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Author Topic: New Enemy Ideas  (Read 135453 times)

bugfartboy

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Re: New Enemy Ideas
« Reply #405 on: August 17, 2010, 12:33:31 PM »

The medic is a good idea. Odds are there are healing herbs in Cera Bella.
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Cypher

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Re: New Enemy Ideas
« Reply #406 on: August 17, 2010, 12:36:53 PM »

The medic is a good idea. Odds are there are healing herbs in Cera Bella.
I'm sure there are.
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MikeW781

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Re: New Enemy Ideas
« Reply #407 on: August 17, 2010, 04:35:43 PM »

I like the medic, and agree with im2smart4u (for a change). Not to be rude, but he rarely offers solutions/ improvements, which is probably why I agree with him.
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Cypher

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Re: New Enemy Ideas
« Reply #408 on: August 18, 2010, 12:33:37 AM »

I agree too, we need to see a standard before formulating...
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SmartyPants

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Re: New Enemy Ideas
« Reply #409 on: August 18, 2010, 10:54:53 AM »

While the healing Mechanic is on hold, does anyone have any new enemy ideas?

ArtDrake

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Re: New Enemy Ideas
« Reply #410 on: August 21, 2010, 09:30:27 AM »

What about an enemy that acts as a battlefield event? The reinforcement timer dings, and a Rain Cloud is spawned:


Rain Cloud

HP: 2
Attacks: Rain Shower (Range: Entire Field, Heals all forms of Tig 15 HP, self-destruct)
Immunity: Physical, Shadow, Light, Cold
Counter: If attacked with Cold, Ice Storm: (Range: Omnidirectional + Self, Damage: 15, self-destruct)

While it's rather controversial, I think it might make for an interesting gameplay twist.
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mezzoforte

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Re: New Enemy Ideas
« Reply #411 on: August 21, 2010, 01:08:58 PM »

What do you mean by Tig and self-destruct?
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Zackirus

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Re: New Enemy Ideas
« Reply #412 on: August 21, 2010, 01:26:22 PM »

What do you mean by Tig and self-destruct?

Tig is a plant enemy that shoots spores out all around it.

Self-destruct is when something kills itself to hurt something
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Ertxiem

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Re: New Enemy Ideas
« Reply #413 on: August 21, 2010, 05:43:03 PM »

I'm not very attracted to the idea of a rain cloud... but I'm not against it...
(By the way, you forgot to add "mind" to the immunity list of the rain cloud.)
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ArtDrake

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Re: New Enemy Ideas
« Reply #414 on: August 22, 2010, 01:24:26 PM »

Like I think I might have said-- wait; I didn't. This is an idea for a type of enemy. It could be a different thing, like a medical supply cart reinforcement for the enemy, which heals all the enemies on-screen once it gets to the drop-of point -- if it isn't hijacked by your team first, in which case the counter is a heal self-destruct, showing that you got the medical supplies instead.
It's just an idea.

Another idea:

Paralytic Trap
Sprays a paralytic venom on its target. Hidden in the rocks, so it's immune to mind and physical

Health: 18
Attacks: Poison Spray (Range: 3 in front, Damage: 2, Effect: Speed - 1)
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Zackirus

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Re: New Enemy Ideas
« Reply #415 on: September 03, 2010, 04:11:25 PM »

I really don't like the idea as most players would get confused about which were real rocks compared to the trap ones.

I have my own idea for another expansion on the Rainville unit set.

Rainville Shield-Bearer

These armoured warriors donít pack much of a punch but they have high health and hard to kill. They wear heavy armour from head to toe, and they only carry a shield.

Health: 70
Speed: 2
Attacks: Shield Thrust (Range: 1, Damage: 8, Special Effect: It prevents counter-attack)
Resistance: Physical
Immunity: None

Thoughts, Comments, Improvements?
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Ertxiem

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Re: New Enemy Ideas
« Reply #416 on: September 03, 2010, 04:29:02 PM »

It's interesting (although I don't know how easy is to disable the counter, but even if that's not possible, it's still an interesting unit).
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KZ

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Re: New Enemy Ideas
« Reply #417 on: September 03, 2010, 04:35:16 PM »

Mmm, not sure how that can explain the unit preventing a counter-attack, really! I can see it getting reflected, or dealing less damage, but still! Methinks that's a feature that could be used for something like Stab- where the assassin is so fast, no one has quick enough reflexes to respond.

Otherwise- I don't really see an enemy with just a shield becoming an offensive unit and dealing much damage!

What I would actually like to see, is some unit which can use Whirlwind- in fact, why not a Helenite melee units all know how to perform this attack, since Helena taught the rest of them how to use it? Powerful, impressive, deadly.
This unit will definitely be a challenge, with ability to break formations and preventing the player from attacking the unit an all sides, unless they're going for a sure kill.

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


Thoughts, folks?
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ArtDrake

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Re: New Enemy Ideas
« Reply #418 on: September 03, 2010, 04:43:30 PM »

At the point in the game during which it would be introduced, most people can do a sure kill on an enemy with 40 HP, because it would have to go after the execution rescue. Maybe the HP could be upped a bit?
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Zackirus

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Re: New Enemy Ideas
« Reply #419 on: September 03, 2010, 04:47:04 PM »

Mmm, not sure how that can explain the unit preventing a counter-attack, really! I can see it getting reflected, or dealing less damage, but still! Methinks that's a feature that could be used for something like Stab- where the assassin is so fast, no one has quick enough reflexes to respond.

Otherwise- I don't really see an enemy with just a shield becoming an offensive unit and dealing much damage!

I was thinking that the shield bearer would hit the enemy with the shield and as Griffin counter-attacks, the shield bearer would use his shield to block the blow. If that doesn't work then it would simply half the damage caused by counter-attack

It is not supposed to be a offensive unit. It is supposed to be a defensive unit. That is why it is slow and has low attack. I meant for the shield bearer to protect achers and healers.

I like your Helenite Swordsmen idea though
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