by Wazat » Sun Nov 22, 2009 7:43 pm
I had some interesting ideas for monster attacks in Conquest, some of which you can see if you download the mod. Some melee attacks:
Hell knight swings his sword down, and a red shockwave expands around him. This damages and flings all creatures around him away.
Knights can have 2 additional colors. Metal knights are slower but hit harder per attack, and are well-protected against physical and light attacks (don't go at them with a nailgun). Light knights glow white and move very fast, and swing their swords very quickly. This makes them hard to avoid because they can close the distance quickly and stay on you. However, there's one more melee trick to worry about. Each time they are damaged, they discharge electric sparks (just higher than melee range) that will harm anything they hit.
Sounds make a difference. The horror monster (flying critter that spits poison/flame at the player; got the model from Prydon Gate) has a rather crunchy bite sound that really tells the player he's in trouble. Horrors can kill you at melee pretty quickly, and the severity of the sound effect is a great way to indicate this.
Other ideas that didn't make it in:
Vampiric attacks - the monster can stay fairly healthy by continually damaging the player. This is most effective when the monster has a health bar, numbers float up showing damage and healing, or there's some visual effect showing that something is traveling from the player to the monster.
Immobilize - The monster may have a tongue or harpoon that grabs/impales the player, either pulling him in or preventing him from moving far. My ancient and bloated Wazat mod had a grappler monster that would harpoon the player from a distance and draw him in, allowing the grappler to zap him with its short-range lightning attack. It was an evil monster...
Slow poison - Poison can have a number of effects, and slow is one of them. Slowing either the player's movement rate or attack rate, or both, is a good way to really put the pressure on him and make him FEAR that monster.
Moving slowly puts you at serious threat of melee enemies, including the monster that poisoned him, getting into melee distance and staying there for more than enough time to kill. A huge portion of Quake is out maneuvering and dodging enemies. Take that away and you've got a worried player.
Reducing attack speed makes it harder to kill the threatening enemy and its buddies. This gives them more time to do their evil deeds, and the player can't kill them right out before they get another shot off.
Latch onto the player and keep hurting - parasites that suck blood until shaken off by changing direction or jumping; rottweilers that bite and hold on, dragging behind the player and both slowing and damaging him; enemies whose melee attacks can leave timebombs on the player that will detonate, and he must jump and change direction like crazy to shake them off in time... you get the idea.
Steal a weapon - the gremlins in mission pack 1 were dangerous if they got too close.
Steal or destroy ammo - each attack reduces a random ammo count by 5-10% of its maximum. Stolen ammo is returned in a backpack when the enemy dies; destroyed ammo is gone forever.
Penetrate armor - This melee attack goes right through armor, still damaging the armor but not being reduced by it.
Lasting max health damage - Each attack reduces the player's maximum health by 3-5, and it takes the player 30-60 seconds to regenerate his max health back to normal.
Swing the player's aim left or right - Imagine a fiend whose side to side slash actually goes very quickly, and hits with so much force it turns the player's view left or right. This disorients the player and makes it hard to land a shot, increasing the need to keep a distance from the fiend.
Short-range fire breath - the fiend inhales and blasts out a fire breath, about 2-3 times melee range.
Permanent immolation - The enemy is made of lava or otherwise continually burns and radiates heat. When it is near the player, the player takes damage. This damage may increase with proximity.
Melee attacks ignite the player - Damage over time is evil. The player must find water or a health pack to put out the fire. Maybe also let them put it out by jumping around/changing direction. Maybe.
Stun followed by slow effect - This is a very effective attack. If the shambler hits the player with a special slower-than-normal attack that swings both claws downward, it stuns the player for 1 second and slows him for another 3-5 seconds.
Clone - Imagine a translucent orange tarbaby which glides along the ground instead of jumping. It moves quite quickly and, if it touches the player with a melee attack, clones him. Either it spawns a clone of the player next to the tarbaby (and the tarbaby can spawn more and more clones with future attacks until killed), or it turns the tarbaby into a copy of the player. Either way, the player must now deal with a copy of himself that is carrying his current weapons and ammo, has an average of his current health and the tarbaby's health, and possibly has additional defense and offense boosts. That's one enemy the player will make his priority to avoid touching!
You could even have this tarbaby imitate other monsters. When the player finishes killing a shambler, it could suddenly explode into one or two orange tarbabies that the player has to now deal with. Those tarbabies will either morph into a nearby powerful monster, or will try to touch the player to become him.
Devour - a large tarbaby or dragon that can swallow the player or absorb him into it. The player must attack from the inside to blast his way out. Explosions work best, but the player will damage himself in the process. In the mean time, the player is taking acid damage.
For coop - a monster whose attacks plant eggs in the player. If the player dies, the eggs burst out of him as small monsters to attack other players. Alternately, the monster might infect other monsters around it automatically until the player finds it. Then when the player(s) kill the monsters, they have an infestation swarm to deal with as well. Makes seeing that particular monster surrounded by other creatures an ominous sight.
Petrify - Each successful melee attack causes a cumulative slow poison. This slows the player's movement (and possibly attack speed) for 30-60 seconds. As this happens, the player hears stone grinding sounds as his body hardens, and he takes damage over time. The more poisoned the player becomes, the slower he is. If the player accumulates too much poison, he becomes a statue and dies. If he otherwise dies with the poison, he becomes a statue that way too.
Blindness - The melee attack of a scorpion knocks the player back and blinds him for 3 seconds. This blindness can either be total blindness, or just very darkened vision (i.e. a barely transparent black model around his head).
That's all for now. Have fun!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.