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New Enemy: Pylons

23 replies [Last post]
Thu, 03/15/2012 - 14:39
Verodius's picture
Verodius

These enemies would be immobile Tower-like structures about the height of a Trojan that have various effects on those nearby. They would have lots of health to make up for not being able to move or attack, and higher tier ones can spawn orbiting shields similar to those of the Battlepod to defend themselves. The two types of Pylon would be:

a) The Construct Pylons, which would Buff nearby Enemies.
b) The Fiend Pylons, which would Debuff nearby Knights.

And each Pylon generates one of the following effects (Construct Buff/Fiend Debuff):
1) Strength/Weakness (increases/decreases damage. Appears in all tiers)

2) Sturdiness/Fragility (decreases/increases damage taken. Appears in all tiers)

3) Speed/Slowness (increases/decreases speed. Not as powerful as the other effects. Tier 2 and 3 only)

4) Luck/Misfortune (increases/decreases chance of Status Effects occurring on hit. Tier 2 and 3 only)

5a) Life (Construct) (Has a small chance of reviving nearby enemies. Tier 3 only and more fragile than a normal Pylon.)
5b) Death (Fiend) (Knights who die near this Pylon cannot revive until the Pylon in question is destroyed. Tier 3 only and more fragile than a normal Pylon.)
5b alt) Death (Fiend) Alternative (Knights who revive near this pylon have half the health they would normally have. For example a Knight who revives using CE near this Pylon revives with 50% health instead of 100%.)

6a) Might (Construct) (Makes one monster in the AoE invulnerable, this effect lasts until the Pylon is dead or the Monster moves too far from the Pylon whereupon it targets another monster in the AoE. Tier 3 Only)
6b) Helplessness (Fiend) (Makes one Knight in the AoE do greatly reduced damage to everything but the Pylon in question, this effect lasts until the Pylon is dead or the Knight moves too far from the Pylon whereupon it targets another Knight in the AoE Tier 3 Only)

7a) Accelerator Pylon (Construct) (Increases Attack Speed of nearby Enemies. Appears in all Tiers. Suggested by Kentard)
7b) Decelerator Pylon (Fiend) (Increases Charge Time of nearby Knights. Appears in all Tiers. Suggested by Kentard)

All Pylons are immune to Stun and Curse since they don't move or attack. Their effects do not stack with other Pylons of the same kind (so an enemy in the area of two Strength pylons only gets the bonus from one.), with the exception of the Life Pylon.

8) Clumsiness (Fiend) (Items cannot be used while in this Pylons AoE. Tier 2 and 3 only)

Concept art (courtesy of Kentard):
http://img29.imageshack.us/img29/6024/pylonv.jpg

Thu, 03/15/2012 - 14:50
#1
Doctorspacebar's picture
Doctorspacebar
Yeesh, Death sounds dangerous

Yeesh, Death sounds dangerous to soloers, especially since, because it's Fiend based, it comes with Devilites and/or Greavers (solo bomber's nightmare). By revive you mean both via HP and via CE I assume. Good.

Maybe a danger room with pylons could be a nice challenge.

Thu, 03/15/2012 - 15:16
#2
Fehzor's picture
Fehzor
Seems legit.

Seems legit.

Thu, 03/15/2012 - 16:43
#3
Diamondshreddie's picture
Diamondshreddie
well

im sure no enemy is going to limit your ability to USE CE... being that its what OOO implements as real money currency lol

but a ery interesting . non game breaking addition... would make elitists who even get bored on fiends happy

Thu, 03/15/2012 - 16:43
#4
Diamondshreddie's picture
Diamondshreddie
well

im sure no enemy is going to limit your ability to USE CE... being that its what OOO implements as real money currency lol

but a ery interesting . non game breaking addition... would make elitists who even get bored on fiends happy

Thu, 03/15/2012 - 17:04
#5
Severage's picture
Severage
:o

Not a bad suggestion, but the death pylon would be rather stupid imo (Especially for soloing). Not to mention that as Diamond said, OOO would likely never hinder your use of CE.

I'd like to note that they shouldn't be immune to freeze, but stun and curse immunities are fine. Freeze DOES do thaw damage, even though it wouldn't effect them in any other way.

~Sev

Thu, 03/15/2012 - 17:20
#6
Kentard's picture
Kentard
+1 to this :3

Could I make a few suggestions of my own?

7) Overloader Pylon (Fiend) - Increases Knights' Charge Time; i.e. negative CTR.
8) Accelerator Pylon (Construct) - ASI to enemies.
9) Volatile Pylon (Construct) - Increases the blast radius of all enemy explosives.

