Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
Produces blinding, low-med damaging (over time) cloud. 1 can fill a small hall way with cloud; 2 can fill a small square room; 3 a medium sized room; 4 large halls; 5 enormous "hangar" sized rooms.
Can't see into room, even with heroes in it and power on, but enemies are debuffed (less damage per hit, less likely to attack)--so are player characters, though.
Likes the idea, about monster beacon and radar modules, definitely they should be in the final version.
• Static Discharger (minor debuff) – shocks every monster when he enters the room. Shocked monster cannot do anything for 2~3 second. Multiple dischargers do not stack.
• Kinetic Reflection Station (minor debuf?? support??) –monsters damage themselves, by attacking anything in the room. Multiple KRS increases the returning damage.
• Neuro Suppressor (minor debuf) – have a long cooldown after each activation (longer than mine attack), every monster in the room miss his next attack. Multiple NS reduces the cooldown period.
• Adrenaline Emitter (minor support) – reduces the heroes cooldown between attacks.
• Minor Psy Extension Module (minor support) – slightly buff the heroes stats
• Advanced Targeting System (minor support) – modifies the attack of all other offensive modules in the room, allowing them to attack multiple monster at once, reducing the power of each projectile (one ATS – 2x75%, two modules – 3x66%, etc)
• Photonic Shield (minor support) – grants a shield to everything (heroes and modules) in the room, shield health = 10% of max health. Stacks.
• Bioorganic Transference Module (minor support) – grants to heroes “heal on hit” and “heal on monster death” abilities. Multiple BTM increases the amount of restored health.
• Neuro Toxic Mine (minor offensive) – deals medium damage and poisoning the enemy (1xdirect damage+3x DOT)
• Ball Lightning Generator (minor offensive) – deals enormous damage, but has fixed amount of attacks per wave (3 or 4)
My only problem with Beacon Modules is that I always missread them as Bacon Modules. I guess the effect for monsters doesn't change with or without the "e", but the without the e version makes me hungry.
Localised Automated Plasma Pulser- L.A.P.P. minor module.
it releases a small plasma burst hitting enemies in an AOE dictated by something balanced, keep placement in mind make players play more strategic. Does low damage but applies a small defence debuff on any enemy hit maybe? To represent the plasma spray weakening armour to help muddle up groups while at the same time helping hero's deal with the bigger mobs by making their own attacks deal more damage while lacking in initial stopping power itself.
Ultra-sonic Repulser Module- minor (possibly a medium cost?)
It resonates with a sonic burst which is set to a frequency that monsters dislike and will have to path around and lower their speed this would work as a debuff module that would allow heroes more time to attack enemies that put priority on the crystal and other enemies that have to move to get into melee range. Of course its most likely this would then increase priority of ranged monsters so they could quite often be shot down but I'm not 100% how this would all work for programming as an uneducated scab but I really like the idea of placement playing more of an importance in the minor module and a more varied effect to make players who find the blue prints have new ways to play the game more directly so that it's always refreshing
Well, this is brainstorming, so here is something I have been pondering:
If we have a minor module that creates a damage over time effect:
Will it cause this effect a) continuously while the enemy is in the room, or will it cause it b) over a certain duration (meaning the enemy may continue suffering it if the timer isn't up, even though it has left the room)
Will the effect trigger with every attack or will it be a percentage chance (especially if the module adds the effect to hero attacks) ?
In case of a) would the percentage check be triggered upon entering the room or would it be checked every tick the monster remains?
In either case a) or b), will additional modules increase this chance?
If b)
I) How will multiple modules of that type interact in the same room?
Option 1: damage per tick is increased. So if one module causes 4 damage over 4 secs, two modules cause 8 damage over 4 secs - or One module causes 1 damage per sec for 4 secs, two modules cause 2 damage per sec for 4 secs (there is a difference when looking at how damage is distributed: in the first instance total damage is divided by time, in the second tick damage is multiplied by time).
Option 2: duration is reduced. So if one module causes 8 damage over 8 secs, two modules cause 8 damage over 4 secs, three modules 8 damsge over 2 secs, 1 module causes 8 instant damage (effect capped)
Option 3: duration is increased. So if one module causes 1 damage per sec for 4 secs, 2 modules cause 1 damage per sec for 8 secs etc.
