Author Topic: New Enemy Ideas  (Read 290368 times)

Offline KZ

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Re: New Enemy Ideas
« Reply #345 on: July 04, 2010, 08:12:29 AM »
Well, it would be a bit strange to put NaN to the bird stat, and I did use simplified logic there to give some place-holding number. Still not sure what that number should be, if anything?

From another thread, the suggestion arose to call the bird "Oris", so I'll call it by its temporary name, for now.

Oris

Health: 28

Speed: NaN

Attack: Melee

Resistance: none

How about these stats, now?
And I guess the actual pet bird for Gelf can be equipped with extra attacks, if need be.

I don't mind the frog, though the name sounds a tad silly to me (though I believe that was the orginal intent?).

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Offline Bromtaghon

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Re: New Enemy Ideas
« Reply #346 on: July 04, 2010, 08:41:32 AM »
I think 51 is the highest number it could possibly need, can anyone else find anything higher?
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Offline MikeW781

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Re: New Enemy Ideas
« Reply #347 on: July 04, 2010, 10:44:50 AM »
Will the health be influenced by the players level?
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Offline Bromtaghon

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Re: New Enemy Ideas
« Reply #348 on: July 04, 2010, 11:51:12 AM »
For the enemy- probably not.  For the summon- Oris will probably get stronger as Gelf (not Duvalier) levels.
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Offline KZ

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Re: New Enemy Ideas
« Reply #349 on: July 04, 2010, 04:04:58 PM »
For the enemy- probably not.  For the summon- Oris will probably get stronger as Gelf (not Duvalier) levels.
Correct, that's the idea. The attack stats will level with Gelf Psy Attack, and hp will level with Gelf Psy Defense.

However, for the enemy the stats will be fixed. I think that as an enemy unit, Oris would be quite a major annoyance to have, but will add an extra dimension and compensate for the relatively low speed of the rest of the enemy units and provide an additional factor for a player to worry about (imagine a map with 10 Orises? What a nightmare!).
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Offline Anom

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Re: New Enemy Ideas
« Reply #350 on: July 05, 2010, 01:32:08 PM »
In my opinion, Oris should be used as a scapegoat. This would inspire more tactics in overall game play. Say that most of your teammates are low on health and the Main or Set needs to heal them. However, by gathering everyone together, the player risks getting attacked or surrounded by enemies. Oris or multiple Orises (?) could lure enemies away, giving your teammates enough time to escape. After that, Oris could either escape or possibly be recalled by Gelf.
   
My main reason that Oris should be used for this purpose is Oris just seems like a faster assassin with the proposed stats above. With a high enough attack damage, it could probably single-handedly defeat multiple enemies. It would just be overkill with Oris and Arman. Where would the strategy of the game lie in then? In addition, why does Oris have more health than a bandit? It just seems rather awkward that a bird has more health than a man (unless Oris is some huge predator). Nevertheless, I like the idea.

Offline algebra15

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Re: New Enemy Ideas
« Reply #351 on: July 05, 2010, 04:51:24 PM »
Has the idea of an enemy with damage reflection been discussed? If not, I was thinking something like:

Shadow Golem

Health: 55
Speed: 1
Attack: Melee (melee, 14 damage)
Counter: 50% damage reflection.
Resistance: Shadow
Description: If you try to hit a shadow, you'll just hurt yourself.

Placement: Possibly the result of  the combined efforts of the mechanics and the Shadowlings, could this be used for a sentry, but tank unit rather than the simple Shadowling?
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Offline KZ

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Re: New Enemy Ideas
« Reply #352 on: July 06, 2010, 03:16:18 PM »
Welcome to the fourms, Anon!

I just would like to point out that the stats above are for the enemy Oris- which will have the ability to attack anyone on the map (unless the unit is completely surrounded by obstacles) and therefore give the enemy units an equivalent of Arman on the map. Thus, the player will have to deal with effectively an omnipresent enemy, and it will be quite a new tactical challenge, methinks. (I honestly think that the pain required to re-work the code for max speed limit will well be worth the final effect, as there is no enemy that presents the same type danger to the player.)

