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Traps and new monsters ideas and mining crystal ideas.

8 respuestas [Último envío]
Sáb, 05/26/2012 - 00:42
Imagen de Blandaxt
Blandaxt

As i was going through the clock works, i saw that there were some objects like the bushes in the wolver den or some buckets filled with tools that were left for players to destroy. once those objects are destroyed, a small amount of money would fall out for players to pick up. so i was thinking a way to not make destroying these things tedious would be to make them dangerous.

- I propose that for the bushes like wolvers den, to have some bushes be identified as dangerous by having some small fruits that are on the bushes. once those bushes are attacked, they will drop small tiny bombs like what the gremlins use. the bombs will resemble the spine cone line and will explode using the same time frame the spine cone bomb uses. the fruit on these bushes will tell players not to hit it cause it my hurt them.

- for places like the electric areas in the dungeons, it could have those buckets and they will contain some kind of electric liquid. the buckets will be marked yellow with a hazardous sign. as long as players remember that these objects are dangerous, they will not hit them without being cautious.

- Some ideas i had for monsters would be the gremlins that have the flamethrowers, i would like if their flamethrowers could be enhanced so that when they spew flames, their flames continue at a longer distance.

-I would like to make a new monster, i haven't got a name for it yet. the monster would be a gremlin that has captured one of the chief-en wolves and has tied it to a charriot. This monster will attack like a wolver using the 3 consecutive bites, but the gremlin that is riding the chariot will have a gun that shoots like the gun puppies. so while the wolver is trying to bite you, the gremlin will be shooting all sorts of bullets at u. the bullets could be normal, electric, fire, or ice. the wolver cannot use teleportation, but it can move at the same pace as the quicksilver mail.

- i know everyone doesn't like to mine minerals and the game already has a way to mine it, so why not make mining it a task to mine the minerals. have a device that is holding the minerals like a cage and is using the minerals to fuel some kind of machine like a rocket puppy. The rocket puppy will be shooting at us and it will have an infinite revive. the puppy doesn't drop anything when destroyed and will keep shooting until we can destroy the cage and get the mineral. if the dev.s want, they could add a story line to it saying the gremlins were experimenting on the minerals to find a way to fuel their devices. also, each mineral color will have a rocket puppy or a turret that will shoot a different kind of damage base on the color of the mineral. so if the mineral is purple, the rocket puppy will have shadow damage. if it is yellow, it will have elemental damage and so on.

- I notice when we need to recover a key in some dungeons, there isn't really a task to get it. you can just walk up to where it is placed and pick it up, some rarely spring traps, but others are just sitting there waiting for someone to pick it up. so why not have a monster that is a boss hold the key and in order to get the key, you will have to kill that monster. if that is too complicated, then have something like keey guardians that are like the ghost in the graveyard and we will have to defeat them and get the key to the gate in order for them to stop chasing us. they will endlessly chase who ever has the key and when the key is dropped, they will go back to a dormant state like when the ghost are resting after defeated. this way the task of getting the key will be more of a challenge.

Sáb, 05/26/2012 - 04:30
#1
Wshadowfan
+1

1/2 - Good enough , but nobody will smash them anyway because its 20% one crown and 80% nothing
3- Don't we already have gremlin scorchers?
4- It would be the key miniboss for the wolver and gremlin levels , but the question is: what family is it?
5- Honestly , i didn't understand what you mean
6- Im too lazy to think of others :P

Sáb, 05/26/2012 - 04:44
#2
Widhaadh
+2-1

The germil on the wolver doesnot seem quiet right but the gaurdian for the key thats ok . cause it is too easy a torjan will do good

Sáb, 05/26/2012 - 14:27
#3
Imagen de Blandaxt
Blandaxt
about the traps.

- The thing about those traps is that players could smash them because the bombs they drop hurt the monsters as well as the players. That way the players could take advantage of the fruit bomb bushes to cause swarm of monsters or a single monster damage. the damage cause to the players will be much greater then the damage it cause to the monsters. but the bombs could accidentally be triggered by a player who is to wild with his sword or has too much of a trigger finger and hurt the player. so its a good and bad thing. the traps interact with the monsters the same way the electric element affects the slime quicksilver. For example if the fruits were to hit explode on the wolvers, after they explode and cause the damage they will leave a small amount of mist the same size of the explosion that will cause the wolvers to go mad with rage. this rage will increase their attack strength just like when a chief wolver howls and increase all the wolver attack strength around that area. the attack strength duration will only last for 10 seconds though. this will add a twist to the plot, showing to the players that exploding the fruit is a bad and good.

