Getcher Gimmicks Here!


BlackLight

 

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The emphasis on gadgets/gimmicks in the last battle of the new villain strike force got me thinking that this feature might become more common in CoX. Just for fun, here are some gimmick boss battles kludged from classic action and RPG console games that might be coming to a TF/SF near you soon!

1. Boss Rush: Straight from Mega Man, the TF features a series of AV level opponents to defeat throughout the missions, and they all show up for individual rematches before the final battle. Bonus points for having you reach the rematch fights via teleport capsule.

2. Neener-neener Boss: After dropping to 50% health, the main AV/Hero becomes untouchable and summons squads of EB level helpers to attack the players. The big-bad won't rejoin the fight until each player is at half health or lower. Oh, and there's a time limit on the fight, too.

3. Don't Touch the Peons: The big boss summons low-level flunkies who con gray to the players and have weak attacks. However, each flunky can heal the boss for decent chunk of HP, and once they're defeated, the boss summons a new set. The trick is to leave [u]one[u] peon alive and beat down the big guy or gal.

4. Sequential Boss: Dr. Godpants reveals his true form! Beating down the main enemy causes it to change into a more powerful version after "defeat." Bonus points if the big-bad's style of combat changes radically between forms. (Snaptooth does this already, but his attacks don't change much.)

5. Surprise Boss: After defeating the main storyline enemy, another extremely powerful enemy shows up for no good reason. For example, after defeating the Freedom Phalanx in Lord Recluse's SF, Rularuu pops in and starts laying down the smack because the player characters were making too much darn noise.

6. Variable Weakness Boss: The big-bad is only vulnerable to one type of damage at a time and switches that vulnerability occasionally. Note that the damage "type" could refer to standard CoX typed damage (smashing, fire, etc.), positional damage, or mez attacks. The Hamidon Mitochondria have defenses like this, but I don't think there are any situations in-game where they're all present on one critter.

Enjoy!


 

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4. Sequential Boss: Dr. Godpants reveals his true form! Beating down the main enemy causes it to change into a more powerful version after "defeat." Bonus points if the big-bad's style of combat changes radically between forms. (Snaptooth does this already, but his attacks don't change much.)

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Mary MacComber does this too... the only change is that she goes up in level a couple of times, I think. Still, same general idea.



my lil RWZ Challenge vid

 

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5. Surprise Boss: After defeating the main storyline enemy, another extremely powerful enemy shows up for no good reason. For example, after defeating the Freedom Phalanx in Lord Recluse's SF, Rularuu pops in and starts laying down the smack because the player characters were making too much darn noise.

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Save The World, anyone? Okay, it's not for 'no good reason'... and it's more so mid-fight... but still!


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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

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3. Don't Touch the Peons: The big boss summons low-level flunkies who con gray to the players and have weak attacks. However, each flunky can heal the boss for decent chunk of HP, and once they're defeated, the boss summons a new set. The trick is to leave [u]one[u] peon alive and beat down the big guy or gal.

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Quite interesting. Seems like a solid way to allow single target specialists to shine since AOEs will have a high chance of killing the minions thus causing more to get summoned.


 

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3. Don't Touch the Peons: The big boss summons low-level flunkies who con gray to the players and have weak attacks. However, each flunky can heal the boss for decent chunk of HP, and once they're defeated, the boss summons a new set. The trick is to leave one peon alive and beat down the big guy or gal.

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Been playing Final Fantasy VI lately?


 

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3. Don't Touch the Peons: The big boss summons low-level flunkies who con gray to the players and have weak attacks. However, each flunky can heal the boss for decent chunk of HP, and once they're defeated, the boss summons a new set. The trick is to leave [u]one[u] peon alive and beat down the big guy or gal.

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Quite interesting. Seems like a solid way to allow single target specialists to shine since AOEs will have a high chance of killing the minions thus causing more to get summoned.

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Wouldnt single target attacks already outperform aoe attacks against a single enemy(boss)?


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

7. Another idea, the final fight takes place on top of a tower, surrounded by a few other towers.

Groups of minions spawn on the surrounding towers at regular interval and take pot-shots at the players. This way, AoE powersets are busy while the single target powers focus on the AV.


8. At regular interval in the fight, the AV summons ambushes, that's not unusual in itself, except that the fight happens in the middle of statue (think, for example of Qin Shi Huang's terracotta army) and the ambushes consist of some of the statues animating...

Classic comic book flair 'nuff says!


 

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9) When defeated the boss falls apart.. literally.. it turns out he was just a robot! The person inside who was running him scurries off screen and threatens vengeance. When the party clicks Exit they are instead teleported to a different map where the NEW BIGGER robot is waiting. This could be a very bad thing if the party doesn't all click Exit together or a few key players have slow load times.

10) A small mushroom tells you the Princess is in Another Castle. Needless to say, the players scream in rage and attack the mushroom.

11) You destroy the head bad guy... Then this man walks onto the screen. He says "Hallo.. My name is Inigo Montoya... you killed my father... prepare to die!" The key is to kill him quickly; the more times he repeats the phrase, the more powerful he gets.

12) Mere seconds from defeat the AV screams that he must go train to get stronger. He teleports to another dimension where time (conveniently enough) passes extremely quickly compared to our own. The party is treated to a cut-scene training montage (complete with Eye of the Tiger soundtrack). The AV comes back.. screams in rage.. his hair turns blonde and spikey.. he then prepares to launch his attack. The bad news is his attack is an auto-hit auto-kill that would make the burning buildings in Steel Canyon jealous. The good news is it takes roughly 8 hours to charge. The party will have enough time to kill him prior; probably have enough time to eat dinner, take a nap and walk the dog too.

