I like all those ideas. I'll start building potential enemies/skill trees tonight and run them by everybody. On Wed, May 26, 2010 at 1:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > So from my last email you might have seen that im thinking we should go > with a little more "live" combat vs the combat in the original act raiser > which was really mellow and tame. > > I think this first level should be mellow and tame like the original game, > but that we should ramp up the difficulty as things go on. > > Some of the things i'm thinking are like imagine we had a graveyard type > area. > > There might be mummies and ghosts wandering around. > > Mummies move slow but have a crap load of HP and do a ton of damage to > whatever they hit. > > Ghosts maybe can only be killed by magic and they have the ability to > "phase" where they fade out and appear somewhere else. They do this at > maximum once every 10 seconds. This makes them hard to track cause they can > go anywhere at any time. > > Periodically, a crypt's doors fly open as the inhabitants smash it open and > a buttload of zombies rush your town. The zombies have very little hp and > do little damage but they are like flies and just get all up in your town > everywhere starting to smash stuff and kill people so if you kill them while > they are grouped (with fire or some explosive etc) you do a lot better than > if they have a chance to scatter and cause you issues. > > Maybe there's some bats too (we would already have bats from level 1 so > might as well include them!) > > Your defenses you have against these guys are based on what talents you put > in your skill tree but here's some ideas... > > #1 - Archer Tower: Automated archer defense. You cast a spell to place > one and it either expires after time or when it runs out of hp (or maybe > both... whichever is first?). Strength of the archers is based on how many > talent points you invested (might be a 5 point max talent) > #2 - Mage Ward: Automated magic defense. Same as the archer tower but it > does magical damage to those within range. > #3 - Risen defenders: Cast a spell where spirits of dead warriors rise up > for a period of time or run out of hp (or whatever) and fight for you. they > hang out wherever you cast the spell but they might be selectable and > controllable so you can move them around? maybe not though... maybe they > just hang out where you told them. > #4 - Conflagration spell: Cast this spell and it makes a hellish fire > tornado that rips through the enemies > #5 - Land mines: when enemies step on these they explode and do splash > damage to anyone near. > > Maybe some of these things have "friendly fire" damage, so if you had to > cast the conflagration spell in your town to take out some enemies, it would > rip your town up to (but you had to make the judgment call that it was that > or game over) > > Thoughts? >