish friendly knights from unfriendly monsters. As KarN0X walks along the path, if an enemy comes with in melee range, he attacks with his right arm, knocking monsters back and inflicting minor stun. His attack speed, however is very slow leaving him vulnerable if surrounded.
Level Design - KarN0X levels are escort missions where the levels are designed like gauntlets. KarN0X moves under his own power along a fairly wide, twisting path between the start and end elevators. At certain intervals along the path, there are gates that block KarN0X's progress and serve as check points. Off to the top or bottom is a room with treasure boxes, minerals and heart panels to refill life. To resume travel, there is a group button located next to the gate that locks out the previous section and opens the next one. Monsters will spawn along the path as expected, and will attack both the knights and KarN0X. Monsters will be determined by stratum theme, with the last level of a teir involving breaking through a heavy blockade (to replace what would normally be a boss level) .
Monster Targeting - Monsters will consider KarN0X an equal priority target as any Knight.
KarN0X life - KarN0X is protected by a several layers of sturdy armor, but he is not indestructible. If he takes too much damage, his power core will short out and incapacitate him. He can be revived by any knight by splitting health, restoring it by that amount. His max life is determined by stratum depth, generally being double the starting value of a properly armor'd knight. He has a high base defense with no weakness/resist to make up for his inability to block or dodge attacks. He is also vulnerable to all status effects.
Repairing KarN0X - undetermined. Possible ideas include special vials, or special plates which knights can stand on to activate a repair beam, restoring health as he passes by.
KarN0X construction - As a standard, KarN0X has high defense against all damage types with no Weakness/Resistance, and normal vulnerability to status effects. At the sub towns between tiers (including depth 0) and at clock work terminal there will be an automated Golem Gantry where players can use spare material to make adjustments to his defense and resist values. Similar to general gate construction, certain classes of materials will be able to increase defense in one type of damage (or resistance to a status effect) while slightly reducing it in another. Because the process consumes materials, the negative effect will always be half (or less) of the positive effect. Theoretically, you can balance materials used in such a way that modifications result in all positive values. The star value of materials determines the amount values are modified. Undetermined: an option to reset back to base values at clock work terminals to allow more efficient modification between different stratum themes.
Gate construction - KarN0X gates will become a 5th open gate in the arcade. Stratum themes will be determined by the normal methods, but will not have a dedicated boss stratum.
Special Notes:
- KarN0X should be immune to traps. This will ease difficulty in level design, and allow for trap barriers to momentarily separate the golem from his escorts.
- His attacks do normal damage and cause stun. The degree of the stun effect should scale based on stratum to keep it consistent.
- During gate launch, there should be an exemption from graveyard and treasure vault levels being produced in the gate map. Graveyards in particular would be problematic due to the constantly respawning Phantoms associated with the level.
Addition idea to level design:
- To add arena-like combat, you can make an area with a spot KarN0X can park himself before making the group button available. During the fight, KarN0X can be occupied with some kind of task like bashing down a barrier, or moving a large object from one side of the room to the other, while the knights have to protect him from the enemy waves. The scripting for KarN0X's task and wave spawning can be tied, so KarN0X can be used as a way to gauge progress. This would be an excellent way to create a high difficulty fight for a blockade level.
- For blockade levels, the final room can be made into a construct fight. This will reintroduce a highly entertaining boss fight. The room will be a large arena, with the knights starting one side. When the players activate the group button, a large gate opens on the other side revealing an enemy built construct. The stats on the enemy golem will reflect the stratum theme, and will include a moderate weakness to one damage type, and moderate resistance to another. This will include immunity to a status effect if relevant. During the fight, both constructs will wander around the map, attacking anything considered a foe.
Boss fight additional idea (debatable): During the fight against the enemy construct, certain mobs will drop a special item called a "prism battery". After certain amount is collected, KarN0X launches a special attack that will the damage the enemy construct and any monsters near by it. The type of attack or any secondary affects can be determined by the material modifications.