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Author Topic: Formulated Enemy Ideas  (Read 6409 times)

KZ

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Formulated Enemy Ideas
« on: February 05, 2010, 06:42:43 PM »

Compiling posts from the old forums thread, with several "graduates" in the game already (e.g. Greater Ghost, Tigs).

"Given the lengthy discussions in the other topics with regards to new poential enemy units, where lots of ideas are brought to light, mixed in and discussed, but ultimately lost amidst all the paraphernalia, I'm opening up this topic where I (or someone else) will post ideas that have been suggested, widely discussed and supported by a variety of people: this way CraigStern will be able to notice the most significant ideas we come up with, whilst in those long discussion threads some ideas may not be noticed. Please, if you're going to post in this thread, post an idea along the similar format shown below that has been extensively discussed and widely liked, the best topic for putting out your initial ideas like that is here.

So, here is an initial list of ideas, with short explanations for each.


1). Initially, I proposed the Dev (halfway down first page, Uzbeki and neighbouring cultures reference) idea here about a year ago. Now that there are Jinns in the game (in form of Iblis), it would be nice to have a mobile Jinn (a Jinn possessing bits of rock, dust and sand, therefore highly mobile, though not as powerful as Iblis). Quite a challenging enemy to have, methinks, plus, the attack is a status-affecting one, in a way. And it will expand upon the ghost set. Rnadom attacks=unpredictable=challenging foe. Proposed stats:

Dev

Health: 30
Speed: 3
Attacks: Sand Blast (Range: 1 random tile, Damage: 8 ), Drain (one random enemy on the battlefield-same as Iblis, Draining: 6 PsP)


2). The Light Spriggat idea probably needs no introduction and it has wide support: a lot of people would like to see a Light Spriggat in action in TRPG3 (the general consensus on Light Spriggats being that they're all female, but not all female Spriggats are Light and that they're the strngest of the lot), as the general feel is that each element should have an affiliated Spriggat. The proposed stats, with a new status-affecting attack are as follows:

Light Spriggat

Health: 85
Speed: 3
Attacks: Light Breath (Range: 1-3, Damage: 18, reduction of max hp by 2)
Resistance: Light


3). With the introduction of Helenites to TRPG3, there was a general feeling that the Helenites will probably have better/different golems, so there are two ideas that got wide support. First, initially proposed by im2smart4u, is that of a mobile golem, with the mobility dictated by the use of a relatively light material: wood. Thus, it will be slightly inferior in most stats to the Stone Golem, but will have an advantage of being the fastest golem an enemy has. The suggested stats are thus:

Wooden Golem

Health: 30
Speed: 2
Attacks: Melee (Range: 1, Damage: 8 )


4). Another suggestion, again, by im2smart4u, is to have the Dorgon-prototype available as enemy- surely Helena would've studied Dorgon, and the Mechanics might've not had the resources to make another prototype. Plus, most of the graphics and stats have been worked out in TRPG2 already. And it will be a terrible enemy to face, as it will be a mobile Energy Golem, covering 3 rows on a map in one turn- quite a formiddable challenge! Hence, the stats may sound familiar:

Dorgon Golem

Health: 28
Speed: 1
Attacks: Laser Blast (Range: 1-11, Damage: 10), Burst Shot (Range: 1-3 horizontal, 2 Spaces; Damage: 15)

5). Also, with intorduction of Scorpions, Tig plants and, potentially Gelf with his pets, there has been also a general desire to see more animals in TRPG3 (seeing as that would add depth to the Telepath Universe). Going by the fact that the current animals seem all to be bigger than their typical real-life counterparts, and to make them easily fittable into a square tile, a few suggestions have emerged, notably that of a Praying Mantis, suggested by the random one, with a new Double Slash attack (from both sides, and possibly inflicting double damage on the person standing directly in front of it, since that person will be hit by two forelegs?). The proposed stats are as follows:

Praying Mantis

Health: 45
Speed: 2
Attack: Melee (Range: 1, Damage: 12); Double Slash (Range: rightward and leftward arc, Damage: 10)


6). The Shadowling set has some sweet units in it, but there has been an idea to give it wider variety: as there has been some discussion about different types of classes, it would be interesting to see a Psy Asssassin class enemy around and see the difference in methods employed in order to achieve the same means, so im2smart4u proposed having a Shadowling Assassin and after some discussion, it was suggested the unit would use Shadowport, instead of speed 4, to get behind people and backstab them. Hence, here are the proposed enemy unit's stats:

Shadowling Assassin

Health: 45
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 10), Shadow Blast (Range: 2, Damage: 15), Shadowport
Resistance: Shadow


Hopefully, CraigStern, you'll like some of the ideas above and have time to implement them. I'll update with anything new that survives the test of time and of general opinion in the active discussion therads around."

