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Monster equipment

7 Antworten [Letzter Beitrag]
Mo, 10/22/2012 - 18:04
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Blandaxt

i have thought about just recently so no deep thought got into this, but i think it is a good sugestion and might make a good discussion. i would monsters that are base on spiral kniight taht are considered to be inteligent to have mountable equipement. so its very basic idea. all the monsters would have there normal attacks, like always. one of of the group or 2 to 3 out of the group would have some kind of mountable weapon or armor equipment that would allow them to have a special attack or have an added defense option when attacked.

an example of a monster who already has this in sk would be the mortafire gremlins.

- http://wiki.spiralknights.com/Mortafire

the only diference from the gremlin and what i am sugesting is that the monsters that lose the equipment while in battle will not be helpless. they will still have basic attacks they can use when the equipment is not mounted.

the inteligent monsters or monster that could posibly have these mounted battle ehance equipment woul be: obviously more of the gremin family, the construct family, and i am sugesting the undead family. i sugest the undead because even though all the undead monsters are skeletons, they are supose to represent all of the dead things in sk which could be any monster/knight besides the construct family.

well here is the part that i did not do think too deeply about. what kind of mounted equipement would give each monster there own unique theme. when i say equiment i do mean for example, giving a huge axe to an undead skeleton, or a laser rifle to a gremlin thwacker, or extra beam canons to a retrode. other equipment thoughts could be giving an undead some skeleton rusty armor, giving gremlin knocker a shield. something to make em stand out in a group. nothing too complicated. just somthing that would make fighting them a little bit more interesting.

some equipement rules:

it can destroyed once droped.

it comes of after the monster is knock down or stunned.

monster behaviors:

mosnter would attack or defense using the equipment.

once droped, it would try to reclaim the quipment.

if the monster is being pressured by attacks and cannot retrieve the equipment easily, i would revert to its basic attacks.

well thats all i think needs to be said. hope some good comments.

Mo, 10/22/2012 - 18:09
#1
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Skyguarder
Um, no....

Will this apply to bosses too? Also this idea is about getting new weapons to enemies? Cannons? There is already a huge mob to fight in the deconstruction zone so if you add more weapons, it could become an overpowered place. Laser guns? Please describe it a bit more.

I wish I can support this idea, but something isn't blended in here

Mo, 10/22/2012 - 19:49
#2
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Blandaxt
what do u mean?

i dont think this aplies to boses at all . no it doesnt . i just mean one or two monsters in a crownd to stand out by having equipment. and if it is op just reduce the amount of monsters that come out in deconstruction.

Di, 10/23/2012 - 06:42
#3
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Little-Juances

T3 gremlins and carnavons have rear shields. Thats the easiest thing you could do.

Mortafires are simple, they dont attack while unarmed and when they shoot they stand there, without any fancy animation.

A gremlin with a laser gun or a zombie with an axe are more than that.
First, the axe would have to give a damage bonus when held to the zombie, and alter the animations so it looks like he's actually swinging it and it's not just glued to it's hand.
Then the laser gun would have to totally rework the gremlin attacks, removing the old ones and adding special effects and all.
Can the Mortafire code handle that?

Why dont you suggest a rare enemy like the impostocube or love puppy? is the equipment feaure really worth it?

Di, 10/23/2012 - 12:17
#4
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Addisond

This sort of feature would be perfectly fine but shouldn't be pushed to the point that a standard monster becomes totally debilitated after getting hit a few times, and it shouldn't get pushed on any monsters that it doesn't make sense on (probably only gremlins and a few other types).

Di, 10/23/2012 - 16:04
#5
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Fehzor

Oooooh, I like this.

Gremlins could obviously get more types of weapons, and other enemies could be given some as well... I'd also like to see enemies be able to use vials to inflict statuses on knights under certain situations. Lots of possibilities.

