Reclaimer (counter de-buff 'boss') and Pulch-Sacrifice
Oct 19, 2013 17:56:37 GMT -5
Hock Space likes this
Post by Justin on Oct 19, 2013 17:56:37 GMT -5
This idea isn't as much about the boss as it is about the general concept of it. Also, this isn't something I would like to be implemented exactly how I say it. I just put together a few thoughts I had that would encourage (or force) people to explore.
The reason why I call this the reclaimer is because it represents what it does: It 'claims' the enemy towers that are in the wilderness (100%)or that have already been debuffed (50%), and buffs them to 125%.
Imagine that Origin isn't the only location where tanks originate - there's another group of tanks spawning at a different 'central' location. It would either exist from the beginning of a world's existence, or spawn randomly 3 regions away from the farthest explored region. Their origin, however, isn't just a socket, but a structure that must be destroyed to stop the expansion of the buff. It cannot be stopped otherwise. Also, instead of destroying all the towers to expand, they capture and upgrade them - claiming them as their own. (that's why the towers are buffed).
If it reaches the center of a town, it becomes inactive like a level 0 town. (It would probably have to become a different color. Maybe green?) However, the comlink recall does not occur as if the town didn't exist/wasn't connected. You can travel to it and discover new regions, minerals, other towns, etc. You can connect these minerals/towns to origin and level up the towns. The only downside is that you cannot teleport to them.
Only when the Reclaimer (the central structure of this buff expansion) is destroyed will the growth wear off. Any enemy towers affected will remain affected, but towns will return to their normal state.
If it claims origin, the world resets similarly to how it resets when 500/500 convoys are destroyed.
(I've never seen the world reset in this way, but if there's some sort of message indicating that you've 'won', then this would be like losing.)
Downsides: Well obviously, not being able to teleport to towns could definitely get tedious. And clearing towers is already annoying enough; a buff is definitely not what people would want. Most importantly, what about the towers affected in every direction besides where origin is located in relation to the Reclaimer? If it expands its buff 360 degrees from the center, it would definitely make clearing towers in the opposite direction of where origin is unappealing. (I think I explained this poorly, just having trouble showing this without a picture).
These downsides would only become annoying if the Reclaimer is ignored. Also, the buff could easily change.
Again, this idea as a whole is very game-changing and has less benefits than it does hindrances.
Since I've already started talking about one idea, I might as well "hit two birds with one stone" instead of making a new thread for this other one.
The loot from this 'boss' could be a Pulch-sacrifice (as well as the regular base-10 tank/augments/storage or whatever the base for complexes are. And yeah, I'm not the best at coming up with fitting names. It just sums up what the whole idea is).
In order to use it, you must have 12/12 pulches.
When you do, you lose all of your pulches and gain a permanent 0.1% increase to all of the prism stats. (Or, a 1% increase that goes away once you die). By "Or", I don't mean it could be one or the other, I mean I'm not sure which would be better for the idea. 0.1% seems insignificant, but over time it might become too much of a benefit. On the other hand, the 1% seems like it's leaning toward permadeath.
Done. Thoughts?
Edit: So here's another idea related to the reclaimer.
Instead of it being ever-expanding, it could cover an area of a random unexplored region in a similar shape to a town. The buff would remain the same as the one previously mentioned, but it would only affect the towers in the region, and instantly rather than progressively from the center.
There could be a structure in the center spawning minions that explore the region in a similar way that omicron minions do.
Instead of forcing people to be within the area and online throughout the whole area clear (this may or may not matter depending on how large of a radius the towns affected would be), there would be a %_of_fortresses_cleared 'prize' that the player would receive the next time they sign in (if they are offline) when the entire area is cleared.
The reason why I call this the reclaimer is because it represents what it does: It 'claims' the enemy towers that are in the wilderness (100%)or that have already been debuffed (50%), and buffs them to 125%.
Imagine that Origin isn't the only location where tanks originate - there's another group of tanks spawning at a different 'central' location. It would either exist from the beginning of a world's existence, or spawn randomly 3 regions away from the farthest explored region. Their origin, however, isn't just a socket, but a structure that must be destroyed to stop the expansion of the buff. It cannot be stopped otherwise. Also, instead of destroying all the towers to expand, they capture and upgrade them - claiming them as their own. (that's why the towers are buffed).
If it reaches the center of a town, it becomes inactive like a level 0 town. (It would probably have to become a different color. Maybe green?) However, the comlink recall does not occur as if the town didn't exist/wasn't connected. You can travel to it and discover new regions, minerals, other towns, etc. You can connect these minerals/towns to origin and level up the towns. The only downside is that you cannot teleport to them.
Only when the Reclaimer (the central structure of this buff expansion) is destroyed will the growth wear off. Any enemy towers affected will remain affected, but towns will return to their normal state.
If it claims origin, the world resets similarly to how it resets when 500/500 convoys are destroyed.
(I've never seen the world reset in this way, but if there's some sort of message indicating that you've 'won', then this would be like losing.)
Downsides: Well obviously, not being able to teleport to towns could definitely get tedious. And clearing towers is already annoying enough; a buff is definitely not what people would want. Most importantly, what about the towers affected in every direction besides where origin is located in relation to the Reclaimer? If it expands its buff 360 degrees from the center, it would definitely make clearing towers in the opposite direction of where origin is unappealing. (I think I explained this poorly, just having trouble showing this without a picture).
These downsides would only become annoying if the Reclaimer is ignored. Also, the buff could easily change.
Again, this idea as a whole is very game-changing and has less benefits than it does hindrances.
Since I've already started talking about one idea, I might as well "hit two birds with one stone" instead of making a new thread for this other one.
The loot from this 'boss' could be a Pulch-sacrifice (as well as the regular base-10 tank/augments/storage or whatever the base for complexes are. And yeah, I'm not the best at coming up with fitting names. It just sums up what the whole idea is).
In order to use it, you must have 12/12 pulches.
When you do, you lose all of your pulches and gain a permanent 0.1% increase to all of the prism stats. (Or, a 1% increase that goes away once you die). By "Or", I don't mean it could be one or the other, I mean I'm not sure which would be better for the idea. 0.1% seems insignificant, but over time it might become too much of a benefit. On the other hand, the 1% seems like it's leaning toward permadeath.
Done. Thoughts?
Edit: So here's another idea related to the reclaimer.
Instead of it being ever-expanding, it could cover an area of a random unexplored region in a similar shape to a town. The buff would remain the same as the one previously mentioned, but it would only affect the towers in the region, and instantly rather than progressively from the center.
There could be a structure in the center spawning minions that explore the region in a similar way that omicron minions do.
Instead of forcing people to be within the area and online throughout the whole area clear (this may or may not matter depending on how large of a radius the towns affected would be), there would be a %_of_fortresses_cleared 'prize' that the player would receive the next time they sign in (if they are offline) when the entire area is cleared.