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High HP monsters (idea)  XML
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FogRaider(_MM)

Killing Spree

Joined: 02/23/2007 18:50:48
Messages: 89
Location: Pennsylvania
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I was thinking:
Have you ever seen how fast titans go down when there are a few high-level players (especially WMs) shooting it? Its around 2 seconds as far as I can tell. Since titans are supposed to be the big monster that takes a lot of beating to get down, I was wondering if it would not be appropriate to introduce some monsters with even higher HP than titans; something that can take a beating from a group of players and still stick around for a little while. Here are some of my ideas (but it is the concept that is important IMO):

Scarab
Pupa model reskinned, 2x size (which is still small)
3x damage of pupa, 1.5x speed
1600 health
No modifiers

Undead Mercenary
Merc model reskinned
Same damage as Elite Merc, same speed
3500 health
Immune to magic modifiers, similar to nali

Golden Slith
Slith model reskinned, shiny
2.5x damage of slith, same speed
5500 health
Reflects 90% of all energy weapons, including sentinel shots

Scarab Queen (lol you knew it was coming)
Queen model reskinned, 1.5x size unless that causes issues with being able to fit places
Same damage, speed of regular queen
8000 health
Unable to teleport unless it gets stuck, spawns Scarabs
No modifiers


I tried to keep codability in mind. Thoughts?
(DC)DEMONSLAYER

Wicked Sick!
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Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
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Raider,

Have you ever been on when just "high level" players are left in a wave?

I can guarantee you that there are no "2 second" kills of any monster, not even pupae.

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FogRaider(_MM)

Killing Spree

Joined: 02/23/2007 18:50:48
Messages: 89
Location: Pennsylvania
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(DC)DEMONSLAYER wrote:
Raider,

Have you ever been on when just "high level" players are left in a wave?

I can guarantee you that there are no "2 second" kills of any monster, not even pupae. 


Right, I wasn't saying when there were ALL high level players. I said when there are a few high level players shooting a monster. If there are a lot of players on, there are bound to be a good range of levels. And when you get titans at level 15 because the lowest player on is a 12, his DR will be a whopping 49, not even enough to justify using a piercing weapon over a +damage weapon for most players. THAT is when the 2 second kills take place, with a range of players and a lot of guys shooting the same monster.

The idea is to create a monster that a group like this can unload on and have it live long enough to actually fight back. That would be much more satisfying IMO then seeing a titan drop before it can even throw its first rock. Not that I have any problems with titans as they are, BTW.
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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~1500 to 2000 health is fine for higher level monsters. Titans just tend to die quickly because they're so big and they're worth a lot of points, so people focus fire them easily.
FogRaider(_MM)

Killing Spree

Joined: 02/23/2007 18:50:48
Messages: 89
Location: Pennsylvania
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@ Wail:
The whole point is to create a monster that can stand up to that kind of focus fire.

Also, monsters like these would force more teamplay, as it would be difficult to solo them. In prolonged battles, medics become more valuable to a group, and everyone else should feel their role more as well.

But if the community decides against this, that's totally fine.
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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The thing is, monsters with 1500-2000 are pretty tough to take down, and if they're smaller than Titans, will stand up pretty well against focused fire.

The other thing to consider is that, unless you're running a monster manager with that sort of control (and I don't know if DC does), you can't control how many of a type of monster will spawn. That's a big problem if you're talking monsters significantly harder to take down, because you could get a big buildup...
 
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