II) If the module attacks an enemy or if it enhances a hero's attack, how will additional hits work:
Option 1: they will cause no effect while the first effect is still active
Option 2: the damage will stack and/or the duration will stack. So if one hit causes 4 damage over 4 seconds, a second hit would mean that the remaining three seconds cause 6 damage, or that 1 damage every second for 4 seconds is not 1 damage every second for 8 seconds (with 7 secs remaining), or that 1 damage every second for 4 seconds is now 2 damage every second for 8 seconds (7 secs remaining) - what will the MaxValue be (if there will be one)?
Option 3: additional hits refresh the effect. Meaning that with a 1 sec attack cooldown the duration in the example so far would not end until either the enemy is dead or the module destroyed.
melkathi wrote: Well, this is brainstorming, so here is something I have been pondering:
If we have a minor module that creates a damage over time effect:
Will it cause this effect a) continuously while the enemy is in the room, or will it cause it b) over a certain duration (meaning the enemy may continue suffering it if the timer isn't up, even though it has left the room)
Will the effect trigger with every attack or will it be a percentage chance (especially if the module adds the effect to hero attacks) ?
In case of a) would the percentage check be triggered upon entering the room or would it be checked every tick the monster remains?
In either case a) or b), will additional modules increase this chance?
If b)
I) How will multiple modules of that type interact in the same room?
Option 1: damage per tick is increased. So if one module causes 4 damage over 4 secs, two modules cause 8 damage over 4 secs - or One module causes 1 damage per sec for 4 secs, two modules cause 2 damage per sec for 4 secs (there is a difference when looking at how damage is distributed: in the first instance total damage is divided by time, in the second tick damage is multiplied by time).
Option 2: duration is reduced. So if one module causes 8 damage over 8 secs, two modules cause 8 damage over 4 secs, three modules 8 damsge over 2 secs, 1 module causes 8 instant damage (effect capped)
Option 3: duration is increased. So if one module causes 1 damage per sec for 4 secs, 2 modules cause 1 damage per sec for 8 secs etc.
II) If the module attacks an enemy or if it enhances a hero's attack, how will additional hits work:
Option 1: they will cause no effect while the first effect is still active
Option 2: the damage will stack and/or the duration will stack. So if one hit causes 4 damage over 4 seconds, a second hit would mean that the remaining three seconds cause 6 damage, or that 1 damage every second for 4 seconds is not 1 damage every second for 8 seconds (with 7 secs remaining), or that 1 damage every second for 4 seconds is now 2 damage every second for 8 seconds (7 secs remaining) - what will the MaxValue be (if there will be one)?
Option 3: additional hits refresh the effect. Meaning that with a 1 sec attack cooldown the duration in the example so far would not end until either the enemy is dead or the module destroyed.
I would probably have it so a) the effect will hit only enemies that get hit with it's blast in it's radius i.e. a monster that paths within a certain range of it. Multiple modules would just increase the damage of the stack not refresh the time and would increase the damage slightly. The damage overtime itself is supposed to be fairly small to minuscule the main focus is on the aoe effect of the radius. To compensate this the fire rate would have to be rather slow. If a monster's stack runs out and it gets rehit then the stack reapplies at the base level. Just talking here, I like different mechanics even if they take a while to play with, it would probably take a lot of actual playtesting to find out the perfect timing for the damage effect, and when the turret can release the pulse again but as I said I just really like the idea.
to summarize my base idea reply: a) a set duration, b) multiple turrets would apply a small damage bonus to the damage over time effect c) there is no way to refresh the stack's time until the stack is over d) a slow fire rate on the actual turret. Maybe making it so it could theoretically get off one shot while the stack was still on the enemy
• Light howitzer (minor offensive) – low/medium damage, can attack enemies only in adjacent rooms.
• Heavy howitzer “Danmaku” (major) – high damage, can attack enemies anywhere on map (if player can see him), long reload time. Operating it will reduce the cooldown period.
• Engineering station (major) – create additional 1-3 small nodes in room. Operating it would slightly buff all minor modules (if possible).
• Intergalactic “Wanted” list (major) – each wave one monster randomly become semi-boss, which greatly increases his characteristics, but upon death he will drop additional resources or item. Operating it would increase the amount of reward.
• Pyrokinetic blaster (minor offensive) – setting enemy on fire, damaging him over time.
• Hologram target (minor debuff??) – create a hologram, imitating one hero. For short amount of time monsters would try to attack it (obviously, without any results), after that they would act normally, according to their priority list, or try to attack another hologram
• Emergency Response System “Last breathe” (minor support) – cannot let hero die (one system – one person) leaving him with 1 HP. Character becomes “low priority target”.
