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IDProjectCategoryLast Update
0006397Valley 1Suggestion - Mission IdeasMay 10, 2012 2:54 am
ReporterBobTheJanitor Assigned To 
Status consideringResolutionopen 
Product Version0.901 
Summary0006397: Mission idea - monster escape
DescriptionFor 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.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Underfot

Mar 8, 2012 1:01 pm

reporter   ~0020582

Last edited: Mar 8, 2012 1:02 pm

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).

BobTheJanitor

Mar 8, 2012 2:14 pm

reporter   ~0020585

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.

DerfK

May 10, 2012 2:54 am

reporter   ~0023923

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...

Issue History

Date Modified Username Field Change
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