Author Topic: New Enemy Ideas  (Read 295180 times)

Offline The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #540 on: October 07, 2010, 06:46:01 PM »
Hmm, Ithought of the spikes as having a toxin on them, that's how they do most of the damage but if you want them to not hurt ghosts as much I think one trap should at least do normal damage to ghosts.
Nay on war engine. Maybe on spike trap. On gas trap, I was thinking maybe it could gemlike loopy gas and have mental damage. It would affect ghosts too because as they float through it, it attacks the conscience holding the ghost together. What think you?

My answer is that ghosts don't breathe

Gas trap

THN: yay
Duckling: nay
Cr0n0z: is that a yay?
Bugfartboy: Is that a nay?


Spike trap

THN:yay
Duckling:yay
Cr0n0z: is that a nay?
Bugfartboy: maybe
THE CAT IS BACK!!!!!!1!!!

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


Offline ArtDrake

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Re: New Enemy Ideas
« Reply #541 on: October 07, 2010, 07:03:29 PM »
Okay, still not getting why people don't like the idea.

I don't see the problem with having speed 5 for the sake of having speed 4 for two turns while the machine rusts.

Offline Chrono

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Re: New Enemy Ideas
« Reply #542 on: October 07, 2010, 08:34:56 PM »
Cr0n0z: is that a yay?
A full yes on gas trap.
Cr0n0z: is that a nay?
Not a nay. My only point was that if you were using spike traps, physical resistance should still bring the damage down to 50%(?) instead of 75%.
===
Hmm, Ithought of the spikes as having a toxin on them, that's how they do most of the damage but if you want them to not hurt ghosts as much I think one trap should at least do normal damage to ghosts.
If you want to be fair to "non-spirits" in terms of damage received:
If it's a trap designed, set up, and (remotely) controlled by psy engineers or something, why not.
Which brings us to a new idea ;D
===
Great idea though, I'm 111% fine with it. I just had a little problem with the damage modifier. But seeing that what you intended was a toxic trap, you can choose:
  • 75% for toxic trap
  • 50% for normal spike trap, 100% for psy-controlled trap
  • Both ^^
===
Okay, still not getting why people don't like the idea.

I don't see the problem with having speed 5 for the sake of having speed 4 for two turns while the machine rusts.
Not that I don't like the idea of the war engine, but it'd take years to convince anyone, especially im2smart4u. No offense, because I'm not convinced either. I'd rather you set the spawn point 2-3 squares closer. It means the same thing as having a speed of 5 anyway.
EDIT: I think the reason why people don't want speeds over 4 is because it's a psychological thing. If it doesn't scare us, it will frustrate us at least. And what Bugfartboy said.
EDIT2: I changed my name to Chrono, Holy namelesskitty. Sorry for being so confusing.
« Last Edit: October 08, 2010, 02:01:45 AM by Chrono »
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Offline bugfartboy

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Re: New Enemy Ideas
« Reply #543 on: October 07, 2010, 08:38:56 PM »
At the moment, my core on the War Engine is a very strong nay. Nothing can be that fast. Especially a 10 ton war engine.

Offline Zackirus

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Re: New Enemy Ideas
« Reply #544 on: October 08, 2010, 05:49:16 AM »
I'm maybe on both the gas and spike trap (I don't know whether Craig could program that or not)

Chrono: Welcome to the forums: use correct spelling and grammar, suggest new ideas, and have fun!

Helenite Cross-Medic
This medic is special. He has trained in the art of combat to almost the level of a regular swordsmen. He is able to counter-attack and but his healing has suffered from the amount of training.
Health: 35
Speed: 3
Attacks: Melee (Range 1,Damage 10) Mind Shield (Range 1, Heals 10)
Counter-Attack: (Range 1. Damage 10)
Resistance: Light
Immunity: None

Thoughts, Ideas, Comments?
« Last Edit: October 08, 2010, 09:08:57 AM by Zackirus »
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Offline Cypher

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Re: New Enemy Ideas
« Reply #545 on: October 08, 2010, 10:15:52 AM »
Nay for Helenite cross medic.

Offline Zackirus

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Re: New Enemy Ideas
« Reply #546 on: October 08, 2010, 11:58:14 AM »
Nay for Helenite cross medic.

May I ask why?
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Offline Cypher

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Re: New Enemy Ideas
« Reply #547 on: October 08, 2010, 12:09:01 PM »
Change the name and it'll be a yay.

Offline Zackirus

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Re: New Enemy Ideas
« Reply #548 on: October 08, 2010, 02:11:45 PM »
I have three Ideas (take your pick):

Helenite Field-Medic
Helenite Legionare
Helenite Centurion
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Offline The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #549 on: October 08, 2010, 03:49:19 PM »



Gas trap

THN: yay
Duckling: nay
Crono: yay
Bugfartboy: Is that a nay?


Spike trap
now does 50% damage to spirits

THN:yay
Duckling:yay
Cr0n0z: yay
Bugfartboy: maybe

introducing the memory trap, is caused by there having been a massive psy discharge in that spot, the residual psy energy partially erases the memory of the character that steps there, does the normal 7 damage but 200% to ghosts and spirits ( their memory is what keeps them together)

memory trap

THN: yay
THE CAT IS BACK!!!!!!1!!!

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


Offline ArtDrake

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Re: New Enemy Ideas
« Reply #550 on: October 08, 2010, 03:55:34 PM »
Okay, speed 4. That work for people?

Offline Chrono

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Re: New Enemy Ideas
« Reply #551 on: October 08, 2010, 04:02:00 PM »
introducing the memory trap, is caused by there having been a massive psy discharge in that spot, the residual psy energy partially erases the memory of the character that steps there, does the normal 7 damage but 200% to ghosts and spirits ( their memory is what keeps them together)

memory trap

THN: yay
Chrono: yay
[spoiler=Infinity, explained in 3 different words]

[/spoiler]

Offline The Holy namelesskitty

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Re: New Enemy Ideas
« Reply #552 on: October 08, 2010, 04:09:04 PM »
Gas trap

THN: yay
Duckling: nay
Crono: yay
Bugfartboy: Is that a nay?


Spike trap
now does 50% damage to spirits

THN:yay
Duckling:yay
Cr0n0z: yay
Bugfartboy: maybe


memory trap

THN: yay
Chrono: yay
THE CAT IS BACK!!!!!!1!!!

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


Offline Zackirus

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Re: New Enemy Ideas
« Reply #553 on: October 08, 2010, 04:50:43 PM »
*hem hem* Nameless: I voted a maybe for all the trap ideas as I like them but I don't think Craig could create them

I am stilling waiting to hear what peope think of my Helenite Healer-Swordsmen
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Offline Chrono

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Re: New Enemy Ideas
« Reply #554 on: October 08, 2010, 05:09:26 PM »
*hem hem* Nameless: I voted a maybe for all the trap ideas as I like them but I don't think Craig could create them

I am stilling waiting to hear what peope think of my Helenite Healer-Swordsmen

I vote maybe.
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