• Dust Laser (minor offensive) – laser cannon, which damage depends on how much unused dust you have.
• Portable Aperture Jumper (minor debuff) – upon activation teleports enemy into random unpowered room. Long reload time.
I really like the Dust Laser, but it is way too powerfull. Last game, i was able (forced!) to depower some rooms to power other so they can fire at the mobs. With the Dust Laser, you can do the same, and unpower like 3/4 rooms in a row (after pops, ofc!) and damage would be huge for a very small cost (you pause the game, depower the room you dont need to defend...)
The wated list is kinda fun ! but i'll wait until "bosses" are in the game to see how they are behaving. So far, all the "bosses" idea are really nice, i like the boss-kind of mob poping when you find an artifact or else. But before that, i think the game must go on, small part at a time (+hero, +science, and so on), because right know, waves are enough to make you swear at you screen >< Imagine those 6 waves poping with a boss you just revealed Oo
The flame thrower is a classic in those TD games, but in Dote, if you get a room with 8 modules and you go full flame thrower, that would be very easy imo. But still, there's a place for this nice Pyrokinetic blaster you think about.
and finally, the "Last Breathe" module could be very nice to add. I mean when i can, i switch the targeted hero from a room to another so the target-priority change to healthier hero, then i get my low health hero back in the room. Mobs don't target him. That's what your module does, more effectively.
Thanks for that quick rewiew of my ideas. Looks like i haven't describe how they should work well enought, in my opinion.
Dust laser - yes, i agree, that this kind of weapon could be pretty owerpowered, but there should be ways to balance it. For example high industry cost, maximum amount of reserved dust, or even decreasing the damage with each next Dust laser module built.
Flame thrower - on the previous page there are some ideas, how DOT damage can work in this game. I think, that damage from those turrets shouldn't stacks, increasing damage per tick. Refreshing the burning/posoning (for poisont type weapons) time definetly must be more balanced.
"Last breathe" - i totally haven't imagine that way of using it . I thought, that when hero's health downs to 1 HP, this module create some kind of field for him, making him low priority target. Monsters change their attack priority to another heroes or modules in this room. Destroing the ERS module cause this field to disapper, and monsters aggroing at him again. If hero goes to another room or replenish his health somehow, this field wouldn't work too.
As for the Wanted list - this can be the part of more challenging and more rewarding way to play the game. People asks for stuff like this, if they open multiple doors at once an so. No one pushes player to use it, but if he sure, that he can handle it, why not? If anyone wanna have a lot of items and resourses, well, no pain - no gain.
Anyway, i doesn't want to say, that all those modules, if they somehow appear in the game, should work only that way. It only depends on developers and community, if someone have better ideas.
Well as a hero operating would stop operating the module the moment an enemy is in the room (combat priority over operating), the forcefield would only go up while no enemies are present and, even if enemies are trying to break through from three sides, a breach on one side would be enough to let them in.
That said, I am not sure a forcefield or barricade with Hit Points could be easily implemented at this moment: it would require combat in the no-space between two rooms and I don't think that is a possibility
And I'm not a programmer either, so like you I am just writing ideas and thoughts as they come to me
deploy an heavy firing turret, must be utilized by an hero for work. while the hero use it, he can't move from the turret and will not attack enemy. when the turret hp is below 25% the hero will stop to use it and will defend the room, because the turret will be disable.
I was thinking about Major Offensive module:
8) Prismatic Cannon (Major) - offensive - 1 per level
High damage. Reload speed depends on firing range (more rooms away - more time for reload). While operating by hero cannon can shoot to adjacent room (not powered room also, maybe).
Alternative fire option (Charge Mode) (manual activation):
Option 1: Each "Small Turret" in this room will stop firing and reduce recharge time for Prismatic Cannon.
Option 2: For every 2 "Small Turret" in this room Prismatic Cannon gain increased fire range (by 1 adjacent room). Each "Small Turret" in this room will stop firing also.
Thanks for the proposals. I just wanted to let you know that we will be closing this thread tomorrow, February 4th at midday (gmt+1). We will select a few of your modules for the GAMES2GETHER vote.
