*NOTE*: Sorry if this has been posted before. I didn't see any in my search and the forum search function either isn't working, or is EXTREMELY slow (for me, at least). Please tell me if this has been talked about in another thread.*
So, recently, I was thinking about new things that would make this game fun, especially for Vanguards (end-game peoples). Now, Spiral Knights obviously has co-op at it's core, so I thought, "why not a survival mode?".
So, that's what I'm here to talk about. This could be done in any way OOO desires, obviously, but I would like to talk about some ideas I had for such a thing. So, without further ado, here we go.
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Mechanics
The objective of each map is to protect a certain item at the center (which I will call your 'precious' from now on as a general term). The item varies visually depending on the map but will always function the same way.
Every map/area has a "Garrison" at it's center, the garrison has your standard amenities like the forge, an alchemy machine, respawning heart tiles, and possibly Basil. It also has a monitor displaying the type of enemies you will be facing the next wave (much like elevators for the next floor). The garrison can only be accessed between waves, as gates around it close when a wave starts, and reopen when the wave ends.
Waves can be started via a party button OUTSIDE the garrison, and get increasingly more difficult as the party goes through more of them. Enemies spawn along the outside walls of the map, and attempt to reach your precious. If your precious is destroyed, then you fail the mission, if you kill all enemies in the wave, then you advance on to the next one. Your current wave number should be displayed somewhere on the HUD.
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Game Modes/Types
- Limited Survival
- A mode that has a limited number of waves (displaying as "Wave /" on the HUD). This usually ends with some sort of 'boss' wave or something similar. This could be placed anywhere in the clockworks or in missions as it's own floor type.
- Unlimited Survival
- This is a separate game mode that is entered voluntarily from the missions screen. After forming a party, the player(s) will descend into the clockworks for an endless slaughter of both monsters and, eventually, knights as well. An elevator to Haven is added to the garrison in this game mode if players wish to leave after beating a wave (since there is no definite "depth", the depth counter on the minimap is replaced with a wave counter).
Some map ideas for Unlimited:
-Rescue Camp (protect the generator!) Maybe this could be a limited survival story mission as well?
-Moorcroft Manor (not quite sure what your precious here would be)
-Emberlight (A resident of Emberlight has requested protection from a group of Gremlin assassins sent to kill him!)
-The Lab (The crimson order has returned for the artifact, do not let them get it!)
-Other Generic clockworks levels
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Buildings
Enemies, instead of dropping crowns and heat will drop "Survival Tokens" (along with mats & vitapods, crowns and heat will be a set amount rewarded at the end of each wave that increases as waves get more difficult). These tokens can be spent at a vendor in the garrison (Basil?) for your standard "Travelling Merchant" items as well as certain "buildings". These buildings, once bought, will be immediately 'picked up' by the player much like keys and guild furniture. A building has the same 'physical' limitations as said keys and furniture and cannot be placed too close to enemy spawns (they also cannot be bought if the player has their hands full). All buildings can be destroyed by enemies. Buildings include:
- Turrets (the rescue camp ones we are familiar with)
- Barrier (some sort of wooden or metallic barrier, knights can attack through it, enemies cannot, although they can damage and destroy it)
- Spike traps (same exact tile and function [turns on/off], but effects hostiles)
Well, anyway, just a few of my ideas (I might add some more if I forgot something). Thoughts on wave-based survival in SK?
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EDITS & Additions
I think a system where, if you die, you are out for the wave, would work well, and maybe an emergency revive for every wave. If every player is dead, the party looses. This system is only active should the party choose to NOT have a precious for the mission (Thanks to Zephyniren).
General consensus says that status traps are OP/easy to abuse, so I have removed them.
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Thanks to: Little-Juances - the idea is that buildings cannot be placed too close to enemy spawns, and (i forgot to add this) that traps have a limited amount of 'uses' before it is destroyed. Typed enemies every new wave should make it more difficult (and risky) to spam traps as well (buildings are expensive as well!). I think with this in mind, the increasing difficulty of enemies, and balancing some things out with pricing and such, traps can actually become rather useless in the later waves. Just my two cents.
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Thanks to: Sirius-Voltbreaker
- As I said above, status traps can be balanced if you make them expensive, and with a limited number of uses before being destroyed.
- Leaderboards would be cool as well, but that is more of a thing for OOO to decide on. Missions should also be separated by Tier (much like OCH)
- Maybe an alchemy machine like the one in the Sanctuary would be cool, and Basil's recipe inventory could grow as you advance in the waves (maybe he finds them between waves? :P)
- The tokens are basically as common as crowns, and things like status vials and capsules should be relatively cheap, but buildings are very expensive. Prestige could possibly be rewarded every like 5-10 waves or so.
- A barrier around enemy spawns should also be added
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Thanks to: Kryophyre
- Perhaps access to the arsenal/forge should be every 3 waves on Normal, every 5 waves on Advanced, and no access at all on Elite?
- Maps should have specific, designated areas for building placement, to make things more balanced/challenging.
- Randomizing enemies in later waves would be cool, and maybe in those waves the garrison monitor simply displays static?
- I like the idea of having crown bonuses for no deaths, number of enemies killed (for individual players) as well as a time bonus.
This would be AWESOME.
OOO, READ THIS NOW!!!