Author Topic: [GAMEMODE] Boss Battles DX  (Read 8311 times)

ok so everything totally works, the new map is very large and provides a lot of routes and battlefields and it's easy to get around it

problem is that the minigame straight up does not start properly when anyone first joins, it just gets stuck in a bossless state and it won't reset because it only detects one person on the server

things to do:

• make it so that the last round in the burst rifle's burst (the explosive one) has a special label in the killfeed: [BURST RIFLE SPLASH]
• magic pixel regen should be toned way down
• magic pixel regen should only take place above 6 players
• magic pixel regen should never be visible; the health bar should never actually fill back up, it should just take longer to bottom out then the player expects
• when the boss fires a special move, every person on the server should hear the saw tomahawk's opening 'tching!' noise
• when the boss loses 10% health, a warning should play (the alarm sound?)
• when the boss falls below 20% health, a warning should play (the door buzzer sound?)
• when the player falls below 30% health, a warning should play
• the last round in the burst rifle's burst's projectile model should be the default rocket projectile model, and deal less direct damage
• the rest of the burst rifle's burst should deal more damage (killing in, say, 4 hits)
• when there are soldier no lives left, the boss should move at about 1.5x their base speed
• things to add to tips:
  Dixie's Mortar Shell can be used to propel herself across the map, at the cost of some health.
  Don't get too close to Dixie in-doors; if she fires a Mortar Shell, it'll hit the ceiling and hurt everyone (including her!) nearby.
  Dixie's Mortar Storm and Burst Barrage can be dragged across the map to hit multiple targets. Burst Barrage can even be used indoors!
  The Sabotage Ray can be used to leech Energy from the Boss by dealing enough damage!
  The Vampire Ray can be used to steal Health from the boss by dealing a certain amount of damage, and distribute it across all nearby players!
  The Defense-D Ray makes the boss less resistant to attack after dealing a certain amount of damage. Attack while they flash yellow to deal critical hits!
  Certain weapons make up for their low general damage by providing mobility options. The Railgun in particular is great for escaping attacks.
« Last Edit: September 29, 2015, 03:13:28 PM by Bushido »

things to do:

• make it so that the last round in the burst rifle's burst (the explosive one) has a special label in the killfeed: [BURST RIFLE SPLASH]
• magic pixel regen should be toned way down
• magic pixel regen should only take place above 6 players
• magic pixel regen should never be visible; the health bar should never actually fill back up, it should just take longer to bottom out then the player expects
• when the boss fires a special move, every person on the server should hear the saw tomahawk's opening 'tching!' noise
• when the boss loses 10% health, a warning should play (the alarm sound?)
• when the boss falls below 20% health, a warning should play (the door buzzer sound?)
• when the player falls below 30% health, a warning should play
• the last round in the burst rifle's burst's projectile model should be the default rocket projectile model, and deal less direct damage
• the rest of the burst rifle's burst should deal more damage (killing in, say, 4 hits)
• when there are soldier no lives left, the boss should move at about 1.5x their base speed
• things to add to tips:
  Dixie's Mortar Shell can be used to propel herself across the map, at the cost of some health.
  Don't get too close to Dixie in-doors; if she fires a Mortar Shell, it'll hit the ceiling and hurt everyone (including her!) nearby.
  Dixie's Mortar Storm and Burst Barrage can be dragged across the map to hit multiple targets. Burst Barrage can even be used indoors!
  The Sabotage Ray can be used to leech Energy from the Boss by dealing enough damage!
  The Vampire Ray can be used to steal Health from the boss by dealing a certain amount of damage, and distribute it across all nearby players!
  The Defense-D Ray makes the boss less resistant to attack after dealing a certain amount of damage. Attack while they flash yellow to deal critical hits!
  Certain weapons make up for their low general damage by providing mobility options. The Railgun in particular is great for escaping attacks.

« Last Edit: October 03, 2015, 07:25:56 PM by Gytyyhgfffff »

i got all the rays finished, and saturn is nearly finished
the server is up and you should all join

bump because i am ready to test saturn

ok new balancing for saturn

instead of his chaingun saturn's primary weapon is a precision-accurate micromissile launcher that kills in 3 hits but fires slow-moving, easily-dodged missiles (in essence, the missile storm). his projectiles peter out at 128 studs, where they explode

saturn's bots also use this same missile launcher, but their missiles fly at about half the speed. to compensate, they have 600 (actual, not scaled) health a pop, and are hard to budge with radius damage. their projectiles last the same 128 studs but fly at half the speed, so they 'linger' and can catch you off guard if you run directly into one like an idiot

saturn moves slightly slower then the soldiers but the micromissile launcher provides enough impulse for him to not quite rocket jump but more like rocket short-hop, allowing him to move long distances at the cost of health. saturn has exactly half of dixie's health.
« Last Edit: October 04, 2015, 12:59:09 AM by Bushido »

fixed a ton of issues that i didn't see on saturday, also did the modifications in the above post
ready to start balancing saturn more

Was expecting an ability where this thing comes crashing down.
Hint:  It's the Saturn V rocket.