- the gremlin scorchers, yes we already have them. but they are way to easy to kill and don't really feel like they cause damage even when surrounded by a swarm. so i thought why not increase the distance there flames can go once they fire it. it could be increased by 2 squares for tier 1 3 squares for tier 2 and 4 squares for tier 3.

-well for a family, it sill has it's own family lol. it's just a chief wolver attach to a gremlin that has a gun. so it still has the same weaknesses as when there alone.

*also for the gremlin chariot monster, i would like to add something to it to make it more interesting. I would like for the wolver and the gremlin to have their own individual health. so when u are fighting them, you are not fighting only one monster but two.
-Also, i would like to add when the gremlin is killed on the chariot, the wolver will continue to attack on his own until killed. if the wolver is killed, then the gremlin would come off the chariot and start to move towards the player about 3 square distance start to shoot at the player.
- if a gremlin that got off his chariot met a wolver that had their gremlin rider killed, that gremlin would then mount that wolver chariot and start to attack the same way it did before. this makes it so that if there are more then one wolver chariot gremlin rider, they can cover each other if the wolver or gremlin was destroyed.

* what i am describing basically is like an Eskimo. the Eskimo's i think use to use wolfs and attach them to a rider to get around easier in the snow time. so basically i'm reforming it to spiral knights. where the gremlin is the rider, the gremlin will have a gun. and the wolver is attached to a chariot that the gremlin rider can ride.

- for the key guardians, i do not want a Trojan, that like way to easy. why not make it like a spirit guardian. it will have the same abilities the ghost in the graveyard has but will look different. it will attack the same way the ghost attack. there will be how many guardians base on how many players are in the dungeon. they will not stop chasing you until you have gotten the key to the gate. the guardians only attack the one who carries the key, no one else.
* the thing is, it doesn't always have to be the guardian trap that is sprung when u pick up the key every time. it can be other traps like the Trojans u described (Widhaadh). but i wanted a trap that doesn't only last for that moment u pick up the key, but a trap that last until u have delivered the key to the gate. AS if a curse has fallen on the knight that has to carry the key.

Dom, 06/03/2012 - 16:19
#4
Imagen de Blandaxt
Blandaxt
i have

i have looked over many other trap ides, i think these ideas would definitively add good game experience for new players who are not use to playing SK. :)

Dom, 06/03/2012 - 16:57
#5
Imagen de Fehzor
Fehzor

Seem good for the most part. I'd rahter see a gremlin riding directly on an alpha wolver than with the chariot though.... +1 for my gremlin high flourish, eh?

Lun, 06/04/2012 - 07:34
#6
Imagen de Doctorspacebar
Doctorspacebar
SUNSHAAAAAAAAARDS

As for traps that chase knights, maybe it could change per level type.

-Wild Path: The Snarbolax has many hobbies, and terrorizing knights that carry keys is one of them. Everyone knows, and fears, his barbarous bite, slithy spines, and frumious fangs, and the most vorpal of snicker-snacks can't off him, as there are no Beast Bells in the standard Clockworks.
-Slimeway: It's a storm of Jelly Minis! They'll spawn in groups of four and chase you down. Beware; running from them will cause them to warp to you. Also, in Tier 3, the Minis will gain the respective status effect of the Slimeway.
-Gremlin Grounds: Alarms will sound constantly while bombs rain from the ceiling. They'll blow up and cause Elemental damage. Also, large amounts of blocks will morph into Explosive blocks. Have a blast.
-Mechanized Mile: Alarms will sound constantly, and a powerful Golden Mecha Knight will chase you down. He attacks like any status-themed Mecha Knight would in the level, firing four bullets at Tier 3, but also has a gun (a Supernova-like weapon that shoots three expanding Gun Puppy bullets) and bomb (an elemental Deconstructor-looking thing) that he'll occasionally use. Attacks and Shield Bumps will knock him back, but he isn't killed until the key is used up. And don't think you've escaped him; even if you Freeze him, he'll blink to you.
-Haunted Passage: A sinister voice will shout, "THERE IS NO ESCAPE!" Then a large armored Phantom will appear, wielding a Gran Faust and looking VERY angry. It will chase the key holder down, and if the Key's dropped, it will move in circles around the key. It can only be temporarily killed and, in addition to the regular Phantom attacks, has a fire sword attack that burns targets, a Warp technique that'll send it straight to the Key, and a powerful Boulder Roll attack that's very telegraphed, but deals heavy Normal damage. (Yes, this is a reference to the Legend of Zelda: Phantom Hourglass and LoZ: Spirit Tracks.)
-Infernal Passage: An invincible Gold Trojan will follow knights through the level, mauling them like any other Trojan would. With one important exception: he warps.