And as always, here's some concept art to accompany this idea, since I think it's worth a shot. :)
http://img29.imageshack.us/img29/6024/pylonv.jpg

Thu, 03/15/2012 - 17:25
#7
Mk-Vl's picture
Mk-Vl
+1

And @kentard

http://29.media.tumblr.com/avatar_0bbef65aea5b_128.png

Fri, 03/16/2012 - 00:24
#8
Verodius's picture
Verodius
Thanks for the Support

Thanks for the Support everyone. I've added some new Pylon ideas, a possible alternative to the Death Pylon and Kentards most excellent Concept Art (ty for that!)

Fri, 03/16/2012 - 00:15
#9
Verodius's picture
Verodius
Thanks for the Support

Forum made me double post >.<

Fri, 03/16/2012 - 01:41
#10
Knight-Solaire's picture
Knight-Solaire
Praise the sun! \o/

Construct pylons, you say?

But in all seriousness, I +1 this idea. May need a bit of tweaking, but stationary buffing towers could be great if done properly.

Sat, 03/17/2012 - 19:08
#11
Magnicth's picture
Magnicth
+1

wow,very interesting idea.while it may make things even harder for me,i like!great concept!

Sat, 03/17/2012 - 22:40
#12
Demonicsothe's picture
Demonicsothe
+1 from me. Course, how would

+1 from me.

Course, how would the knight debuffs stack? Does it apply after knight bonus? Does going over max as a knight give more than +6 against a supposed -2 pylon?

Sun, 03/18/2012 - 00:58
#13
Kentard's picture
Kentard
Stacking?

Their effects do not stack with other Pylons of the same kind (so an enemy in the area of two Strength pylons only gets the bonus from one.), with the exception of the Life Pylon.

For instance, two Weakness pylons next to each other will only apply one attack debuff on Knights, but one Weakness and one Fragility pylon will make a Knight take more damage, and deal less damage.
That being said though, there shouldn't be too many kinds of pylons in one area.

Does it apply after knight bonus?
As for the balancing issues, chances are they'll apply after Knight bonuses, but the debuffs should be strong enough to negate anything up to high UVs - such as a weakness pylon negating a Damage Increase High UV.

Sun, 03/18/2012 - 04:59
#14
Gunnerific's picture
Gunnerific
/e gasp

Contruct pylon sound ok, but feind plyons? i mean 50% of your rev heath? i didn't pay 10ce for half of my health (/e flips desk)

Sun, 03/18/2012 - 05:44
#15
Verodius's picture
Verodius
Thought this thread had died. Glad to be wrong

@Demotastic: The Fiend Pylons would be Fiends in the same sense that Silkwings are Fiends in that they are members of said family but they can easily be found outside Fiend levels as well (I did consider having the Debuff Pylons be Undead.)

@Demonicsothe: Actually now that I think about it that would be neat, would give you a reason (not a very big one, but still a reason) to go over Maximum with your bonuses

Also added an 8th Pylon.

Sun, 03/18/2012 - 10:29
#16
Varja's picture
Varja
+1

more challenges, yay.

Sun, 03/18/2012 - 10:39
#17
Autofire's picture
Autofire
Sound nice, but the death

Sound nice, but the death thing doesn't sound good. Why doesn't it just give you a long death mark after getting up?

Sun, 03/18/2012 - 11:18
#18
Metrulizer's picture
Metrulizer
+1

What if Death pylons have an effect on Player to player revives but no effect on CE revives?
Such as Living player loses 1/2 as usual, but the dead player only receives 1/4.

Also, is Life pylon similar to the grim totem, just without moving and can be destroyed?
Actually, thinking about it more, the Swarm seed would be the near equivalent of a (Strengh/Sturdiness)+Slowness pylon
Must +1 this.

Sun, 03/18/2012 - 12:35
#19
Verodius's picture
Verodius
@Metrulizer:

a) I kinda like your idea for the "Death" Pylon.

b) Yes, the "Life" pylon is essentially a Grim Totem that doesn't always work but effects EVERY monster as opposed to just Zombies.

Wed, 05/09/2012 - 03:33
#20
Blandaxt's picture
Blandaxt
wow.

s players are the ones who invented pylons, nice. :)

Wed, 05/09/2012 - 04:22
#21
Psychodestroyer's picture
Psychodestroyer
....

You're talking about polyps. These are pylons, which have not been added.

Also, quit the 2month bumping.

Wed, 05/09/2012 - 09:45
#22
Orngeblu's picture
Orngeblu
LOL

:3 Nice idea. I can only imagine how it would look in-game, and from my perspective, THIS IS AN AMAZING IDEA. It would be similar to those totems that revive undead enemies. ^.^ It would be cool if they had some new types of those "totems".

Wed, 05/09/2012 - 10:37
#23
Autofire's picture
Autofire
Still, I support most of

Still, I support most of this.

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