Miranda
teleports. has a ray gun that fires very fast bullets and kills in 2 hits but travels only 48 studs, if that. has sub-saturn level health, and saturn level speed. additionally, the ray gun 'zaps' players it hits, which is purely an aesthetic effect. her scale is 1.2, but is .05 taller then she is wide or deep.
      
   [EN 2] Blink Device
   Allows Miranda to suddenly disappear and reappear wherever she's looking. when she reappears, her avatar is a random soldier class, but her weapon doesn't change and neither does her nametag. when Miranda fires, her avatar changes back to normal
         
   [EN 4] Decoy Device
   leaves a bot of Miranda at the location she teleports from that continues to fire at things. meanwhile, Miranda teleports away, exactly like Blink
         
   [EN 6] Bounce Blink
   upon triggering, Miranda can teleport once every 2 seconds for absolutely free
         
shooting Miranda makes her briefly unable to activate any of her abilities, indicated by her flashing white. the first hit after a blink will increase her cooldown to 0.2 seconds, and subsequent attacks will increase her cooldown by .06 seconds to a maximum of 0.5 total seconds, making it important to not teleport directly into a mass of people.
      
when fighting Miranda, the Soldiers only have 20 backup lives.
   

   
Opera
has dual scoped magnums which operate strangely; when the trigger is not held, Opera lowers his magnums and moves quickly. when the trigger IS held, Opera raises both magnums and slows his movement. after .7 seconds, Opera's magnums emit a saw tomahawk flash particle from both barrels and releasing the trigger causes the right magnum to fire a fast mid-range bullet that kills in 2 hits, and the left magnum to fire a less accurate slower bullet that provides the one-two punch. the magnums both carry a shocking amount of recoil, and while the magnums are being honed you cannot jump.
      
in addition, firing opera's magnums before they 'flash' the bullets are less accurate and deal less damage. while charging the magnums, the player light sound plays, and stops when they flash to punctuate when the sweet spot of his magnums trigger
      
Opera is 1.2 scale
      
   [EN 2] High Angle
   Opera jumps up high into the air, ejecting himself from a fight. while he is in the air, his revolvers are raised, and his first shot is free, perfectly accurate and super fast.
   
   incidentally if Opera jumps up _directly into a ceiling_, a goofy sound plays and he takes about two bars of damage.
      
   [EN 5] Fanning Attack
   causes Opera's magnums to fire like normal guns. the magnums still have a minimum of .3 seconds reload time. this effect lasts 1 seconds. if used after Dive In, fanning attack lasts 2 seconds but cancels out Dive In's speed bonus (but not it's damage resistance!)
      
   [EN 8] Dive In
   Opera begins to move very quickly and takes half damage (the mechanics therein being similar to Saturn's shield) but his jump height lowers drastically. he becomes immune to his speed debuff, as well. lasts 4 seconds
      
(Max EN: 8)

taking hits causes Opera's max speed to lower to his speed while he's honing an attack, not disimilar to Miranda's blink debuff.
      
has Miranda-like health. Soldiers come with 30 lives.
      

      
Big Guy
1.6 scale. lots of health, average movement speed (similar to Dixie). has a shotgun that can deal surprising damage to a very wide area that always fires 3 pinpoint-accurate bullets and 10 less accurate bullets that go wherever the hell they want. has an Armor mechanic that decreases his damage resistance after he takes a certain amount of damage, necessitating a balance between using his powerful offensive specials and his defensive specials that keep him in the game
      
the inner 3 projectiles from Big Guy's shotgun confer high impulse, allowing you to knock players around.
      
Big Guy breaks armor after taking 4000 damage. when this happens, the spear explosion plays
      
   [EN 3] Fireball
   Big Guy racks his shotgun before firing a single gravity-affected fireball. this fireball does high radius damage, instas on a direct hit and applies the burn emitter (but doesn't deal afterburn damage) on enemies.
         
   in addition, Fireball leaves a big towering pillar of flame wherever it lands. standing nearby it (as Big Guy with no armor, or as a soldier at all) causes 15 damage per second. the flame pillar lingers for a solid 10 seconds
      
   [EN 5] Bouncing Fire
   like that other thing, but like 4 fireballs come out. one fireball explodes immediately and goes right where you aimed it while the other fireballs start bouncing around wherever they want and explode after about 5 seconds.
      
   [EN 8] Forge Armor
   refills armor back to full and leaves a flame pillar where you're currently standing
   


Mixmaster
1.5 scale. saturn-like health, dixie-like speed. boasts the single widest variety of moves and has a rocket launcher that travels slowly and deals low radius damage but deals damage over an enormous radius. the rocket launcher is best used at very short range- like the warhead launcher- meaning that while Mixmaster is not using his amazing repitoire of moves he's hurting himself like an idiot
      
   [EN 2] Fast Rocket
   mixmaster racks his (rocket launcher?!) and waits a little too long (like, 2 seconds) before firing literally just his normal rocket, but faster. the rocket also deals higher radius damage.
      