While these are going on, maybe some kind of "Danger" music could play. You could enter danger rooms while these were active, but... why would you? If you took the key past a party button without opening the key door (supposing it was optional), the trap would end.

Jue, 06/07/2012 - 08:04
#7
Imagen de Blandaxt
Blandaxt
those ideas

those ideas sound really nice, i dint really get into the details for the traps that chase the knights. i only thought phantoms would do, but those sound awesome. i only think that it needs some more restrictions.

>about the golden Trojans, is there a way to slow him down. because if the player is surrounded by other monsters and the players are trying to get the key to get away to the elevator, they wont have a chance if his invincible. so how about still adding that weakness of having that crystal in his back still be a weak point. after the players destroy it, he will be encased in a bright circle like the tier 3 gremlins have, except brighter and shining rays. he will stay in there for 5 to 8 seconds. then the circle will disappear and his back will be regenerated. he will chase the player by turning into a small light ball that fly's over all the obstacles. then when it is near the player, it will go back to being a Trojan. the Trojan attacks like a normal Trojan, except its sword is replaced with a spike club and it has a new move call shield bash which is the normal dash, but bashes u with his shield instead of it sword.

>also instead of warping, i would really like for them to be more like a chase so that the player can feel like he or she is running from something. like the phantoms or those things that chase you in the candle stick dungeons. This way the player will feel like there is a chance he can use to get away and use the key. and in case there are multiple keys, there will be more guardians.

so a description of how the players are being chased by the guardians.

>Wild Path: the snarbolax spikes will warp right behind the player. they will keep chasing the player where ever the player goes, if the player gets caught by the spikes, a snarbolax will teleport and attack the player with a massive bite attack. when the key is put down, there will be a shadow about 4 blocks away from the key. the shadow will have two pair of floating eyes that glow red, indicating to the players that the guardian is watching the key. the weakness to this guardian is the shadow to the glowing red eyes. any kind of hit to the shadow of the red eyes will cause it to go dormant. in its dormant state it will have a small shadow and the eyes will be closed. if the player is alone, he can also use the spikes chasing him/her to hit the shadow of the guardian causing it to go dormant. the dormant state will last 6 to 8 seconds, then it will go back to chasing the knight who has the key or go back to the key if no one is picking it up.

>Slimeway: the thing about mini jellies is that there not too menacing even in numbers. there really annoying but not scary that the player would be scared to pick up the key. So i propose to add a mixture of monsters that will annoy and catch the player by surprise. how about having a floating circular jelly core surrounded by spikes. the core is shrouded in an invisible cloak like the Chromalisk have. The core will act like a drone only showing itself every 5 to 6 seconds. it will follow the player when the player has the key. it will shoot spikes toward the player like the polyps do while chasing the player. when it comes up close, it will perform a spike tackle. it will chase the player like the phantoms do. when the core is destroyed, it will turn into its dormant state. the dormant state will last 6-8 seconds and it's dormant state will look like a circular grey core. As it regenerates, it's color will return to the core.

*about this idea, i just thought it up so i'm not sure if it will work. i just don't think that having mini jellies is worthy of being a guardian for the key.

>Gremlin Grounds: i seriously don't like the bomber gremlin, its the most annoying to me. But having those bombs chase the player is a good idea for a guardian. the only thing its missing though is a body so that way it can have a weakness. so how about having small robots that resemble the greavers but instead of bat wings, they have wings that resemble a fly. when it flies, it makes a buzzing noise like bee's. there will be 3 robots in all, and the robots will be as small as the Gremlin Knockers. they will fly behind the player setting bombs. if the player is caught by the flies, they will perform a slam attack that will be very similar to the gremlin knockers wand slam causing an explosion. the slam attack could possibly inflict status conditions. once the key is not being carried by the player, it will do circles around the key as if it was a nest making sure it is safe. the weakness to this guardian is that it has to charge to perform its attacks. the bomb attack takes 2 seconds and the slam attack takes one second. when it is destroyed it will go to its dormant state, which is a pile of scrape metal. it will take 5 - 6 seconds to respawn from the scrap metal.