I can't come up with anything proper so I'll go to bed leaving you just with something silly:
18) Alien Abduction Module:
Major Module
Randomly abducts an attacking monster, causing it to respawn in the next wave. (operation of module increases the number of monsters abducted based on operating hero's wits)
Well, before time runs out, let me introduce my last ideas :
• HyperSound Resonator (minor offensive) – when this module activates, it creates a charging “ball” in the middle of the room, that explodes after a few seconds, slightly damaging everyone in the room. But if there is a second HRS module, the “ball” would charge much longer, and deal considerably more damage (2nd level of charge). The third module will unlock the 3rd level of charge and so on.
• Automatic defense drone “Iron Colossus” (minor offensive) – like the previous one, the first module just create a simple robot, that attacks every enemy in the room. Monsters try to attack him firs, like he is one of the heroes. If he is destroyed, the next one will be created after player finish all current waves. Additional modules, not only buffs him, but change his properties: 2nd module increases his attack and defense, 3rd gives him a ranged weapon, 4th increases the attack rate, 5th equips him with rockets, etc.
Causes damage dealt by heroes to heal heroes.Healing recieved is based on number of modules present.
Edit: also been suggested by Lynx_gnt - doh
20) Fields of Goo
Minor Module - Debuff
Causes non-flying enemies to move significantly more slowly, while having no effect on flyers.
21) Brainstorm
Inspired by the thread title
Major Module
Gives a fraction of a hero's Wits as a bonus to their Attack Power. If operated, increases the effect based on the operating hero's Wits.
22) Proximity triggered Self-Destruct
Minor Module - Offensive
When a monster enters the room it triggers a countdown on this module. When the countown reaches 0, the module explodes, dealing massive damage to enemies in the room and being destroyed in the process.
23) Modular Upgrade (Red/Green/Blue)
Minor Module
Building 4 of these modules in one room will mimic the effect of one major module of that type, generating resources as if it was an unmanned major module.
24) Martyr Cannon
Minor Module - Offensive
This turret uses its own health as ammunition. The lower its health, the higher the damage it causes. When its health reaches 10 HP it stops firing until repaired.
25) Indiscriminate Random Maze Module / Discriminating Random Maze Module
Minor Module
While the Indisriminate Module is acitve, anyone leaving through a door in this room will enter a random room through a random door. This affects both mobs and heroes.
The Discriminating Module affects only mobs.
A cooldown kicks in every time the effect is triggered. The cooldown depends on the number of these modules in the room. Only one of type can be present per room.
26) Disharmonic Shatter / Insecticide etc
Minor Module - Offensive
Minor modules that do substancial damage but only to specific types of enemies.
27) Exit Strategy
Major Module
Exhorbitant cost to build. Once built it starts a countdown, after which it blows, dealing massive damage to everything in the room (destroying any modules within in the process and the module slots) and significant damage to anything in adjacent rooms. It creates an Exit to the next level within the room.
(In Mutant Chronicles, the Brotherhood's Book of Law dictates: "Find new ways to move between floors.")
28) Proximity Alert
Minor Module
Never have a mob sneak past your defenses unnoticed again! Very cheap to construct, while having no combat effect, this module will give a short audio warning and flash a proximity alert message on the screen when a mob enters the room. Order now and get a discount. The first 100 customers to construct this module will get this amazing set of kitchen knives completly free!
29) Remote Observation Station
Major + Minor combo.
Constructing the Major Module allows for the minor modules to be constructed in unpowered rooms. While the major module is being operated by a hero, the minor modules provide surveilance of their rooms. This allows heroes to better track wave movement and prepare themselves for the specific monsters.
30) Pain Bank
Major or Minor module
Part of the damage caused to heroes is transfered to the module instead.
As a minor module it affects heroes in the room and the number of modules can either increase the % of damage transfered or simply by having more HP worth of modules will allow for longer protection.
As a major module it would affect all heroes in the dungeon. Operating the module could increase the % of damage transfered, though if the hero had the Repair skill, they would obviously instead be constantly trying to repair the module.
31) Lethal Repulsor
Minor Module - Offensive
Forcefully pushes target mob away from the module in a direct line, dealing damage. This can of course have a negative outcome when the module pushes mobs closer to the crystal.
• Kinetic Reflection Station (minor debuf?? support??) –monsters damage themselves, by attacking anything in the room. Multiple KRS increases the returning damage.
I was sitting in front of my laptop and suddenly thought "Doh! You haven't suggested a Reflective Forcefield that reflects a fraction of the damage back on attackers!" Good to see someone else did
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