View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006397 | Valley 1 | Suggestion - Mission Ideas | Mar 3, 2012 6:54 pm | May 10, 2012 2:54 am | |
Reporter | BobTheJanitor | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.901 | ||||
Summary | 0006397: Mission idea - monster escape | ||||
Description | For this mission you would be in a building area with no other monsters except for one, and this one would be invulnerable and hit extremely hard. Probably nothing that uses projectile attacks, or at least not many, since dying to a one-shot from off screen isn't much fun. The idea is to evoke a classic horror movie feeling of running from the invincible bad guy. Ideally you wouldn't know where it was coming from, but you would get menacing musical cues indicating when it was nearby. {Although I don't know if there's any music that fits that sort of feeling in the game thus far) Maybe just silence the rest of the time. As far as the goal, it could be anything. Either you just get dropped in a maze of rooms (disable the map scouting system, possibly, so you can only see rooms that you've been in but not extra rooms ahead) and have to find your way out without dying, or you have to get in to a location and grab an item or rescue an NPC. (and optionally get out, or just have a free teleport out from there) The main point is to keep running into the big bad monster and running away in a panic. Possibly have little alcoves you can hide in while you wait for it to pass, that sort of thing. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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To add to this idea; You could start at the 'far end' of a building/cave. The first room has a single enemy and two switches you have to throw to unlock the next room, which has two enemies, three switches, and maybe some fire traps. The last room would have five enemies and four switches. You could keep adding more rooms and enemies depending on difficulty. For the enemies, I'm thinking a tiny fairy that does around 100 damage, is invulnerable, but dies on impact. You could survive a few run-ins, but not the entire mission's worth since there's no way to heal (no trash mobs). |
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Nothing wrong with that idea, but it's pretty different from the single invincible monster coming to get you. This idea is more about avoiding one baddie that you can't defeat, while executing some other task. Perhaps he could teleport around (while off screen) so he could get in front of you if needed. But I don't think rooms full of enemies is going to give the same effect. We've got rooms full of enemies everywhere else in the game already. |
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I could see playing "hunt the wumpus" in one of those huge maze rooms, but I'm not sure it would make a good mission type (especially since the maps usually generate without loops so there's no way "around" an invincible instakiller). More of a kind of super-stash, where you can grab a few enchant tanks, and then maybe a few more, and then maybe you ought to turn back before the wumpus aggros on you (triggering the boss music, which is as close as it gets), but the map shows a couple more green dots around the corner... |
Date Modified | Username | Field | Change |
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Mar 3, 2012 6:54 pm | BobTheJanitor | New Issue | |
Mar 5, 2012 9:57 am | tigersfan | Internal Weight | => Feature Suggestion |
Mar 5, 2012 9:57 am | tigersfan | Status | new => considering |
Mar 8, 2012 1:01 pm | Underfot | Note Added: 0020582 | |
Mar 8, 2012 1:02 pm | Underfot | Note Edited: 0020582 | |
Mar 8, 2012 2:14 pm | BobTheJanitor | Note Added: 0020585 | |
May 10, 2012 2:54 am | DerfK | Note Added: 0023923 |