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 Ideas/Suggestions

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winter_mute
Beta Tester
Beta Tester


Number of posts: 47
Registration date: 2008-09-08

PostSubject: Re: Ideas/Suggestions   Tue Sep 16, 2008 7:34 pm

also, new effect shapes and types

trails - see firewalker

slow bombs - creates an object that moves across the screen visibly like 1 square per turn before exploding into fireball templates for tons of damage.

bouncing beam - able to bounce 90 degrees off of corners.

radiating beams - like big auras how about some beam spells that radiate out of all 8 lines of effect?

drags - something the player can do or a monster can do moves
the creature into the square the 'controller' was just in. so a monster might drag the avatar toward other monsters or into damage tiles. maybe combined with a toss which is always set in the line of effect direction relative to the controller.

NETHER SHADOWS - Teleport around, fights like shades, when they die they leave behind a Shadowfire terrain tile that would basically cause lava damage from entering. this tile gets a turn counter with maybe 30-50 turns on it before regnerating back into the nether shadow.

QUICKLING - if you have something like this I sure havent noticed it or have missed it or not gotten that far. skirmisher monster. moves 4 squares per player turn. 2 weak attacks. more scary for its hit and run tactics then actual combat value. maybe give them the slower hp regeneration on movement like 1 per full move. run @ below 50% hp

LAVA SUBMARINE / SERPENT - gets its own decent sized lava pool that it emerges from to fireball the player (less damage then regular fireball?) before submerging again. I'm thinking of the monster from the first Zelda that would always snipe me and piss me off.

monster mods

SHADES - give them a chance to cause Frozen status on hit. D&D monster etc

STIRGE - if these things only do a single hit point, why dont they Drain it? or have a double power Draing attack they activate for 2 mana if below 1/2 health? also why don't they have a % to Attach to a player (or a Power) and auto-move into the relative square on player move so they spend their action point sucking more blood? so for whatever reason the player might drag a big cloud of blood suckers around with them.

Lastly for now: where's my tornado spell?
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winter_mute
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Number of posts: 47
Registration date: 2008-09-08

PostSubject: Re: Ideas/Suggestions   Mon Sep 29, 2008 11:48 am

I've noticed the high score lists points character level and cause of death. It would benefit from listing dungeon level as well.
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Nahjor
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Registration date: 2008-04-04

PostSubject: Re: Ideas/Suggestions   Mon Sep 29, 2008 12:02 pm

winter_mute wrote:
I've noticed the high score lists points character level and cause of death. It would benefit from listing dungeon level as well.


You know what's sad? I think I meant to do that when I added the bit where it displays which archmage's dungeon you croaked in, and forgot to. Asleep at the wheel again. Smile Will add.
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winter_mute
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Number of posts: 47
Registration date: 2008-09-08

PostSubject: Re: Ideas/Suggestions   Mon Sep 29, 2008 1:18 pm

Here's an extremely far fetched one:

Ever thought of doing a DS port?
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Nahjor
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PostSubject: Re: Ideas/Suggestions   Mon Sep 29, 2008 1:20 pm

winter_mute wrote:
Ever thought of doing a DS port?


That is an extremely far-fetched one. Wink I'd love to do a DS port. Unfortunately, unless the .NET framework (or Mono) will run on the DS in some way, it wouldn't be a port so much as a full rewrite.
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