   [EN 3] Chain Lightning
   mixmaster charges and fires a lightning bolt- that is, the raycast from Chain Lightning- from his eyes. Chain Lightning kills in 2 hits
   
   [EN 4] Smoke Out
   Miranda's blink, but without her disguise aspect. instead, Mixmaster spawns an explosion at his location AND a location at his target location. the explosion is his normal rocket explosion.
      
   [EN 5] Tag Out
   spawns an identical copy with the same exact rocket launcher, with 1/15th of Mixmaster's health. only one can exist at a time; the important thing Mixmaster AND his tagged clone both use special attacks when mixmaster triggers them
      
   [EN 6] Diffusion Beam
   mixmaster begins to periodically fire red railgun lasers from his eyes. the lasers kill in 3 hits and fire about every half second, and can reach clear across the map. the lasers are totally uncontrollable and last for like 15 seconds. the laser confers the normal railgun explosion (but not normal railgun damage) which makes shooting the rocket launcher at short range harder to do
      
   [EN 10] Circus Missiles
   Mixmaster racks his launcher before picking a handful of people to target with circus missiles. those targeted with circus missiles hear a beeping sound, prompting them to get to cover, but circus missiles all act exactly like Mixmaster's other missiles (with wide radius and an insta on a direct hit). however, circus missiles do not deal damage through walls
         
(MAX EN 11)
      


Shippu
has a laser rifle that is actually a laser targeting device. shooting a soldier with the laser rifle deals poor damage (it kills in 15 hits, if that) but more importantly marks them as a target for your special attacks. has poor health but good mobility. the laser rifle fires bullets very quickly but overheats at 90 subsequent shots. waiting will cause the laser rifle to cool off; 2 shots are 'reloaded' for every 1/3rd of a second, but the laser rifle fires every like .05 seconds. the laser rifle also has radius impulse, but no radius damage, allowing you to budge players into getting shot by missiles
      
   [EN 2] Deploy Missiles
   Shippu jumps high into the air before 'dropping' a missile that either flies straight downward or flies toward shippu's current locked target. the missile kills instantly if it hits you, but has low radius damage and can be evaded if you hide behind cover. the missiles are, additionally, totally unfallible if you don't hide behind cover
         
   incidentally if shippu jumps right up into a ceiling, the same 'donk' thing that happens to omega happens
         
   (doing this also reloads his laser rifle)
         
   [EN 4] Cloud Missiles
   shippu does the above, but drops like 12 missiles at random offsets around his body (and reloads his laser rifle)
         
   if shippu ceilingbonks in this situation, he explodes, dealing like 6 bars of damage to him and additionally tells everyone in chat that he's a big idiot
      
   [EN 6] Autoreticle
   Shippu paints everyone as a target for missiles. (and reloads his laser rifle)

(MAX EN 8)
« Last Edit: October 07, 2015, 12:26:40 AM by Bushido »

bump because why not



i think we can all agree that the mixmaster's fast rocket looks cool yes

i appreciate that a single shell falls out of the rocket launcher like 30 seconds late


i appreciate that a single shell falls out of the rocket launcher like 30 seconds late
that is actually a really weird artifact in the gif

ok please make sure to make arrangements to cause a tiny shotgun shell to fall out of this enormous rocket launcher like 5 seconds too slow

Mind if I submit a Boss idea?

Quake

1.5 scale with a slower walkspeed, but has a higher defense and can deal lethal punches, groundpounds and slams (some being AoE). May contain boulders carved into fists as an augment. May also contain Rocket Punch (because quake).

(EN 2) Charge

Quake will focus on the closest victim and charge towards them with his weight instantly killing them and any other soldier who happens to close by would be pushed far back, suffering severe damage. If he bashes into a wall, an explosion of earth erupts with shrapnel minorly damaging other soldiers.

(EN 3) Compress

Quake gains rocky armor that leaves him unharmed. However, his armor can be chipped away by attacks, especially explosives. On the bright side, when Quake's armor breaks, the remains of his battle armor will fire at a nearby soldier in a form of a boulder.

(EN 4) Stalagmite Bed

Quake slams the ground with brute force (shrapnel applies again), throwing nearby soldiers upwards (but not too high), leaving behind fairly-sized stalagmites in a circular shape (not tightly packed, spreaded around). The victims who were launched have a small/fair chance of avoiding the stalagmites, but the unlucky ones suffer from death.

(EN 7) Rockslide

Quake's fists will glow, which enables him to throw a barrage of dense rocks for 15 seconds (throwing rate is a little below Gun firerate)

(EN 9) Earthquake

Quake lets out a violent roar, flings himself high (and I mean very high) in the sky, then returns to the ground, with an enormous explosion, shaking the battle, stalagmites erupting from the ground, chunks of earth flinging in all directions, dealing devastating damage to the itty bitt teeny munchkins. However, if Quake bonks himself on a roof, he gains a concussion debuff, suffers health loss, stunned for a few seconds, with shrapnel rakning down and stalagtites forming