A neat idea by im2smart4u:

"Mine

Health: 20
Speed: 0
Attacks: Explosion (Range: Omnidirectional+self, Damage: 25)
Counter-attack: Explosion (Range: Omnidirectional+self, Damage: 25)
Immunity: Mental"


"There is a general feeling that the Psy Academy enemy unit set would be nice to have in complete form, thus the following enemies were suggsested to complete it (especially as some were already featured in TRPG2). Plus, it would be nice to have a complete cape set (hence the general support for a Blue Cape unit) to play around with in map editor- methinks it will have great attraction (being complied of humans, and all) and it will provide for the most varied Psy enemies (as well as melee). An extra "bonus" is that all attack icons, the attacks themselves and the attackers have already been deployed in TRPG2 (or can be taken as compositions from different enemy units) and most of the attacks already have AI developed for them (e.g. Shadowling Guardian, Fernatus, etc), so less work needs to be done in implementing the entire lot. ;-)

Academy Guard
Health: 70
Speed: 3
Attack: Melee (Range: 1, Damage 15)

Black Cape (mental)
Health: 26
Speed: 3
Attacks: Mind Blast (Range 1, Damage 10), Feedback (Range 2, Damage: 15)

White Cape (Light)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Light Blast (Range: 2, Damage: 28 ), Light Bomb (Range: 3 X 3, epcientre 4 spaces away from the attacker, Damage: 20 )
Resistance: Light

White Cape (Pyro)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Pyro Blast (Range: 2, Damage: 28 ), Pyro Hail (Range: 3x3 cross, Damage: 25)
Resistance: Heat

White Cape (Cryo)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Cyro Blast (Range: 2, Damage: 28 ), Cryo Cross (Range: 1-2 Spaces Omnidirectional, Damage: 25)
Resistance: Cold

White Cape (Shadow)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Shadow Blast (Range: 2, Damage: 28 ), Dark Vortex (Range: 3 x 3, Damage: 20)
Resistance: Shadow

White Cape (Healer)
Health: 115
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 10), Mega Shield (Range: 1, Healing: 40), Big Shield (Range: Omni, Healing: 30)

White Cape (Mental)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Feedback (Range: 2, Damage/Healing: 22), Vengeance (Range: 1-3, Damage: 20)"

"Ok, this time around I revived an old idea of mine, and there was a general agreement that it will be a good enemy to complete the Ghost set (the Lesser Ghost name gave me the initial thought)- this could be used in later stage of the game, in crypts, etc:

Greater Ghost
Health: 65
Speed: 3
Attacks: Mind Blast (range 1, damage 15), Cryo Blast (range 2, damage 15), Cryo Cross (range- omnidirectional+1, damage 12)
Resistance: physical"

"Yet another idea by im2smart4u that got general support from the forumties, and may be quite useful to have in later crypts, pehaps?

Arrow Trap (Destructible Battlefield Object)
Health: 18
Speed: 0
Attacks: Piercing Bow (Range 1-3, Damage: 8 )
Immunity: Mental"


Let's hope that with time the number of suggestions will grow and we'll see more of these ideas being implemented in the Telepath projects!
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KZ

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Re: Formulated Enemy Ideas
« Reply #1 on: February 25, 2010, 10:03:43 AM »

Two more enemies to add, folks:

The idea was inintially suggested by steelfist. To expand the shadow bug tileset and make it more versatile to use in battle, here is an "upgarde" of sorts to the Shadow Bug- a more experienced, successful and powerful Shadow Bug, a veteran of sorts, used to sort out major emergencies:

Void Bug
Health: 70
Speed: 3
Attacks: Double Strike (Range-1 space in front. Damage-18)
Counter-attack: Melee (Same as normal slash. Damage-9 or 11)
Immunity: Shadow

This idea was suggested by im2smart4u. It covers the spectrum of enemies seen in the game and adds an extra tactical dimension by having a battlefield object that only counterattacks:

Thorny Vines/Cactus:
Health: 30
Speed: 0
Attacks: none
Counter-attack: Prick (Range: 1, Damage: 5)
Immunity: Mental
« Last Edit: July 03, 2010, 10:21:10 AM by KZ »
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Re: Formulated Enemy Ideas
« Reply #2 on: March 14, 2010, 04:23:32 PM »

Yet another idea, initially presented by Zackrius, to be added to formulated. It allows to expand the Mechanics set with a new, flying unit, allowing for more variety in maps with this unit subset. (Resistance: Light because it is done in such a way as to have some complex wing deisgn machinery, with a Marksman strapped to it, and they have special Light-resistant armor.)

Gliding Archer

Health: 28
Speed: 3
Attack: Crosbow (Range 2, Attack 16)
Resistance: Light
« Last Edit: March 18, 2010, 11:39:51 AM by KZ »
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Re: Formulated Enemy Ideas
« Reply #3 on: March 15, 2010, 12:45:20 PM »

Yet another idea that came to fruition, proposed by im2msart4u (along with his reasoning/comments for inclusion in the enemy set):

"You don't need a knife to be an Assassin.  Some humans use their speed and stealth alongside their psy powers to dispatch enemy units. (You can play human psy assassin in the Dual mode of TPRG2.)"
Psy Assassin
Health: 50
Speed: 4
Attacks: Mind Blast (Range: 1, Damage: 10), Feedback (Range: 2, Healing/Damage: 15)
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Re: Formulated Enemy Ideas
« Reply #4 on: March 27, 2010, 11:59:32 AM »

Yet another idea, initially suggested by me (w.r.t. to the extra special attack), to expand the ghost set and maybe as a suggestion for a crypt 4 boss, with continuing ghost leitmotif?