Di, 10/23/2012 - 16:57
#6
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Skyguarder
Well

When I say "Something isn't BLENDED in", I mean something is missing in the idea

Fr, 10/26/2012 - 06:14
#7
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Blandaxt
well the reason maybe

the base of this idea is that monsters, well the intelligent ones anyway should have some kind of equipment used to fight the knights. i mean sense the gremlin are trying to destroy us and we are in an alien planet, why not have them have their own equipment. hmm, something missing in the idea maybe hmm, im not sure yet. but when you find whats missing i would like to think on it.

well maybe the reason is thatt there is no need for monsters with equipement, but i think it would be more intresting.

this is how i imagine the coding would work, well the general picture. when the monster isnt equiped with anything it would have the normal layout of the same attack patterns and would not change from the mnsters we have now. once the items wich could be a sword, gun or armor is equiped they would have a whole new layout of how they would atack, new animantions. the only dificult part i see in the codin is the monsters behavior when it is trying to retrieve the armor while attacking knights that are stopping it from equiping it. well thats just my thought on it because i haven't looked into sk programing code and how much can the motarfire code can handle. If its successful though, i think it would make the game more intresting.

The reason why i am not creating new monsters is because we already have monsters that are pretty balanced. creating new monsters or new familys takes lots of consideration as how it interact within the sk worl and if it fits that theme of the game. thats take a lot of work, so i thought why not take the monsters we have now and just give them some new attack patterns by using the equipment method. this way we can create more depth into how the monsters fit there role from the storyline description.

lets have an overview of the familys that might fir the equipment role.

Beast family: i want to scratch out what i said before. after a brief overview, i foud that the gremlins and beats family interact very frequently in levels that are name the clockworks or chambers. so i think that the beast should also have equipment that is made by the gremlins specificly for th beast in the clockworks to aid them in battle. like a beast master equiping his pet with spike armor. something like that.

construct family: wel i say a definite yes, one because they are creations that are manafactured. so they can be very flexible to what kind of modifications can be added to them. and two they are created by supposedly advance inteligent lifeforms know as the gremlins, well most of them were. so why not have equipment that changes the way they attack or some simple things like mounting a retrode with two extra laser beams on its shoulders. or even mount an armor that gives push back like mender on it. i dont see a reason why not too.

fiend family: i am honestly have no idea what the gremlins work on down in there devil world. so i cant saay if they should have equipment or not. but if i had to choose, i would say no. i would rather just create a new montster mini - boss to expand there family a bit more. just because there already hard to deal with.

Gremlin family: a definite yes. Why i say yes? only because there suppose to be the top inteligent beings in spiral knights, being only second to the lost magical owlite technology. we alll know down in the deconstruction levels, that gemlins like to swarm us, then beat us down. so why biff em even more when there already a good challenege. well just because adding equipment would boost more how much of a challenge they are. they are suppose to be our arch enemy, actually having intentions to blow is all to smitherines, not like the roaming snarbolax or the jelly king who just sits on hi thrown. so adding equipment would only prove that they are hrd at work thinking of ways to better eliminate us from this world. i think tahts all the reason needed to give them extra fire power.

slime family: i dont see them ever having anything to do with technology. only adding more variaty to their family would depen their root into sk. cause so far, the only thing they can be is either a round slime or a jelly cube. so more variaty, nothing to do with equipment.

undead family: this is a definite yes! the reason i say this is because again the undead family is suppose to represent the entirety of all living things that died in spiral knights. so they are the most flexible even more then the construct family. even though all we see is skeletons, ghost, trojans, phantoms, and some skeleton turret heads, they are definetly not limited to this. i think the only reason we dont se dead gremlins or other dead monsters from other famils incuded is because the devs do not want a repeat of monster tactic behavior and ect.. so what should this be equiped with, sense they have just about an infinite of posibilities. well i say almost anything that fits the theme. i said a rugged axe just because that whast most undead creatures are equiped with in other video games, but even a complicated rocket launcer to a laser rifle should be allowed to be equiped.

the monsters that have the equipment will not be the majority when u run into a mob of monsters. they would only be a few that will be decorated as elite monsters that are able to operate these items.

okay so monsters equipment not easy work, but i dont think creating weapons for the siral knight playes is easy either. so im not saying this is a simple task, but if it was implemented, sk would definetly become more intresting.

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