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New Bomb Idea: Teleportation Bomb

7 respuestas [Último envío]
Vie, 10/03/2014 - 19:54
Imagen de Fehzor
Fehzor

The item would be a shadowy bomb that allows the knight to store and move monsters around. The bomb would have the same charge time, radius and damage as the heavy deconstructor, with the movement speed penalty and detonation time of of big angry bomb.

When the bomb explodes, non-giant/boss/player mobs within it vanish in the explosion to "another dimension", aka some random coordinates on the map or what have you (so as to not break the game and trigger waves). The bomb stays on the ground afterwards, twitching until a minute or so later, when it explodes open and the mobs return. If the knight drops a second bomb while the first is on the ground, the bomb explodes outwards and frees the previously "captured" monsters. All instances of the bomb on a map work as one and the same; if Skepticraven traps 4 enemies in a bomb and I place one afterwards, I will release them.

The bomb can vanish a certain number of enemies, depending on their size, after weighting all of the enemies within it. For instance, a lumber might count as 3, a trojan as 5, a zombie/gremlin as 1, Vanaduke as 30 and a glop drop as 1/3. The 3* bomb would be able to hold a total of 1, the 4* would be able to hold a total of 3, and the 5* would be able to hold a total of 5. Most enemies would be considered as "one", but it would be best to treat larger/smaller enemies correctly. If the bomb is used on too many targets, it would take the first enemy it finds first, adding toghether in whichever way until it can fit no more. Excess enemies are jerked towards the center, and take extra damage.

The bomb would be relatively worthless in lockdown, as it can not vanish other knights. However, since the bomb cannot abduct them into an alternate universe, it would do the extra damage and might be of some use when used creatively.

@"The Bomb is OP"

I think that bombers could use some new interesting support items like this, especially ones that are strong. It might seem too strong at first, but at the same time it can only vanish 5 normal sized mobs if you get all of them and requires you to walk very slowly while placing it carefully. In a lot of situations, the bomb would not be so practical. In a lot of other situations, the bomb could be used to handle things perfectly.

But mostly, it isn't supposed to be the most practical weapon in every situation. Just the coolest.

Vie, 10/03/2014 - 20:03
#1
Imagen de Abelisk
Abelisk
fullj +1

Really interesting. I like it.

Sáb, 10/04/2014 - 09:38
#2
Imagen de Forestburner
Forestburner
Definitely, if a little over powered

I think if this were added, arcade runs would be SOOOOO much easier.... lol...

Sáb, 10/04/2014 - 11:48
#3
Imagen de Holy-Nightmare
Holy-Nightmare
Does it clump them together

Does it clump them together after it releases them, or does it fling them out (or neither)?

If a monster gets ported does it keep taking damage from shock/fire status? If not does the status timer not go down while it is vanished?

It is basically a bomb to reduce enemy numbers when the numbers get too high.

Sáb, 10/04/2014 - 18:01
#4
Imagen de Fehzor
Fehzor

I'd imagine them very lightly being knocked away from the center, especially since it would have to spawn one, then send it flying a bit to spawn the next one not on top of it.

I suppose that, for the sake of simplicity, the bomb would remove the fire/shock from them. This isn't to be mean, but because having them die and not come back would be strange, to say the least.

And that is exactly the number one reason to use this- when the game throws 20 enemies at you, you can remove 5 of them and it makes things way easier. It would also let you move turrets and uncooperative eneimes around, as well as temporarily remove healers and other respawning enemies.

I'm also certain that creative players could come up with even more interesting uses for such an item- lets say we both had the bomb, and you were a ways away. I could suck up a few enemies, and you could set down your bomb and move them to wherever you were. This would be useful on a level like ultimate firestorm citadel- wheels pushing zombies away could be made to do so indefinitely by bringing them back up the hill, zombies trying to exist where in guarded areas, large open areas that spawn zombies in a tighter areas with side arenas to siphon them off to.

Sáb, 10/04/2014 - 18:09
#5
Imagen de Crazee-Pi-Forum
Crazee-Pi-Forum
Nothing is scary when you add Tetris music!

Couldn't we use this to get enemies past barriers that enemies can't pass normally and possibly break the game by doing that, or be a huge troll?

As a matter of fact, we should name it the Troll Bomb.

Sáb, 10/04/2014 - 22:42
#6
Imagen de Fehzor
Fehzor

Yes, I suppose that you could do that and get stuck now that I think of it. Like on D25 of FSC. Hm. But that would take 2 players deliberately trying to move enemies into weird off limits areas? I can't really think of any other off limits areas that would have a tangible effect. I guess really, that room in FSC should just go back to its original state of having a simple mist wall, or even just be given buttons and mob walls in the standard fashion. If that were the case, you could plausible cause a sort of deadlock to occur if the item were used properly.

I guess what *could* be done, is to leave the bomb on the ground after enemies are teleported. If the player, with the bomb out, attacks (or triggers in some fashion) the initial bomb or leaves, then it would bring back the enemies that that bomb sent away originally regardless of how much teleportation they had partaken in, preventing all forms of deadlock.

--As for trolling--

I think that like, half the weapons in the game can be used equally effectively for trolling. If you want to shoot enemies at people, just use big angry bomb/nitronome, or even heavy swords that can push them and shield bash/bumping. It's really not hard to be a jerk to your team.

Mar, 10/07/2014 - 14:22
#7
Imagen de Fangel
Fangel
Huh.

Interesting ideas. Perhaps a bit much, but you could also move a love puppy around a level if you really wanted.
Would also be funny to move all the respawning bots in the training hall out of their area and watch as they run rampant.

But here's a few ideas to balance this out to avoid exploits:

  • No moving capabilities
  • You cannot move enemies, they are merely taken out of the fight in their portal. There would be a swirling purple mist (think of those gravity explosive blocks) that would emit from where the bomb was placed.

  • Bomb limit is per-person, not level-wide.
  • This would prevent players from moving enemies outside of bounds and effectively trapping players. We don't want this bomb to be the GM summoner now do we?

  • A bit more movement speed
  • Since I suggested that we take away some key attributes from this bomb in order to avoid exploits, we can add a bit more movement speed to the weapon. I'd say divine avenger charge movement speed.

  • Have statuses still be in effect, or even share them
  • Have a status be "caught up" in the dimension and affect all monsters consumed with the status when they re-emerge. Perhaps we could even only have the enemies be in this dimension for 10 seconds before breaking free. The status bit could be reflected on the portal swirly effect that marked where the bomb was.

That takes away a bit from the bomb, but still makes it a reasonable weapon. If it acted like a strange-working shadow blast bomb, it would be great not just for utility, but for damage!

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