Author Topic: Boss room modifiers  (Read 1192 times)

Offline Itchykobu

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Boss room modifiers
« on: October 10, 2011, 03:54:54 pm »
Does anybody else think it would be cool if boss rooms had localized 'enchantments' of sorts that would affect how you combat the bosses? For example, an 'electromagnetic field' modifier that would prevent you from using any lightning-based spells (ball/ride-the) or a 'gravity field' that would decrease your mobility as well as the range of spells like 'launch rock/meteor'? Of course, bosses should be immune to the effects to keep the challenge up.

To me, that would bust up the current feel of 'equip strongest spells and chase after boss until it dies', and I was wondering if anybody else had similar thoughts?

Offline ColdPrototype

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Re: Boss room modifiers
« Reply #1 on: October 10, 2011, 05:39:41 pm »
I think this is a really great idea. Ideally, I think fighting bosses would be like a puzzle. There are a variety of complex, interlocking elements, each randomly generated, and you get a new, emergent challenge each time. I think simple room modifiers are an elementary step in that direction, but I'd like to see things that required the more complex spell modifiers (e.g. upcoming ability to add effects, like hitting multiple target) add something, too.

Some other things to help draw in that direction:
- More complicated boss abilities (Auras that damage you if you get close. Maybe the amount stacks over time, so you can run in for quick attacks, but can't stay in there)
- Boss rooms that synergize with adds (e.g. platforms that sniper skelebots, if any, start camping on)
- Timed traps/environment effects that limit your travel through the room
- Bosses that switch tactics depending on adaptation/random chance at certain health checkpoints
-- Maybe you can search the keep/lieutenant keeps for intel on how that would change

Offline zebramatt

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Re: Boss room modifiers
« Reply #2 on: October 10, 2011, 05:42:37 pm »
Throw it up in Mantis and I'll vote for it.

Offline Itchykobu

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Re: Boss room modifiers
« Reply #3 on: October 10, 2011, 06:05:54 pm »
Thanks for the positive feedback - Mantis'd.

Offline snelg

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Re: Boss room modifiers
« Reply #4 on: October 11, 2011, 08:12:09 am »
I really like the idea. But like ColdPrototype mentioned, there's a lot more that could be done. I wouldn't rule out modifiers that actually help the player either. Could make for some extra variation.