Forums › English Language Forums › General › Suggestions

Search

Devilite Military-Enemies, Boss, and Levels

4 replies [Last post]
Mon, 02/04/2013 - 23:01
Wataquarius's picture
Wataquarius

Hello! This is my first ever post on the SK forums, therefore my first suggestion!

I should mention that there is quite a lot of text to be read. Just a fair warning.
This is an idea that I had on paper and told a lot of my friends about... but never actually posted online anywhere. This is definitely not something I expect to be implemented as something to the game. I rather posted this to make it so that my idea would not be lost, and hopefully would be appreciated by others. Still, it is a suggestion all the same. I don't actually know if i'm the only one who's thought of this, so if this has been suggested anywhere other than here, please tell me...
And so, without further delay, I bring you...The Devilite Military, Armed forces of the underworld!

This basically would be and addition of a brand new series of levels, enemies, and a boss related to everyone's favorite/most hated fiends, the Devilites. Except there's one thing about it. The theme will not be that of office working and drudgery. Instead, it will instead have a theme of stereotypical 1940's US military. Note that any of the changes I state here will only apply to the series of levels mentioned in this suggestion, and will definitely not replace devilites alltogether.

First off, the enemies. Of course, they will be Devilites. Except they will now be a forest green color instead of their usual purple, and they will be wearing big bulky soldier helmets on their head which completely cover over their eyes in a similar style to the Soldier in Team Fortress 2. As well as cosmetic changes, they will also have a different attack. Instead of throwing simple office supplies, they will now throw bombs that will hit and bounce off of something it comes in contact with and explode a few seconds later(not official). The Pit-Bosses will also look different. They will now be a Tan color and be wearing a hat like drill sergeants wear. However, they function just like normal pit-bosses do. Just sit around and turn devilites into stronger ones(however, these ones will not sometimes turn devilites into friendly ones.). Speaking of which, the overtimer devilites will now be a darker color green and will lose the helmet, instead having a duke-nukem style of hair on their head. Their projectiles will also explode, except the projectile will instantly explode in contact with something, instead of exploding in a few seconds.

Next off, is the levels. It will be a series of levels that work similar to the Royal Jelly palace or Firestorm Citadel, having a boss at the end of of them (don't know an actual name for that, but i'm sure you know what i mean). I am hoping for it to be on tier 3, but that's not for me to decide. They will look like a war-torn battlefield that have various war props like sandbags and barbed wire (like the Crimson hammer levels). The ground itself will be dry and desert-like with many bomb blasts and tire tracks on it, looking similar to the aftermath of a war. I should mention it will also be sunny instead of the normal gloom and darkness of regular devilite levels. Nothing too complex, really.

Finally is the boss. It was kind of hard to really think of a default devilite boss, but i feel that the military style can make such a thing happen. It will be a big green cartoony Tank with a Devilite Commander driving it, shooting knights with missiles and such. While it is not up to me to create attacks and balance bosses, this is how i feel the boss would play out:
The fight would take place in a large round arena with the tank starting out at the opposite end of where knights enter, but slowly moving about the area. It will have three phases as it gets damaged, each phase getting more attacks and generally getting more difficult.
Phase 1:
The tank moves quite slowly and turns even slower. It will fire missiles from its main cannon and smaller blaster shots from separate guns. It will also sometimes summon a few devilite soldiers. It will fire a homing missile which you need to direct towards the tank and basically give it a taste of its own medicine. Then, you can go up a ramp and attack the disgruntled Devilite commander on top of the tank. Keep hitting him with his own missiles and attacking the commander until he takes enough damage, by which he will then move on to the second phase.
Phase 2:
The tank will now move quite faster and will turn much quicker now. He will now fire 3 missiles at a time instead of one from his cannon and will rapid fire blaster shots. At times, he will also stop to fire a few mortar shots (bombs drop down from the sky and explode, similar to the roarmulus twins). He still will sometimes summon a few devilites to assist him and fire his homing missiles. Instead of just hitting him with his own missiles, however, you will need to direct the missiles to his sides, which will be the wheels, and you will not need to attack the commander himself at all here. Each side takes only 1 missile to destroy, taking only 2 missiles if you're efficient, but it is somewhat difficult to hit his sides at times, since he will likely be facing the closest knight. Once both of his wheels are destroyed, he will move on to his final phase.
Phase 3:
The tank, now unable to move around, will now be dropped by a crane into the middle of the arena by which he will not move from, but his cannon and guns will turn to face knights. He will now rapid fire sets of 3 missiles at a time and fire large barrages of blaster shots. Also, he will fire many more mortar shots at one time. On occasion, he will fire a single huge missile that will explode a very large area and deal a huge amount of damage. And as usual, he will summon devilites and fire homing missiles. This phase requires you to direct homing missiles at him again, similar to phase 1, except this time, you need to direct the missile into the side that the cannon barrel is facing, basically clogging it up, so it can not fire for a while. Now you can run up a ramp to attack the commander Devilite. Keep doing this until the Commander devilite is defeated, by then his tank will explode and you will probably get a token and some rewards. All attacks and abilities are subject to change and are probably not balanced at all.

Overall, this really seems like a theme that really fits the personalities and attributes of the Devilites. This is definitely not the extent of what would be added with all this. I was imagining things like new weapons and armors to go with everything, but this is all that I will post for now. I might very well edit things here in case something I read in this doesn't sound right or something, because I typed all this in somewhat of a haste, meaning there is a high chance of errors and weird sentences.
To end off, I will ask for you all to comment and give your opinions on this. I want to know if this is considered by anyone other than me to be a good idea. Thank you all for your time and have a nice day. (:

Mon, 02/04/2013 - 23:16
#1
Softhead's picture
Softhead
:(

+1!!!!
Original!

Mon, 02/04/2013 - 23:40
#2
Thinslayer's picture
Thinslayer
Not a bad first post.

Not a bad first post.

To be honest, I wasn't blown away by it. I'm more interested in fun and unique level designs than I am in reskinned enemies. Not that I don't like your reskin ideas, but I feel that they should take a back seat to the levels. I think the pre-boss levels are particularly important, and need to be filled out. I'm almost always more impressed by those levels than by the boss (with the possible exception of Vanaduke; he's just downright awesome).

Now, I think a fast-paced devilite boss would be tons of fun. A slow-moving tank just doesn't strike me as being in character for this monster family. A motorcycle boss might be more appropriate.

It's not all bad though - like I said, I don't dislike your reskin ideas. It always did bug me a little that devilites have very little regimentation in their ranks. The 1940's theme would be a great humorous touch on it. Devilites throwing bombs is a cool idea; if they do so exclusively, it could make for an interesting challenge. Just don't overload us with bombs; you probably know how frustrating Gremlin Demos can be, and how maddening they are in large groups (even without the lag from all the explosions).

I agree with Softhead that you deserve kudos for originality. ;)

Tue, 02/05/2013 - 04:41
#3
Little-Juances's picture
Little-Juances

Devilites may have offices, mocking our real world. But they are closer to dark magic powers than a military with tanks and grenadiers. It just seems unfitting.

I won't deny it's comical effect tho.

Tue, 02/05/2013 - 14:12
#4
Amaki's picture
Amaki
It's a good thought.

Try it on the gremlins. Look at the Mortafires and ask yourself: why aren't these guys driving Panzer VIIs around?

Also, why are there tank traps in OCH and some specialized levels if there aren't any tanks?

Powered by Drupal, an open source content management system