13) The villain will begin a Death Monologue drawn out and melodramatic enough to make even William Shatner cringe. The party, after 20 minutes of this, will fall asleep. During their nap (and likely their players' naps too) the villain will completely regenerate and wake the heroes with an attack of his own.

14) The villain will rip off the mask he was wearing and reveal that he was actually Old Man Simpson. He will grumble "I'da done it too if it hadn't been for those pesky kids and their nosey dog!" No further bad guys, but everyone gets a Scooby-Snack inspiration.

15) When the body of the villain falls it actually shatters upon striking the ground. The pieces each regenerate into 2 new villains, each an EB. Each time one is defeated it spawns 2 of itself in the next lower rank. Sort of the reverse-Snaptooth syndrome.

16) Sort of like 15 except this time each time it takes damage it spawns a minion version of itself. Damage over time makes it look like a spastic Xerox machine. There's really no limit to how many minions it can produce. It doesn't defeat the party due to numbers; it defeats them due to computer lag even more deadly than a Rikti invasion in Atlas Park.


Oh come on, you guys should know better than to make lists anywhere I can find them.


My mind wanders so often you've probably seen its picture on milk cartons. - Me... the first person version of the third person Steelclaw

 

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How about a mission filled with glowies, where you have to find the correct glowie in order to complete the mission.

The rest of the glowies are insta-team wipe.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

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15) When the body of the villain falls it actually shatters upon striking the ground. The pieces each regenerate into 2 new villains, each an EB. Each time one is defeated it spawns 2 of itself in the next lower rank. Sort of the reverse-Snaptooth syndrome.

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Soooo, the DE? Only with more rungs to the ladder? I like it!


 

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17) The enemy appears weak at first, but after defeat reveals himself/herself to be more powerful than you could ever have imagined. Usually their reappearence is accompanied by either a powerful burst of energy, or quite possibly some other form of awe-inspiring act. Your usual "weak at first, then decides to play hard ball" enemy.


 

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3. Don't Touch the Peons: The big boss summons low-level flunkies who con gray to the players and have weak attacks. However, each flunky can heal the boss for decent chunk of HP, and once they're defeated, the boss summons a new set. The trick is to leave [u]one[u] peon alive and beat down the big guy or gal.

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Quite interesting. Seems like a solid way to allow single target specialists to shine since AOEs will have a high chance of killing the minions thus causing more to get summoned.

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Wouldnt single target attacks already outperform aoe attacks against a single enemy(boss)?

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Such common sense is lost on some teams...


 

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New gimmicks are interesting, but I'd like to see some old gimmicks reused, as well. The Hydra-style impenetrable forcefield powered by four generators is a good example. An AV rushing away behind a door that has to be destroyed while fending off waves of enemies. Those already exist in the game, they're just not used much.

A multi-form boss is a good idea, too. Either the boss getting serious and gaining more attacks or transforming into something else. Too bad it's not possible to do in the Architect as you can't cause bosses to teleport away or transform.

Something as simple as a boss protected by an immobile forcefield (that he can shoot out of) which needs to be broken is also a cool idea. There's a glowie protected like that in a CoV mission from St. Martial.

Generally, though, bosses that do stuff is the key. A mountain of hit points that you have to "rinse repeat" to death is boring, even if there's a cool story behind it. A boss who fights, then summons an ambush and becomes invincible, then runs away behind a locked door, then transforms, then gains a 30-second team-wipe attack that can not just be interrupted by breaking a specific device, but which leaves him vulnerable for a while when interrupted... It just takes scripting an encounter more so than just making a boss really hard.

Generally speaking, what makes a boss fight truly fun isn't the things that happen AROUND the boss, it's the things the boss DOES.


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Originally Posted by Arcanaville View Post
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Posted

Wow... I really can't remember the last time I said this about anything any player ever suggested for any game ever made, but those are ALL really good ideas. I'd kill to see some of those implemented in game. It would be fantastic.

Except Steelclaw's ideas, those are jsut funny. EDIT: Actually if you replaced minions with underlings, and somehow did it without exploding the server, the multiplying minions thing (I think it was number sixteen) would be really cool.Also, although the scenario is obviously described for humor the basic mecahnic of clicking exit and finding yourself surprised with another, far more deadly encounter is also one that has some merit, although you'd have to be careful not make players feal like they're powerless and being jerked around (once again, even powerful heroes ARE often jerked around like that in comics, but once again, its one of those things thats a lot less fun when its happening to you, and not some other guy in a book).

Also, neither here nor there, but I actually find the bosses taht you need a special gimick to defeat a little iritating and arbitrary (not that arbitrary plot devices aren't a time honoured comic tradition, but some things don't work as well in a game as they do in a static medium). But then, I remembrer a while ago there was some fellow whining about how normal AVs make him feal un-super and he thought more AV-fights should be gimick-oriented, so thats largely a matter of taste.


 

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3. Don't Touch the Peons: The big boss summons low-level flunkies who con gray to the players and have weak attacks. However, each flunky can heal the boss for decent chunk of HP, and once they're defeated, the boss summons a new set. The trick is to leave [u]one[u] peon alive and beat down the big guy or gal.

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Quite interesting. Seems like a solid way to allow single target specialists to shine since AOEs will have a high chance of killing the minions thus causing more to get summoned.

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Wouldnt single target attacks already outperform aoe attacks against a single enemy(boss)?

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Such common sense is lost on some teams...

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Well, it does sortof depend on set, too...

Barb Swipe vs Ripper
Havoc Punch vs Lightning Rod
Bitter Ice Blast vs Blizzard


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