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Author Topic: New Enemy Ideas  (Read 245425 times)

The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #510 on: September 28, 2010, 05:14:53 PM »

Trap tile, immovable, indestructible, damages anything that walked over it, in other words the enemy of my enemy is also my enemy in this case.
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ArtDrake

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Re: New Enemy Ideas
« Reply #511 on: October 05, 2010, 04:17:11 PM »

What if we had a VERY fast enemy (5, per se?) that, if on any given turn, didn't attack, it would use a default attack which lowered its speed by 1?

It would be a very "use it or lose it" sort of thing. Eventually, it would become a turret enemy like Energy Golems, which is why I suggest it be a War Engine (it rusts if you don't use it), and have a range of 2-4 in any of the 4 directions. Thus:

War Engine

HP: 50
PsP: N/A
Speed: 5 (to start with)
Attacks: Projectile (14 physical damage), Rust (Default: reduces own speed by 1)
Resistance to Heat (steam engine: heat only helps it burn hotter; it's a compromise between structural damage and better working. Instead of upping the damage done by 4 for every Heat attack sent its way [althrough that would be cool], it instead just gets a 50% damage reduction. Possibly used by the mechanics. Then again, they already have their golem tank units, so maybe this can be more of a Helenite thing.
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Duskling

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Re: New Enemy Ideas
« Reply #512 on: October 05, 2010, 04:23:37 PM »

(5, per se?)

Speed: 5 (to start with)
I can already hear a debate about this. :D
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bugfartboy

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Re: New Enemy Ideas
« Reply #513 on: October 05, 2010, 04:29:05 PM »

As can I. This was already discussed. No speeds over 4. And even that is at a stretch. That is unless Craig expands the battlefield.
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The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #514 on: October 05, 2010, 04:40:52 PM »

War engines cannot move five, that's barely slower than a suggested sand cat, and they're part cheetah.

No trap would be like a prssure pad, it simply releases a toxic and corrosive gas whenever it is stepped on.
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SmartyPants

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Re: New Enemy Ideas
« Reply #515 on: October 05, 2010, 06:50:00 PM »

As can I. This was already discussed. No speeds over 4. And even that is at a stretch. That is unless Craig expands the battlefield.
Thank you for saying it instead of me.  If I had to say "No speeds over 4" again, I might have went postal.  I said it a thousands times and explained the reasons a thousand times, but some people are too dim-witted to stop themselves from posting enemies with speeds over 4.  Because of the recent boneheadedness I have witnessed in this forum, I have started to lose hope about humanity's future.

Trap tile, immovable, indestructible, damages anything that walked over it, in other words the enemy of my enemy is also my enemy in this case.
I thought about suggesting the spike tile (like the ones in the crypts) when I suggested the arrow trap, but I didn't because it seemed overly complex.  There were too many unanswered questions about how it would work.  Does it only hurt when you end your turn on it?  Does it hurt both allies and enemies?  If you press undo will all the damage be reversed?  Unlike the Crypts, are you allowed to walk over it, or does it throw you back?  Would Craig even be able to program that into the game?  If Craig could program it into the game, then would it be worth the time doing?

The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #516 on: October 05, 2010, 06:55:53 PM »

1. No walking over it hurts too
2. Wasn't that clear, of course a trap has no brain
3. Yes, it's like that move never happened
4. No, how could it move you, it's a gas based trap?
5. YES!
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SmartyPants

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Re: New Enemy Ideas
« Reply #517 on: October 05, 2010, 07:03:13 PM »

I would perfer spikes over gas (so it could hurt ghost and spirits), but I am okay with a trap tile.

The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #518 on: October 05, 2010, 07:05:58 PM »

I'm fine with spikes if you'd prefer that, I just thought that it would be more simple to use a gas, but sure, spikes are good with me.
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bugfartboy

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Re: New Enemy Ideas
« Reply #519 on: October 05, 2010, 07:10:39 PM »

I like the idea, it's just
1:How will its AI work?
          •Will it count as an enemy?
          •How much damage will it do?
2:Will there be an animation to go with it?
          •Will there be a whole,"OMG! I just got hit by spikes coming out of the ground! I'm gonna blink red real quick and have less current health now."
3:How difficult will it be for Craig to program it?
          •Will it be worthwhile?
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The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #520 on: October 05, 2010, 07:21:09 PM »

1. Yes but with infinite health (or 99999 if that is what works)
2. I think nothing much, after all it can't be broken maybe 8 or 9
3.yes that wouldn't be too hard, I'm not sure if it should be visible otherwise
4. What does that mean?
5.no idea, I'm a graphic artist
6. YES!
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bugfartboy

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Re: New Enemy Ideas
« Reply #521 on: October 05, 2010, 07:24:37 PM »

Can you please specify which answer is to what question?
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The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #522 on: October 05, 2010, 07:32:43 PM »

In the order they appear, bullets and headings included.
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bugfartboy

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Re: New Enemy Ideas
« Reply #523 on: October 05, 2010, 07:41:19 PM »

To 4: I meant the whole shebang. The very slight knockback as the spikes hit you as you flash red for a second. And another thing, will it have it's own turn?
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The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #524 on: October 05, 2010, 07:47:13 PM »

Oh then yes

Of course not, it hurts you as you step on it.


O=empty
T=trap
C=any character
B=both

Before move

OOOOO
OOTOO
OOCOO

During damage

OOOOO
OOBOO
OOOOO

After damage

OOCOO
OOTOO
OOOOO

Assume this character moves three normally.


« Last Edit: October 05, 2010, 08:05:11 PM by The Holy namelesskitty »
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