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Slumbering Stupor - New Danger Mission.

4 replies [Last post]
Wed, 11/20/2013 - 20:05
Sandwich-Potato's picture
Sandwich-Potato

As many of us penultimate/ultimate Spiral Knights players know, there's not much to do save for playing Lockdown that isn't completely boring. Even those Danger Missions. They're pretty hard at first, but then it becomes rather predictable. Leap away from that Deadnaught. Stab said Deadnaught in back. Loot said Deadnaught. Decide to not ask where said Deadnaught was carrying said loot. Carry on and repeat with other monsters, substituting stab and back with appropriate verbs and parts of anatomy, either artificial or organic.

Now, I think it's time to have something completely random. Something that has a completely random layout, and is never predictable and relies heavily upon group coordination, like the RT fight. I call it...

SLUMBERING STUPOR

Note: Here's how the gas works. There will be periodic "safe spots" where the filters overcome the noxious gas, similar to Candlestick Keep. You have a certain amount of time, ranging from seconds to minutes depending on the concentration of the chemical, to find and repair another filter. Gremlins will immediately attack all filters, so keep them at bay! After the timer is reached and you haven't reached a working filter, you will be stunned, your vision will grow steadily darker, and eventually you will be crawling along at a very slow pace. Getting hit by enemies puts you back at full speed for a little while, as does using a remedy capsule, the latter giving you more time. Filter parts are usually close to the actual contraption; Gremlins aren't known for cleaning up.

Description: A Gremlin factory has been erected, and squads of knights venturing near it have (predictably) vanished. Often found days or weeks (if ever) later in cages scattered throughout the Clockworks, the survivors described a noxious gas, first inhibiting their sight, then their movement, and eventually their consciousness. The factory has recently began to ship chemicals throughout the Clockworks, getting ever close to Haven/Moorcraft Manor/Emberlight/Lft. Vaelyn and her out-of-date informed coworkers (no more minerals in gates, silly.). Should this vapor reach their destination, it could wreak havoc. Spiral HQ has sent its most skilled knights in a desperate attempt to stop the production while others hinder the chemical from arriving. It is up to you, brave knight, to [insert something predictably cheesy involving saving a bunch of innocents and stuff]! To help prevent you from losing consciousness, recon knights have infiltrated the building and installed a series of incredibly loud alarms which should give any knight a jump start. It's also used for megaphones, but that's besides the point. In addition, they attempted to install a series of air filters, but were discovered by Gremlins and forced to retreat prematurely. Mostly constructed, it may prove to be worth your time in finishing their work!

DEPTH 0: MISSION LOBBY

Desna: All right, Recon Rangers, listen up! We're heading towards a place that's nicknamed as the Sleeping Blanket. They say the chemical concentrations there are even capable of penetrating all of our gas masks, so you'll simply have to rush to shut down production as quickly as possible. Apparently, the gas has a faint smell of curry (Gimme a break. I couldn't think of anything else), so if you smell the spice, run! No one knows where the factory exactly is, though. They built the Vogblasted thing in the middle of a Wolver Den to hide themselves!

Random Useless Lame NPC: Remember to turn on those alarms and filters!

OR: Stick in groups! If a member of your party gets knocked out, drag em to the alarm and wake em up!

DEPTH ???: HAZY TRAIL

There will be a Recon Ranger from now on at the start of each level. When spoken to, he will tell you the current concentration of the chemical. The hazy trail will have a very faint concentration, and knights will last 10 minutes between each air filter, get 1 more minute from being hit, and 3 more minutes from a Remedy Capsule.

The Hazy Trail will be a Wolver Den, with normal Wolvers scattered throughout. Occasionally, a Gremlin will be seen with a Thwack Hammer and a special gas mask, destroying a filter. If seen, he will attack you similar to a normal Thwacker without the shield. The whole Den will have a vaguely yellow look, and close examination of the Wolvers reveals that they attack and move just a little slower than the normal ones.

The Party button will spawn 2 Alphas, 3 normal, a Silkwing, and two Thwackers. Upon winning, the next wave will spawn. 2 Alphas, 4 normal, a Gremlin Mender, a Demo, and two Thwackers. The ultimate wave will consist of 6 Thwackers, 2 Menders, 2 Mecha Knights, and 2 normal Wolvers. After the fight, the elevator can be reached, and you continue onwards.

DEPTH ???: FOGGY MYSTERY

The Recon Ranger will report that the concentration here is much more severe, and add that in the past, miniature creatures dwelled here before the Wolvers moved in. Knights can last for 5 minutes alone, get 30 seconds from being hit, and 80 seconds from a Remedy Capsule.