Now, the Gelf's Oris would have a much lower stats for health, for starters (say 20), and it will have range 10, with melee attack (which will also be rather weak, around 5-7), so it will not be able to kill many enemies, but could be used to finish off a major threat (e.g. Dark Spriggat with 3 health or a boss with Vendetta/Vengeance and very low health). Thus, it's a much more niche teammate than Arman, and a tad less versatile. However, the stats will scale with Gelf stats, so, given how the enemis will have very high health and high damage, it will be possible to bring Oris to a decent level in order to withstand enemy counterattack.
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Offline Zhampir

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Re: New Enemy Ideas
« Reply #353 on: July 06, 2010, 09:07:53 PM »
Ah-har ye matey I do believe that's what I was trying to accomplish with my Teleporting Psychopath. Although I like your bird (who has a Latin name for a mouth) idea much better. Besides mine was more of a joke to try to get people to think outside of the whole 3 speed thing (seemed that too much emphasis was being placed on that, if we're trying to separate all the enemies into separate niches then by giving the majority of them the same speed fails that goal.)

Offline SmartyPants

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Re: New Enemy Ideas
« Reply #354 on: July 07, 2010, 01:19:46 PM »
I don't like teleporting (or infinite steps), because it removes strategy from a game based on strategy.  No matter how you move your characters, the enemy will appear behind them.  It will be a game of trading hits.

Offline Zackirus

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Re: New Enemy Ideas
« Reply #355 on: July 07, 2010, 02:16:03 PM »
Placement: Possibly the result of  the combined efforts of the mechanics and the Shadowlings, could this be used for a sentry, but tank unit rather than the simple Shadowling?

The overall enemy concept I am okay with it is just the back story of it. Why would the Mechanics care about Shadowling's affairs and vise versa. I just don't see it working together

Ah-har ye matey I do believe that's what I was trying to accomplish with my Teleporting Psychopath. Although I like your bird (who has a Latin name for a mouth) idea much better. Besides mine was more of a joke to try to get people to think outside of the whole 3 speed thing (seemed that too much emphasis was being placed on that, if we're trying to separate all the enemies into separate niches then by giving the majority of them the same speed fails that goal.)

I also agree with im2smart4u that it does remove strategies but I do like the idea of more creatures with high speed
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Offline algebra15

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Re: New Enemy Ideas
« Reply #356 on: July 09, 2010, 02:18:17 PM »
Quote
Why would the Mechanics care about Shadowling's affairs and vise versa


For money, of course.
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Offline Bromtaghon

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Re: New Enemy Ideas
« Reply #357 on: July 09, 2010, 02:42:01 PM »
I don't like teleporting (or infinite steps), because it removes strategy from a game based on strategy.  No matter how you move your characters, the enemy will appear behind them.  It will be a game of trading hits.

H = Hero
X = Wall
O = Oris
E = Empty

XOE
XHE
XXX

No matter where Oris moves, the Hero can hit it without exposing his back.
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Offline Zackirus

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Re: New Enemy Ideas
« Reply #358 on: July 09, 2010, 03:35:25 PM »
Loyalist Commander

Health: 70
Speed: 3
Attack: Mind Blast (Mental, Range 1, 18 damage), Shadow Blast (Mental, Range 2, 20 Damage), Dark Vortex (Mental, Ranage 3x3, Damage 20)
Counter: None
Resistance: Shadow
Description: Light Blue Shadowlings with two horns and the Loyalist Mask (Mask that only covers one eye)
 
These are the leaders of the Loyalists. They are old Shadowling Guardians which survived the orginal Shadow Wars. This idea was spawned from the Shadowling Guardian forum.
« Last Edit: July 09, 2010, 03:39:11 PM by Zackirus »
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Offline SmartyPants

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Re: New Enemy Ideas
« Reply #359 on: July 09, 2010, 06:19:26 PM »
I don't like teleporting (or infinite steps), because it removes strategy from a game based on strategy.  No matter how you move your characters, the enemy will appear behind them.  It will be a game of trading hits.

H = Hero
X = Wall
O = Oris
E = Empty

XOE
XHE
XXX


No matter where Oris moves, the Hero can hit it without exposing his back.
So your solution to fighting Orises is to have every teammate always have their backs to rocks or walls?  That is impossible to do in almost fights unless keep your charcters at the borders the whole time.  Infinate steps enemies will limit the teammates movements to nothing or it will be a game trading attacks.