*the thing about the guardians is that once the key is not being carried by the player, they will not chase the player. also the fact is once the player gets hit the key is automatically dropped. unless we change the mechanics of how we hold things, which is not what i want to do.

> Mechanized Mile: the mecha knight shouldn't be golden because it looks like a copy of the Trojan. so make it mecha knight that looks like the robot sonic. the robot sonic costume can be edited to look more robotic and can be different colors base on the tier you are in. i agree with you that a gun could be added to it, but i think the gun should be like the Retrode's beam. it will fire a laser like the retrode, but the gun should look different and well is the only one of its kind, only for that mecha knight sonic. instead of moving like a mecha knight, it will have two boosters on its back or legs allowing it to fly around the field unrestricted by the barriers of the field. its movements will be like the phantoms. not the dodging part, just the part that it can fly above the obstacles of the field. its shield will be exactly like a mecha knight, except it will look very close to swift strike buckler. When it is fire-ring it's beam, it will switch it's weapon from sword to gun. when it is destroyed, it will go to its dormant state. its dormant state will last 7 - 8 seconds. the dormant state will look like a rusty sonic that is very damaged. when it is restored, a light will go over it like the light that is on the elevators when we use em. as the light foes over em, it will regain its shiny armor.

>-Haunted Passage: i was thinking of a different look for this monster, but we can go with your idea too. The monster acts just like phantom but looks differently. The monster will look like the cobalt armor but will be a different star base on which tier your in. The armor color will be gray with a ghostly aura around it. The armor will be hollow, but it will have two glowing pair of purple eyes. it attacks with a sword that is similar to the Gran Faust in size, but will not look exactly like it. the dormant state will last 7 - 8 seconds and the dormant state will look like the curse sign. The curse sign will be changed a little though. the pupal or the curse sign will instead be a spiral. the sign would hang over the an orb. the orb will look just like the normal phantoms do when they go to their dormant state, except it will be dark black. it can inflict curse like the normal phantoms do, but also have another attack. the other attack is like a fuse explosion. it will slam it sword into the ground causing a crack in the earth that follows towards the player. the crack is 5 to 6 blocks long, and it causes an explosion when it reaches the player. the explosion size will depend also on the tier, but the size will not go over 4 star.
*the armor look can actually be another armor, just not the same old thing. try changing it up.

"some sword look ideas:

>http://makotokamui.com/blog/wp-content/uploads/2012/05/IMAG0180.jpg

>http://media.photobucket.com/image/recent/The_Hybrid_2006/ninelives.jpg

>http://www.jackalgallery.com/co_images/weapon_heavy_therakiel.jpg

some curse eye look ideas for the dormant state of the knight:

>http://www.mikids.com/Illusions/spiral.gif

>http://rabbithole2.com/presentation/images2/petroglyphs/petroglyph_detail_swirl_eye.jpg

>http://i376.photobucket.com/albums/oo210/laharl_sama/Eyes/spiral_eye_for_psp__by_nightowl.jpg

>http://i376.photobucket.com/albums/oo210/laharl_sama/Eyes/spiral_eye_for_psp__by_nightowl.jpg

>http://shop.cosm.org/images/products/detail/200a.jpg

some glowing red eye look ideas:

>http://zuriest.files.wordpress.com/2011/10/red-eyes-spooky-skull.gif

>http://www.quixoticgames.com/nightmare/cardlist/surprises/eyes_glowing_red.jpg

>http://www.sodahead.com/fun/do-you-ever-look-under-your-bed-before-going-to-sleep/question-1656101/?link=ibaf&q=&imgurl=http://4.bp.blogspot.com/_QJDOQQGmSDU/TMm8bvq-g_I/AAAAAAAAEzI/G8BZZc7EDmw/s400/N-2%252B-%252BI%252Bam%252Bthe%252Bone%252Bhiding%252Bunder%252Byour%252Bbed,%252Bteeth%252Bground%252Bsharp%252Band%252Beyes%252Bglowing%252Bred.jpg

Floating spike jelly ball look ideas:

>http://images.wikia.com/kingdomhearts/images/2/26/Jelly_Ball.png

>http://cdn.wikimg.net/strategywiki/images/a/af/Cave_story_ballos_final.gif
*maybe not this one.

