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Author Topic: New enemies  (Read 41184 times)

skarczew

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Re: New enemies
« Reply #75 on: December 01, 2009, 05:01 »

Former Pacifist
h
Very rare to see, low or non-existant armor, speed from fast to very fast, no melee / ranged attacks.
HP comparable to Former Humans or Sergeants.
No weapons, aside from one funny thermonuclear device ... =) .

He activites the device as soon as he sees the player.

If a player kills him before the device is activated, he drops it.
If a player kills him during the countdown, the device is destroyed.
If a player does not kill him within countdown time, there is one big BOOM.
« Last Edit: December 01, 2009, 05:03 by skarczew »
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UnderAPaleGreySky

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Re: New enemies
« Reply #76 on: December 01, 2009, 05:59 »

This, I like. And can't see any way of making it better.  :D
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skarczew

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Re: New enemies
« Reply #77 on: December 01, 2009, 06:06 »

This, I like. And can't see any way of making it better.  :D
You are welcome =) .

This idea seems to perfectly match the game - simple, funny, BOOMbastic =) .
« Last Edit: December 01, 2009, 06:11 by skarczew »
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bfg9001

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Re: New enemies
« Reply #78 on: December 01, 2009, 08:26 »

I could see that sort of enemy causing a lot of frustration! Or even still, have him run at you like a suicide bomber and when he touches you, have the nuke go off :P
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X-Heiko

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Re: New enemies
« Reply #79 on: December 01, 2009, 12:00 »

I've been shot at by a sergeant I didn't see a few times now. Being seen by a pacifist and going the other way... that would suck. I'm no big fan of the "weak guy carries big gun" idea, but that's just my taste.

Yes, I suggested a former rocket soldier. I know. But a rocket launcher is not *that* evil.
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skarczew

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Re: New enemies
« Reply #80 on: December 02, 2009, 01:42 »

I could see that sort of enemy causing a lot of frustration! Or even still, have him run at you like a suicide bomber and when he touches you, have the nuke go off :P
I think it would make him too weak. Monsters like Captains / Sergeants are pretty weak anyway and die fast.
10 seconds before the thermie goes BOOM is a lot of time imho. I usually get fried much more faster by more standard enemies like commandos or mancubies (last record: 200%->negative HP during reload of combat shotgun, AoI run; there were no monsters in sight when i started reload :) ).

Quote
former rocket soldier
Former RPG Marine / Rocketeer would be interesting - especially if he could use the rocket jump ability to get to his target and destroy walls in order to hit the player behind them :D .
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raekuul

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Re: New enemies
« Reply #81 on: December 02, 2009, 19:58 »

This is probably mod material instead of Main Branch material, but: Tsutomu Yamaguchi, the only man to survive two nuclear attacks, inspires me to suggest the Ash Zombie. It's an enemy that isn't affected by the thermie or by thermie-like effects. Oh, and he's got Fireangel.

Ash Zombie
z
Starting from Floor 16
Not affected by splash damage
Not afftected by Thermies and similar blasts
Does not leave a corpse
Can wield dropped weapons
Starts with a pistol
HP similar to Cacodemon
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mikee

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Re: New enemies
« Reply #82 on: December 02, 2009, 20:19 »

Former Pacifist
h
Very rare to see, low or non-existant armor, speed from fast to very fast, no melee / ranged attacks.
HP comparable to Former Humans or Sergeants.
No weapons, aside from one funny thermonuclear device ... =) .

He activites the device as soon as he sees the player.

If a player kills him before the device is activated, he drops it.
If a player kills him during the countdown, the device is destroyed.
If a player does not kill him within countdown time, there is one big BOOM.

Hahaha.  Imagine seeing this guy on a pacifism run.  A melee run would be pretty awful, too.
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UnderAPaleGreySky

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Re: New enemies
« Reply #83 on: December 24, 2009, 06:08 »

Former Bomb Tech
"Apparently, the masters behind this invasion don't mind if they lose some former humans. Now all the UAC/Marine personel with explosives specialization have been reworked for one purpose: to take out the enemy in an up-close-and-personal firestorm."

h
HP: 30
Move Speed: 1.2s
No melee/ranged attack

Upon entering the players FOV, it makes a beeline for the player. If it manages to make it to a square adjacent to the player, it explodes with the force of a rocket (as if launched from an un-modded RL, 6d6). When killed, produces the same explosion. Keep those 4 squares between it and yourself!

Also, MERRY CHRISTMAS FROM AUSTRALIA!
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Tavana

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Re: New enemies
« Reply #84 on: December 28, 2009, 08:44 »

Former Bomb Tech
et cetera

MFa would make them do no damage, just in case you weren't aware.
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Fanta Hege

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Re: New enemies
« Reply #85 on: December 28, 2009, 09:07 »

Shade
Is it even real? Is it just a fragment of your imagination? Something moving in the corner of your eye..? Whatever it is, its better off dead.


s

HP; 15.
Armor; None
Speed; 180% (Oh god what)
Weapon/attack; Fires a small fireball/acid/something that deals 1 - 4 (1d4) damage, no splash damage however, similiar to plasma/bullets.
Special; Constantly attempts to move in and out of players view, attacking in a hit and run type of a pattern.
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metroidRL

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Re: New enemies
« Reply #86 on: December 28, 2009, 11:38 »

Metal demon
appareance: c
speed: 150%
HP: 36.
Armor: 2
accuaracy: +3 meele accuaracy.
Damage 1d6+6/7-12 = 9
"Did you think that the demon is bad well think again this demon has upgraded robotic legs and now move more faster it can be spawned with other demons and metal demons and doesn't knock back with most of the shotguns.

like that or more harder.

« Last Edit: December 28, 2009, 11:45 by metroidRL »
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ChaoticJosh

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Re: New enemies
« Reply #87 on: December 28, 2009, 22:28 »

No love for my favorite fodder enemy?

Terror Elemental
appearance: O
speed: 180%
HP:40
armor: 1
Melee: 0
range: 0
accuracy: 0
"Pain Elementals? That's kiddy stuff boy, these are terror elementals. A living breathing gate into the underworld, these will zip about and spawn demons like crazy.

So they're like pain elementals, except that they spawn demons instead of lost souls. I think it would be more appropriate if it they spawned them more aggressively than pain elementals, since they're kind of pushovers as is.
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thelaptop

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Re: New enemies
« Reply #88 on: December 28, 2009, 22:34 »

I think it would be more appropriate if it they spawned them more aggressively than pain elementals, since they're kind of pushovers as is.
I see you've not done an AoMr run and being spawned in the middle of a room full of demons/lost souls...
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UnderAPaleGreySky

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Re: New enemies
« Reply #89 on: December 29, 2009, 03:13 »

MFa would make them do no damage, just in case you weren't aware.
And? One specific build is immune to the bastard, no big deal. The rest are still fairly annoyed :P

Oh, and what if the bomber opens a room full of Arachno's? Plasma goodness for all ^^
« Last Edit: December 29, 2009, 03:16 by UnderAPaleGreySky »
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