Wraith
Health: 90
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 16), Cryo Blast (Range: 2, Damage: 19), Cryo Cross (Range: 1-2 Omnidirectional (Diamond shape), Damage: 13), Inhabit (Range: 1; Damage: none*)
Immunity: Physical
Resistance: Cold
*Inhabit can only work if the target's hp is equal to, or less than 16, works by the Wraith taking the host body, extracting the host soul, then restoring the new body to full hp.
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Re: Formulated Enemy Ideas
« Reply #5 on: September 06, 2010, 11:49:28 AM »

Yet another idea, proposed by me, to add something interetsing to the melee enemy units set, for instance, the Helenites (the ykey feature is the Whirlwind attack, which will prevent enemies being incircled, less the player goes for one-turn kill, and can deal a lot of damage to most of player's formations):

Helenite Captain
Health: 40
Speed: 3
Attacks: Melee (Range: 1; Damage: 12), Whirlwind (Range: Omnidirectional; Damage: 10)
Resistance: none
Immunity: none
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Zackirus

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Re: Formulated Enemy Ideas
« Reply #6 on: October 11, 2010, 05:19:52 PM »

Yet another idea, proposed by me, to act as a cross between the fighters and healers. This makes this unit both offensive and defensive at the same time so that the player has to be on their toes when fighting this enemy.

Helenite Combat-Medic
Health: 35
Speed: 3
Attacks: Melee (Range: 1; Damage: 9) Patch Up/Mind Shield (Range: 1; Heals: 9)
Resistance: None
Immunity: None
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Re: Formulated Enemy Ideas
« Reply #7 on: October 12, 2010, 06:38:48 PM »

To make a Stone Golem more lethal, a flame thrower attachment and a capacitor could be installed.

Flame Golem
Health: 34
Speed: 1
Attacks: Melee (Range: 1, Damage: 9) Fire Breath (Range: 1-2, Damage: 6)

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Re: Formulated Enemy Ideas
« Reply #8 on: October 23, 2010, 12:48:23 PM »

Yet another ghost idea originally suggested by yogc, this one adds completeness to the ghost set, as a healer.

Ghost Healer
Stats Health: 28
Steps: 3
Attacks: Mind Blast (Range: 1, Damage: 4), Mind Shield (Range: 1, Healing: 14)
Resistance: Physical
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Re: Formulated Enemy Ideas
« Reply #9 on: November 26, 2010, 11:26:59 AM »

Two more enemies to add:

This idea, presented by im2smart4u, is based off of Pirate Pete. Since we know that pirates exist in the Telepath Universe it is suspected that some might try to attack you, if you ever went to Lake Alto or The Ravinale Docks. Their are 3 types so far: A Melee Unit, A Knife Thrower, and A Strong Melee (Captain) Unit.

Pirate Cutlass They have red bandannas on their heads and cutlass in their right hand.
Health: 26
Speed: 3
Attacks: Melee (Range: 1, Damage: 8 )

Pirate Knife Thrower They have blue bandannas on their heads and a dagger in the right hand.
Health: 18
Speed: 2
Attacks: Fling (Range: 2, Damage: 10)
Counter-attack: Fling (Range: 2, Damage: 10)

Pirate Captain The Captain has the same hat as Pirate Pete and has two cutlasses; one for each hand.
Health: 80
Speed: 3
Attacks: Melee (Range: 1, Damage, 8 ), Twin Slash (Range: rightward and leftward arc, Damage: 12)
Counter-attack: Melee (Range: 1, Damage: 8 )
Resistance: Mental

This idea, presented by Duckling, works on the fact that Shadowlings can learn the attack: Feedback (Darkling and Malis). These units could appear in Somnus as regular citizens or military units.

Shadowling Assassin (Feedback)
HP: 35
Move: 4
Attacks: Mind Blast (Damage: 10), Feedback (Returns up to: 16)
Resistance: Shadow
Flying
Counter: None
« Last Edit: November 26, 2010, 11:31:41 AM by Zackirus »
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Re: Formulated Enemy Ideas
« Reply #10 on: November 30, 2010, 09:29:06 PM »

Yet another idea, proposed by me, to act as a Niven (Knife Thrower) Enemy in TSoG. They work as pirates, and they are Red with green bandannas. They add a bit of flare to the pirate and shadowling enemy sets, as they can be used interchangeably.

Shadowling Knife-Thrower:
Health: 36
Speed: 3 (Flying)
Attacks: Knife Throw (Range: 1, Damage: 10), Fling (Range: 2, Damage: 14), Trick Shot (Range: Backwards L, Damage: 14)
Resistance: None
Immunity: None
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Re: Formulated Enemy Ideas
« Reply #11 on: December 04, 2010, 12:03:15 PM »

Blurp: ( proposed by im2smart4u)

Health: 35
Speed: 2; Leap
Attacks: Tongue Strike (Range: 2, Damage: 8 )
Resistance: None
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