The Sliths On Luci

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How do you find the sliths on Wave sixteen?

Too Hard/Fatal Every time
1
4%
Annoying and distracting
14
52%
Perfect
4
15%
Easy
3
11%
Something to do while waiting for Lucis
5
19%
 
Total votes: 27
-1PARA-Queenie
1337 Haxor
Posts: 275
Joined: Sun Apr 20, 2008 11:00 pm

Sneekers on wave 16 would be funny =D

:queen:
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

WailofSuicide wrote:Depending on my mood and other things that crop up, I may end up looking at Luci "soon" to make him a bit more dynamic. I have a lot of nasty ideas on what I want to do with him. I mean, uh, he's the devil, you'd think he'd be a bit more intimidating.
Make him able to summon creatures & companions! I feel bad when one poor luci is fighting 15 people at once.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

I was actually thinking of having him able to summon some allied creatures, good idea Boss.
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

1. Luci could summon mini Lucis, not as big or powerful though. A single fireball wouldn't be deadly to players with adequate damage reduction/health.

2. Luci could randomly steal or destroy a player's active weapon (whomever he's targeting) for the rest of the wave. If the former, the player isn't prevented from getting another one from a weapon locker or spawn. If the latter, the weapon can't be dropped.

3. Instead of #2, Luci could make the weapon jam for a period of time. Or instead of jamming, the ammo becomes rubber bullets or nerf balls which would be harmless to him.

4. Luci's stare could temporarily negate the effect of whatever positive magic modifier a player is wielding. It's the same general idea as when the Mini Boss nulls a player's damage but with a different effect.

The player should always be notified by message or graphical feedback indicating the alterations.
InflatableHero
Pro but Noob
Posts: 133
Joined: Sun Aug 24, 2008 11:00 pm

have him summon Imps from World of Warcraft lol there demonic looking creatures and shoot fireballs.. ftw
Tazcrosblade_
1337 Haxor
Posts: 435
Joined: Mon Aug 06, 2007 11:00 pm

the mini titan laser eyes is a good thing, maybe teleport the player away from luci, or like a seeker grab to pull them to him
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

WailofSuicide wrote:I was actually thinking of having him able to summon some allied creatures, good idea Boss.
luci would just be a bugger and summon some raps and seekers :s
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Foxlink
Killer in Training
Posts: 16
Joined: Fri Jul 04, 2008 11:00 pm
Location: Ohio

WailofSuicide wrote:I was actually thinking of having him able to summon some allied creatures, good idea Boss.
I know these critters aren't in the game yet, but maybe having Luci call upon some monsters from Ultimate Doom like Cacodemons or Baron of Hell?? They have a relatively high rate enough of fire in Doom- and depending on the mutator or command line needed, they could be a decent adversary without causing to much trouble for download time,
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Marius
Killer in Training
Posts: 45
Joined: Sat Jan 03, 2009 10:09 pm

I think there should be new monsters just for wave 16.

The doom monsters.. not sure. Never played Doom 3. 1 and 2, yes, but that was wayyyyyyyyyyyyyyy back in the day. So no clue what you just mentioned.

Maybe the bulldog ones. That charge up at you. They would be like the bull guys, but would mostly just knock you back and would not inflict that much damage. Maybe give them "raptor jump" so that you have to pay attention if you want to link up, otherwise you may find yourself someplace inconveniently close to luci.

For the mini-boss idea, maybe each Luci could summon one of those huge guys from Doom 1, with the big huge metal suit (not sure if I am even remembering correctly). It could have a "laser chain gun" that would do 1-5 damage each hit, shoot maybe 10 times a second, but ignore globes. Also make it not too accurate, so that it is not a "ohcrap instagib"-for-AM weapon.

Could also throw in the spiked baddies, the brown ones. They have spikes on their backs so maybe have them reduce damage by 150% MORE than normal when you shoot their backs. Give them small little fireballs, maybe make them blue or deep red so you know its not luci. Basically, weak to the front, but impossibly hard except for uber-hi-levels from the back. Gives low people a good "practice" for luci, dodging the fireballs and stuff.

Ummm not sure what else they had in Doom 1 and 2 but that would certainly give a good challenge. The bulldogs would keep people on their toes (ooh, maybe give them the queen ability to teleport?), the spiked baddies would be annoying to the real damage dealers but also kinda easy XP for low-mid levels. And the mini-boss would be a challenge specific to Wave 16, something that would take a WM with a globe and triple to overcome (not something easily sustained, or even gotten in the first place). With the ignore globe, it would make it harder but with good TEAMWORK (HINTHINT) you could easily have the high level WM's come out and take it out while the AM's continue on Luci.

Medics fall kinda inbetween WM and AM. They would be able to take out the lowbie monsters, help with the miniboss by healing people, and link up for Luci's.

It would give a new job and a new challenge to each class, and would change AM's roles from the uber-tank to make it more challenging.
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InflatableHero
Pro but Noob
Posts: 133
Joined: Sun Aug 24, 2008 11:00 pm

lol, DOOM ftw! Image 1,2,3-Zombies, 4-Imp, 5-Demon, 6-Specter, 7-Lost Soul, 8-Cacodemon, 9,10-Hell Knight/Baron of Hell, 11-Arachnotron, 12-Pain Elemental, 13-Revenant, 14-Mancubas, 15-Arch-Vile, 16-Spider Mastermind, 17-Cyberdemon.
Last edited by InflatableHero on Sat Feb 07, 2009 2:53 pm, edited 1 time in total.
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