The Foggy Past level will be a non-status themed compound level, but without the Dust Bunnies. Everything is yellow from the chemical, and a Gremlin or two can be seen snoozing on the ground, a mask slightly punctured. The mask can be donned once, giving the wearer another thirty seconds to reach a filter. Instead of Gremlin Thwackers destroying the filters, Demos will be present, laying explosives everywhere. Each explosion will blow away filter party within its radius, prompting knights to kill the Gremlin as quickly as possible. Lumbers will commonly spawn, so watch out! Eventually, the knights will reach a party button, destroying a production line.

The area of battle will contain two air filters, but respawning Gremlins and Menders will do their best to sabotage them. Rockets will constantly be fired (IMF ones, not the Rocket Puppy ones), and knights must direct them into the production line. The said line will explode after 3 rockets fly into the highly unstable chemical reservoirs, and after each rocket, 4, then 8, then 10 Mecha Knights and 4 Retrodes will spawn to generally harass the knights. Additionally, as the production line reservoirs are punctured, the concentration will spike, and eventually knights can only last for 45 seconds before the need for a filter occupies them. I'll skip over the boss fight for now, as I first need feedback to improve stuffs.

Recon Rangers after the battle will comment on the instability of the chemical, mentioning how the lack of safety procedures once again was the Gremlin flaw and downfall.

Afterwards...

DEPTH ???: FACTORY SUPPLIES

Typical 50 or so treasure boxes after every Danger Mission.
_____

Me: *Reads my post again* Yeah, this suggestion sucks. But I spent an hour on it, so might as well post it.

Comments, feedback, typical Striker insults?

Thu, 11/21/2013 - 03:03
#1
The-Vindicar's picture
The-Vindicar
Not too bad.

Well, while Candlestick Keep is often seen as annoying, I think it wouldn't be too bad if filter could not be deactivated once repaired (aside from the final battle).
My suggestions are:
1. Supplement gremlins on level 2 with Lumbers. Their attacks will become much nastier if you can't get away fast enough.
2. Conservation of detail: if gas masks are unusable, they shouldn't drop at all.
3. No boss fight is needed, just make a modified Battlepod overseeing production line that gets destroyed by the missiles and desyncronizes the production line, blowing it up completely.
4. An area or entire level containing slooms and toxic slimes would be nice. Idea being that slime is used as precursor for the gas.

Thu, 11/21/2013 - 04:57
#2
Sandwich-Potato's picture
Sandwich-Potato
Another Battlepod?

Well, if filters were indestructible, it wouldn't really make sense. A Thwacker beating up a filter would still eventually break it. I guess the two for the final fight could be less resilient and break more quickly than the other ones.

1. True, a Lumber would also stun you and thus STILL make you move slower.
2. Yeah, I kinda slapped that detail together at the last millisecond. :P
3. Now THIS is where I disgaree. We already have a Battlepod fight in one of the Danger Missions.
4. Same here. Slooms are very buggy and glitchy. You heal a few pips while you can't move for 8 seconds regardless of damage taken. So if a Lumber comes around...

The toxic slimes seem to be completely ripped off C42 though. Not sure if it would be wise to do another one with that poison stuff. Was already annoying enough the first time :P.

But an idea for how the chemical is created? That...sounds interesting. But not slimes though. We already did those once. XD

Thu, 11/21/2013 - 08:02
#3
Jenovasforumchar's picture
Jenovasforumchar
+1

I don't want to go into detail right now, but I do like your suggestion

Fri, 11/22/2013 - 02:58
#4
The-Vindicar's picture
The-Vindicar
.

About filters: well, my idea is that it should be hard to take over ground (fix the filter) but easy to keep it. Though, if gremlins won't be respawning constantly to break the filters you've left behind, then it could be dealt with.
About boss battle: you see, the final battle you have described amounts not to a danger room, but to a good puzzle boss, much like RT. So I think it makes more sense to make this battle into the boss battle, rather than having two semi-boss battles in a row.
About battlepods: Yeah, there is Big Iron, and the 'pods controlling the Machine Shop, and security pods in High Temperature Hostages and The Great Escape. So what? Gremlins seem to love their battlepods, so it would be absolutely logical for one to be used in chemical facility. Constructs are immune to sleep, after all. =D I do agree it might look a bit boring, but the key difference of tricking it into destroying it's own production line would be enough in my opinion.

Combining with previous issue, it might be a two stage battle: in first stage battlepod keeps its shields up and only bombards you with missiles, but when the tanks are breached, the second stage begins: concentration of the chemical raises dramatically, so gremlins stop spawning. Knights have to stick to the filters, as time limits are reduced. And, of course, battlepod lowers the shield and goes all out on them.

Tricky part about the boss attack: first, it marks knight it's going to bombard, so they know when it's time to run. Second, missile blasts can damage filters as well as tanks, so during second stage marked knight will have to run out of the clear area, evade attack and return before succumbing to gas - or face the difficulty of repairing the filter again.

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