Dormant state of spike jelly ball look ideas:

>http://www.reefball.org/tm/tm/tm_files/image044.jpg

>http://1.bp.blogspot.com/_KQx1NOVCg38/TKdLMjQu-dI/AAAAAAAABq4/RA8bNuZzO4c/s1600/broken+vase.png

>http://img.dailymail.co.uk/i/pix/2007/12_01/waspsPM_468x342.jpg

>http://www.grit.com/uploadedImages/GRT/blogs/Pam/heart-wasp-nest-5.JPG

robotic fly look ideas:

>http://www.sciencephoto.com/image/407982/530wm/F0033806-Robotic_fly,_artwork-SPL.jpg

>http://s3images.coroflot.com/user_files/individual_files/358508_5PdYPeWJ45BbYpeRd8QJbcw4q.jpg

>http://4.bp.blogspot.com/-VnzAxIdT0mc/TlKgAL_LCQI/AAAAAAAAAWg/TE3WSB3I6U0/s1600/SpyFly.jpg

>http://3.bp.blogspot.com/-1aKuMJ27RTI/Tlw7Olqy1GI/AAAAAAAAAWo/HGPUaxn7510/s1600/test28.jpg

>http://2.bp.blogspot.com/-cuzRWHA6wx4/Tf5lG7CacvI/AAAAAAAAAF8/60Px3xGmJdI/s1600/Robotic_Fly1.jpg

Mecha sonic look ideas:

>http://fc09.deviantart.net/fs51/i/2009/329/2/a/Mechanical_Knight_by_hgjart.jpg

>http://www.igorstshirts.com/blog/conceptrobots/2011/billy_patton/billy_p.jpg

>http://i16.photobucket.com/albums/b28/Araxmas/122708_Warforged_Juggernaut_Path-new.jpg

>https://d44ytnim3cfy5.cloudfront.net/assets/2635970/view_large/Steam%20Knight%20Gold%2003.jpg?1291766094

>http://ps3media.ign.com/ps3/image/article/116/1169933/white-knight-chronicles-ii-20110523110203909.jpg

hollowed cursed knight look ideas:

>http://images.khinsider.com/Kingdom%20Hearts%20Birth%20by%20Sleep/Renders/Unversed/Unversed29%20-%20Trinity%20Armor.png

>http://1.bp.blogspot.com/-sBaqvtAkaOY/TxRwDRyF_BI/AAAAAAAAEFw/jwyrxoKJZ9Q/s1600/flyingknight%2Bcopy.jpg

>http://fc06.deviantart.net/fs47/f/2009/172/4/1/MtG_Online__Dakkon_Blackblade_by_chriss2d.jpg

earth crack fuse bomb attack ideas:

>http://news.discovery.com/earth/2010/03/22/iceland-volcano-825x400.jpg

>http://www.karenmarrolli.com/wp-content/uploads/2011/07/cracked-earth.jpg

>http://c1planetsavecom.wpengine.netdna-cdn.com/files/2011/03/20110305_5542_torr_A_L.jpg

>http://farm1.static.flickr.com/76/199564658_13a22902c3.jpg

Trojan look:

>http://gwing-online.com/images/categories/SD/legend/legend_bb_knight_2.jpg
* remove the back

Guardians: i think some facts should be mentioned about guardians. to create a key guardian:
- it has to have a weakness so the player can fight back if there is more then one player.
-it its dormant state which is when no one is touching the key, it will either stay still near the key or circle around the key.
-it can be provoked if attacked, but once its destroyed and no one is touching the key, it will just respawn near the key back to its dormant state.
-all guardians damage mechanics is very similar to monsters, which is that it can be stunned by a weapon.
-some guardians can be fought back when there is only one player in the dungeon that is carrying the key, but not all of them.
-to restrict players from carrying the key to a danger room or other places that could cause problems, a door can be added that is similar to the one in advance training hall. it will restrict players from carrying the key anywhere else besides the gate that the key is for.
-the guardians do not warp to the player, they only give chase. some can be faster then others.
-it has to have a dormant state.
-and that's it.
*i would like for all guardians to be a new monster, but if you want to make it the same as another monster that's okay.

all of these ideas need more expansion and detail, but if these ideas cant work, may as well go with different form of monsters that act the same way the phantom does. as long as the player is feeling pressure when he/she is carrying the key. that's all i want.

Jue, 06/21/2012 - 10:58
#8
Imagen de Blandaxt
Blandaxt
i would really like

i would really like if someone were response to this idea from my response. i just need one more response.

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