Author Topic: New Enemy Ideas  (Read 295179 times)

Offline SmartyPants

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Re: New Enemy Ideas
« Reply #390 on: July 15, 2010, 02:29:02 PM »
Your ninja suggestion is the same as the Ravinale Assassin, but with melee.  So what is the point?

Cera Bella seems to be culturally and enviromentally like the regions of the Crusades.  Ninjas don't fit very well into that setting.

Offline Anom

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Re: New Enemy Ideas
« Reply #391 on: July 19, 2010, 01:51:17 PM »
I noticed that the enemy wish list wasn't recieving much attention any more. So I decided to post my own enemy as some food for thought.

Proctor
Description: Not all psy fighters possess an elemental affinity. Some just specialize in psy techniques like these proctors. Even though they do not compare to black capes fighting-wise, they can defend themselves. They can be found at the Psy Academy training advanced students in using the Gift. Their special technique, prohibit, disables an enemy’s ability to use a skill via wiping their memories of it for an indefinite period of time.

Health: 47
Psy Points: 50
Speed: 2
Attacks: Mind Blast (Range: 1 Damage: 17); Feedback (Range: 2, Healing/Damage: 12); Prohibit (Range: 1, Damage: 0, Cost: 10 Psy points)
Counter-attacks: None
Immunity: None
« Last Edit: July 19, 2010, 01:54:46 PM by Anom »

Offline Duskling

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Re: New Enemy Ideas
« Reply #392 on: July 19, 2010, 02:15:42 PM »
Welcome to the forums Anom! [Insert rest of greeting here] It's only been four days, ideas for enemies come and go, or are turned down by their own makers, it's mostly all about post quality, not post quantity, in the words of KZ.
« Last Edit: August 09, 2010, 12:07:58 PM by Duskling »

Offline Dorgon 5000

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Re: New Enemy Ideas
« Reply #393 on: July 19, 2010, 11:41:53 PM »
I like it.

Offline SmartyPants

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Re: New Enemy Ideas
« Reply #394 on: August 03, 2010, 01:05:03 PM »
I like the Proctor, but maybe the enemy can be part of the Cult, since there are already so many Psy Academy troops.
Proctor
Health: 47
Speed: 2
Attacks: Mind Blast (Range: 1 Damage: 17); Feedback (Range: 2, Healing/Damage: 12); Prohibit (Range: 1, Damage: 0, Cost: 10 Psy points)


Blurp- A large toad that are found in the bogs and forests of Cera Bella.  It can leap great distances to catch its prey.  Known to cause massive damage, the monster's tongue can be launched at great speeds at a target.
Health: 35
Speed: 2; Leap
Attacks: Tongue Strike (Range: 2, Damage: 8 )
This unit had as much poplularity as the Wraith, so why wasn't it Formulated?

Offline MikeW781

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Re: New Enemy Ideas
« Reply #395 on: August 09, 2010, 11:38:51 AM »
^^ Would programming Ai to use leap be tricky? ^^

Also, to revive this thread, I would like to suggest a new unit:
Spriggat Rusher:
Meant for rushing the enemy and surrounding them, these Spriggats are quicker than most, but not as strong. They were developed to help route out the loyalists after the Shadow Wars, and are still around as a part of the Shadowling empire's military.
Health: 30
Attacks: Mind Blast, Fire Breath 1
Speed: 6
Currently tied with Zack for the title of Master of Light!

Offline SmartyPants

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Re: New Enemy Ideas
« Reply #396 on: August 09, 2010, 11:57:33 AM »
After being recruited by the Assassin's Cult, the Spriggat Assassins are trained to move faster then they ever could.  This new boost in speed will allow them to sneak behind enemy lines and simultaneously hit two targets from behind.

Frost Assassin:
Health: 48
Speed: 4
Attacks: Frost Breath (Range: 1-2, Damage: 10)
Resistance: Cold

Red Assassin:
Health: 42
Speed: 4
Attacks: Fire Breath (Range: 1-2, Damage: 8 )
Resistance: Heat
People didn't like the fast moving Spriggats in the past.

Speed should never be 5, and should rarely be 4.
If it shouldn't be 5, then it definitely shouldn't be 6

Offline Zackirus

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Re: New Enemy Ideas
« Reply #397 on: August 15, 2010, 07:50:01 AM »
These units expands on the Mechanic section and gives the mechanics their own healer.

Mechanic Medic
Just because you aren't a Psy doesn't mean you can't heal people. These medics use herbs, bandages, and other sources to wipe away wounds and heal their teamates. The have short swords if they need to defend themselves.
Health: 30
Speed: 3
Attacks: Melee (Range: 1, Damage: 12), Patch Up (Range: 1, Heals: 16)
Counter-attacks: None
Immunity: None

Thoughts, Ideas, Opinions?
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Offline SmartyPants

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Re: New Enemy Ideas
« Reply #398 on: August 15, 2010, 08:58:03 AM »
I think we should wait for the Bandit Healer mentioned in the Twitter to premiere.  Then you can model the Mechanic Medic after the Bandit's healer.

Offline Zackirus

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Re: New Enemy Ideas
« Reply #399 on: August 16, 2010, 11:19:24 AM »
I think we should wait for the Bandit Healer mentioned in the Twitter to premiere.  Then you can model the Mechanic Medic after the Bandit's healer.

Why would we need to model the Mechanic Healer after the Bandit Healer? The stats of the Mechanic Medic who have to be in the range of the Mechanics while the bandit healer in the stats of bandits.
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Offline SmartyPants

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Re: New Enemy Ideas
« Reply #400 on: August 16, 2010, 01:41:37 PM »
Instead of "Patch Up", we should wait to see the healing attack the bandit uses.

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Re: New Enemy Ideas
« Reply #401 on: August 16, 2010, 01:50:52 PM »
I agree, Im2smart4U (I've never said that before). Nonetheless, it's a good idea.

Offline Zackirus

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Re: New Enemy Ideas
« Reply #402 on: August 16, 2010, 03:35:32 PM »
With that said then, is everyone in agreeance that we should have a Mechanic Medic?
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Offline Duskling

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Re: New Enemy Ideas
« Reply #403 on: August 16, 2010, 03:44:33 PM »
With that said then, is everyone in agreeance that we should have a Mechanic Medic?
I like that idea. It reflects that they're not completely, or not at all, Psys, rather more like combat/infantry people. So I like it.

Offline Cypher

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Re: New Enemy Ideas
« Reply #404 on: August 17, 2010, 02:12:48 AM »
I like it too. I want to see more than just one type of Medic/Healer.