The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: 1 ... 32 33 [34] 35 36 ... 70

Author Topic: New Enemy Ideas  (Read 245444 times)

The Holy namelesskitty

  • Black Cape
  • ***
  • Offline Offline
  • Posts: 706
  • professional lolcat coming through
    • View Profile
Re: New Enemy Ideas
« Reply #495 on: September 07, 2010, 05:33:56 PM »

lower the health to around thirty two, until then or further notice nay.
Logged
THE CAT IS BACK!!!!!!1!!!

my telepath LP :http://www.youtube.com/watch?v=DuA3DfguEic

SmartyPants

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1814
    • View Profile
    • -----
Re: New Enemy Ideas
« Reply #496 on: September 07, 2010, 05:38:48 PM »

lower the health to around thirty two, until then or further notice nay.
I think the health could be lowered too.

bugfartboy

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1725
    • View Profile
Re: New Enemy Ideas
« Reply #497 on: September 07, 2010, 05:39:56 PM »

I vote yay if you reverse the attack range and lower the health.
Logged

KZ

  • Global Moderator
  • White Cape
  • *****
  • Offline Offline
  • Posts: 1161
    • View Profile
Re: New Enemy Ideas
« Reply #498 on: September 07, 2010, 05:45:44 PM »

Ok, so who does this enemy unit associate with? What "soliders" are being referenced in the description? Where can this animal be found? Why does this animal exist? How can it be made relevant to the TSoG plot and make it worthwhile for Craig to make it?

'Cause honestly, it seems more like an enemy made up for the sake of making up a new enemy, rather than covering something that is lacking within the enemy sets on offer.
Just to remind folks- we have already formulated quite a few animals in the first place, and I have to say those formulated ideas fit in better than this one.
Logged
Welcome to the forums!
Read the rules, use proper grammar and punctuation, play the games, share your ideas and enjoy your stay!

SmartyPants

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1814
    • View Profile
    • -----
Re: New Enemy Ideas
« Reply #499 on: September 13, 2010, 07:28:26 AM »

Old Forum Suggestions:
Quote from: im2smart4u
In TRPG2, we learn that there are pirates in Cera Bella when we meet Pirate Pete.  The use of pirates could be used in missions at Ravinale Docks and missions at Lake Alto.

Pirate Cutlass- they have red bandanas 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 bandanas 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

bugfartboy

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1725
    • View Profile
Re: New Enemy Ideas
« Reply #500 on: September 13, 2010, 01:40:41 PM »

Yay for all of them. But is there like a medic pirate?
Logged

The Holy namelesskitty

  • Black Cape
  • ***
  • Offline Offline
  • Posts: 706
  • professional lolcat coming through
    • View Profile
Re: New Enemy Ideas
« Reply #501 on: September 13, 2010, 04:01:10 PM »

yay for all, and no, there were never medic pirates that would be unrealistic.
Logged
THE CAT IS BACK!!!!!!1!!!

my telepath LP :http://www.youtube.com/watch?v=DuA3DfguEic

SmartyPants

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1814
    • View Profile
    • -----
Re: New Enemy Ideas
« Reply #502 on: September 13, 2010, 07:21:20 PM »

Shoud Knife Throw (Range: 1, Damage: 6) be added to the Pirate Knife Thrower?

bugfartboy

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1725
    • View Profile
Re: New Enemy Ideas
« Reply #503 on: September 13, 2010, 07:32:54 PM »

If it's a throw then yah. Wouldn't a pirate captain keep at least one half decent healer/medic on board? Diseases run rampant you know. It could have a very low healing capability. And maybe be limited by Psi points because it doesn't hav an unlimited amount of healing herbs and such.
Logged

Ertxiem

  • Global Moderator
  • Black Cape
  • *****
  • Offline Offline
  • Posts: 624
    • View Profile
Re: New Enemy Ideas
« Reply #504 on: September 14, 2010, 02:45:38 AM »

The Pirate Cutlass and the Pirate Knife Thrower are OK.
I don't like very much the Pirate Captain, in particular the twin slash.

I don't like very much the Pirate medic idea. It doesn't fit very much into their characteristics, from my point of view. (And if there is a medic on board, that doesn't mean that he must fight the battles.)
Logged
Ert, the Dead Cow.
With 2 small Mandelbrot sets as the spots.

SmartyPants

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1814
    • View Profile
    • -----
Re: New Enemy Ideas
« Reply #505 on: September 14, 2010, 06:54:18 AM »

If it's a throw then yah. Wouldn't a pirate captain keep at least one half decent healer/medic on board? Diseases run rampant you know. It could have a very low healing capability. And maybe be limited by Psi points because it doesn't hav an unlimited amount of healing herbs and such.
If you look up anything on pirate history, then you will notice that they are not the healthest people.  There will be no pirate medic.

Cypher

  • Blue Cape
  • **
  • Offline Offline
  • Posts: 329
  • [CENTER][URL=http://www.nodiatis.com/personality.h
    • View Profile
Re: New Enemy Ideas
« Reply #506 on: September 14, 2010, 08:15:25 AM »

Nay for thy medic.
Logged

Zackirus

  • Black Cape
  • ***
  • Offline Offline
  • Posts: 713
  • Oh Canada!
    • View Profile
Re: New Enemy Ideas
« Reply #507 on: September 14, 2010, 09:01:06 AM »

I have issues with all of them:

Pirate Cutlass: I think it needs a counter attack.

Pirate Knife Thrower: Why does it have a counter attack. It just boosts the power. I was thinking that the pirate Knife Thrower should have knife throw but have the damage at 8 not 6

Pirate Captain: Why even have a melee attack. The slash is a better attack so they will be using it much more often. Shouldn't the melee do more damage as it covers less range.

However, I am maybe until he changes are made or someone can justify their reasoning. 
Logged
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

SmartyPants

  • White Cape
  • ***
  • Offline Offline
  • Posts: 1814
    • View Profile
    • -----
Re: New Enemy Ideas
« Reply #508 on: September 14, 2010, 10:34:47 AM »

Pirate Cutlass: I think it needs a counter attack.
Not every enemy needs a counter-attack.  Think of the Mechanic Swordsman.

Pirate Knife Thrower: Why does it have a counter attack. It just boosts the power. I was thinking that the pirate Knife Thrower should have knife throw but have the damage at 8 not 6
It is easier to counter-attack with a knife, then a bow, yet bowmen can counter-attack.  I don't think the cutlass and knife thrower should have the same 1 space range damage.

Pirate Captain: Why even have a melee attack. The slash is a better attack so they will be using it much more often. Shouldn't the melee do more damage as it covers less range.
He only has melee for counter-attacking.

ArtDrake

  • Black Cape
  • ***
  • Offline Offline
  • Posts: 724
    • View Profile
Re: New Enemy Ideas
« Reply #509 on: September 28, 2010, 04:52:58 PM »

Ohh! Ooh! What about bad Gelf that summons shadow bugs?
Logged
Pages: 1 ... 32 33 [34] 35 36 ... 70