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Ambushes

11 replies [Last post]
Thu, 11/01/2012 - 19:05
Soarel's picture
Soarel

I was trotting through the Clockworks today and I thought about the idea of random ambushes. The ambushes would work like scenario rooms, but they would be interactive. They would go something like this:

1. Knight enters a clockwork tunnels, wolver den, or other randomized map

2. Knight notices that it's a one-way path decorated a bit more nicely than a usual map.

3. Without stepping on a button, knight activates an attack by hordes of monsters, arena-style.

4. Knight kills monsters, allowing him to continue to the elevator.

Do you support, or disagree?

Thu, 11/01/2012 - 19:11
#1
Draycos's picture
Draycos
'Arenas' without buttons

'Arenas' without buttons would be problematic, with or without gates.

Fri, 11/02/2012 - 01:58
#2
Darkbrady's picture
Darkbrady
Well I'd be expecting it to

Well I'd be expecting it to be less like an actual arena with waves and gates, and more just like a regular monster spawning but a bit bigger and scarier, and without warnin'. This'd be cool to have as right now I believe the only ambush we have is a very rare scenario room that gives you a curse zombie in surprise. One curse zombie appears next to you. Scaaaary.

Fri, 11/02/2012 - 02:02
#3
Xxpapaya's picture
Xxpapaya
The papaya simply comments

Through our knights' eyes, the party pads and stuff are invisible. Remember in the tutorial where Rhendon gave you a bomb? Then he asked you to scout ahead, and when you stood on the party pad the gate closed. And Rhendon was all like: "What in the name of Cradle just happened?", that kinda proves that through knights' eyes, the pads are invisible. So in a way its counted as an ambush
Good luck with another suggestion =)

Fri, 11/02/2012 - 05:06
#4
Draycos's picture
Draycos

The game's story elements are independent from actual play. Using it as the basis for your 'no' coupled with 'good luck with your next suggestion =) ' seems quite mocking to me.

Fri, 11/02/2012 - 05:46
#5
Aotr's picture
Aotr
they already exist in the

they already exist in the ghost in the machine danger mission , a few levels in (and it killed everyone in the party)

Fri, 11/02/2012 - 12:20
#6
Soarel's picture
Soarel

Ok, thanks for the suggestions.

We could put party buttons, but I like the idea of a surprise.

Sat, 11/03/2012 - 03:46
#7
The-Critic's picture
The-Critic
I like the ambush idea, but it has some flaws.

The ambush thing would be compatible in the woods.

There should be a big area where there are 4-6 Treasure Boxes, as soon as the engine detects that there are no more Treasure Boxes, trees from both exits suddenly appear. Then a natural wave occurs.

Sun, 11/04/2012 - 06:05
#8
Blandaxt's picture
Blandaxt
i like it

i definetly suport this idea for treasure room, cause its really boring there.but not trees, i rather 9 trojans come at us. or more

or maybe huge waves of robos with retrodes and dam gremlin healers.

Sun, 11/04/2012 - 07:56
#9
Aureate's picture
Aureate
Processing Thoughts of You Always

Actually, we already get ambushes. They're occasional, but they turn up at party buttons sometimes; I recall that got a party member killed since he was AFK at the time... Not to mention the ones you get in CSK levels.
But yeah, we could do with more of them.

Sun, 11/04/2012 - 08:01
#10
Darkbrady's picture
Darkbrady
They're incredibly rare

They're incredibly rare though and when they happen are still often tame enough to be just walked away from safely.

I approve of just random ambushes in the middle of corridors or rooms or just after gates and such; stuff to get people a bit edgy and catch off slow reactions. Or just do what the Pokemon dungeon crawler game did, and give every room a percentage based chance to become a "trap" room and absolutely flood it with all manner of deathish monsters as soon as someone's far enough inside it.

Sun, 11/04/2012 - 19:23
#11
Solarbrand
Ambushes and Concealed Monster Spawners!

I totally agree with the idea of having ambushes in the Clockworks, because just completing levels and mission isn't so satisfactory after a while, is it? As of now, the monster spawners (like in boss rooms) are there for everyone to see, and sort of ruin the surprise of them popping up out of no where to kill you. Areas primed for an ambush should look just like any other room, be it a corridor, bridge, a floating island, or whatever randomly generate chunk of land it happens to be located in. There should be monster spawners dotted all around the place, which are invisible to the naked eye. This way, the player can't locate a single spot where they are coming from, because they're all around him/her! Each spawner should have a burst of two or three monsters before running out of juice, as to not thoroughly overwhelm the party of knights. At the end of each ambush should be a small load of money, to compensate for the lost of health and time.

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