DRL > Requests For Features
Re: The Wall
Gargulec:
If you attempt Brick Silver on AoB, you should have a HPD from HA completion anyway, so the escape problem is not exactly existent. Just saying.
metroidRL:
--- Quote from: Gargulec on May 25, 2011, 05:03 ---If you attempt Brick Silver on AoB, you should have a HPD from HA completion anyway, so the escape problem is not exactly existent. Just saying.
--- End quote ---
But what if the wall spawns at level 7 :/? i've seen cases where i found wall at level 7
Game Hunter:
--- Quote from: metroidRL on June 12, 2011, 15:28 ---But what if the wall spawns at level 7 :/? i've seen cases where i found wall at level 7
--- End quote ---
HA = Hell's Arena
HAr = Hell's Armory
But, since this got bumped, I'm in favor of The Wall exploding after everything dies (kinda like UC but just the 8x20 block in the middle). Brick Silver has enough problems in achieving already.
DeathDealer:
I'd like to see the Wall come down if you've managed to take out the baddies. Makes perfect sense.
I'd also like to suggest that you be able to get a guaranteed Shockwave Pack before The Wall and that this item be able to open a path through the wall somehow. Perhaps there'd be one waiting at The Wall if you defeated the Arena Master, either in the hands of another unique monster or with a little thank you note.
Also since the Shockwave Pack can spawn earlier than the wall there's a small chance that anyone, under any circumstances might be able to clear the wall.
Edit: Here's an idea I like a lot. If you've killed the Arena Master, then the level that spawns The Wall stairs also spawns a unique creature above those stairs, which doesn't act and is indestructible until the level is cleared. (Alternatively players could use the Arena Master's Staff to activate it, perhaps.)
On Juggernaut Activation: You feel relatively- What the Hell?! The ground quakes beneath you! Something massive is on it's way!
The Juggernaut
A modified Bruiser Brother, Bright Green!
Description: Hell is very not pleased with you mortal! They've sent one of their mightiest engines of destruction after you. You may run, but you cannot hide from the earth-shattering power of the Juggernaut.
Attacks
Melee: Melee damage should probably be reduced due to the very low level of the player, but add in a serious knockback of two to four squares should make it seem pretty beastly and set the player up for a one-two with the ranged attack. It would be awesome if a player knocked back this way destroyed any walls that they bumped into, giving them a chance to put something between themselves and the Juggernaut if they can't take the heat.
Ranged: Short Range projectile (1-2 squares) which differs from the originals by being fire and causing less damage. (Allowing at least Blue Armor to help resist.) I think that this attack should have a small chance to destroy walls in one hit or have a reduced blast radius as well.
AI: The Juggernaut uses the new Cyberdemon AI which encourages it to chase the player and fire at walls.
Rewards: The Juggernaut drops 1-3 shockwave packs depending on difficulty.
Malek Deneith:
Personally I wouldn't mind seeing some sort of plot and flavor being added to The Wall. I mean - we have a whole bunch of powerful demons locked away behind a thick wall. Doesn't that make you wonder who and why put them there? Were they put there to guard something (the backpack?). Or were they sealed off, isolated? Perhaps by tearing down the wall you're releasing something even worse.
Oh.
Um.
The original idea? Yeah... tearing down the wall after it has been cleared away is probably a good idea.
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