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Spaceship Creation Contest

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10 years ago
Jul 9, 2014, 12:56:24 AM




Participation n°1



Codename: L'Incubatrice



Gameplay Idea:

Vous pouvez générer différentes créatures pour défendre votre incubateur et vos héros.



Le cristal est remplacé par un incubateur portatif.



Starting Heroes:

Vous ne pouvez commencer la partie qu'avec les héros insectoïdes ou robotique. Les humains sont donc exclus.



Details:



Dans cette version, il est impossible d'alimenter les salles, et les salles alimentés sont plus un inconvénient qu'un avantage. Une salle alimenté ne permet pas d'y installer des créatures, et les créatures générés perdent des points de vie en les traversant.



Étant donné que les salles ne peuvent être alimenté (pas de cristal), il est impossible de créer des modules, même dans les salles auto-alimentés.



L'incubateur remplace les modules, et permet de fabriquer des créatures insectoïdes.









Qu'est ce que l'incubateur ?



Les ressources sont produites par l'incubateur. Celui-ci réuni les fonctions de générateur d'industrie, de science, et de nourriture, et permet aussi l'apprentissage d'améliorations.



En cliquant sur votre incubateur, vous voyez apparaitre un panneau comprenant 3 parties : Les niveaux de l'incubateur, les niveaux de générateur, et les niveaux des créatures.



Tout comme l'artefact, il n'est pas possible d'améliorer plusieurs niveaux en même temps, et une évolution demande l'ouverture de plusieurs portes.



  • Dans le panneau comprenant les niveaux de l'incubateur, on peut voir apparaitre le niveau de stockage des ressources permettant d’améliorer le maximum de ressources transportables. Il y a aussi le niveau de support des créatures, permettant d'améliorer le maximum de créatures à disposition. Et il y a le niveau de technologie de l'incubateur, permettant d'améliorer la vitesse, la résistance, la vitalité, ainsi que le niveaux d'amélioration possible des autres fonctions.
  • Dans le panneau comprenant les niveaux de générateur, il est possible d'améliorer la production d'Industrie, de Science, ou de Nourriture. A savoir que le niveau de générateur ne peut pas dépasser le niveau de l'incubateur.
  • Dans le panneau comprenant les niveaux des créatures, vous pouvez débloquer de nouvelles créatures, et améliorer celles déjà débloquées.







Comment faire une créature ?



Pour fabriquer une créature et la placer, il faut cliquer sur un emplacement vide de module après avoir sélectionné le type de créature souhaité.



Il est donc possible d'avoir différentes créatures, toutes plus ou moins originales permettant d'obtenir des effets variés. Par exemple, certaines créatures auront pour rôle d'attirer les ennemis, et d'autres pourront attaquer à distances, tandis que certaines pourront générer quelques ressources avec en contrepartie une défense et une attaque moindre.



Les créatures consomment des ressources à chaque ouverture de porte. Lorsque les créatures ne peuvent pas consommer de ressources, les créatures en surplus se rebellent et changent de camp.



Les créatures ne peuvent survivre dans les pièces auto-alimentés, et subissent une dégénération.
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10 years ago
Jul 9, 2014, 4:30:07 AM
The hive:

Heroes: 4

Specials: No FIDS generation, no building of modules at all, can still find FIDS in room and enemy's drop food. You can still power rooms and find rooms that you can repair for industry to have active. Enemy's should be at half strength but at one and a half times the number. The enemy's will also only attack the room your hero is in not head for your core they want meat.
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10 years ago
Jul 9, 2014, 5:43:18 AM
Mech Bay

Notes from the manual: "Why do for yourself when you can create others to do it for you?"



Start with with 1 hero.

Start with all weapon modules researched.

Repairing costs smiley: industry

No food modules.

No Buff Modules.
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10 years ago
Jul 9, 2014, 6:29:48 AM
I don't know if anyone here posted such obvious idea already, so it may duplicate someone's post, but I'll try.



Codename: The Luxury

Special gameplay rules: Let's play the game on the contrary. You start with a huge amount of FIDS and slightly more advanced minor modules, which is good. But, aloso, you start without major modules and can't obtain any of them, which is not so good. You also gain no FIDS when open doors. This will take game at much more higher level of planning and take its tower defence part to the forefront.

Number of heroes at start: 4, and I don't think that this mode need any hero restriction. Anybody can somehow make their way to this ship.



Sorry for only a sketch of the idea, but if somebody will like it I can make this project much more detailed.
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10 years ago
Jul 9, 2014, 10:19:02 AM
Proposal 1:



Name: The Craver

Shape: similar to the Egyptian Ankh

Starting heroes: 2; max 4. Special condition - no Auriga natives allowed.



Gameplay rules: Heroes start with a passive ability: Dust Craver: their health out of combat is capped at 40% of max health.



- fighting can bring it up to 100%, but it only stays capped for 5 to 7 seconds after exiting combat. Ca be used as tactic to open more than 1 door at a time.

- recruiting additional heroes will require a cost of 3 dust, besides food.

- the passive will increase the health out of combat by 2% per cleared floor.

- other hero passive heal abilities disabled.

- to compensate for the passive, dmg will be increased per hero by 10%. For each floor cleared, 1% will be detracted, as items become available and health out of combat cap is increased.

- game mode should not be available for Too easy difficulty.

- increase in def stat from minor modules by 15%.



All numbers can & will be tweaked.



Short backstory:



As the escape pod hit the ground pretty hard, the blood spilling from the heroes' wounds mixed with a large amount of dust,



turning them into a sort of zombies. Their wounds can only fully heal when in combat, by absorbing the dust that mingled with the



blood of Auriga natives. They can recruit other heroes into their ranks only by paying the price in dust: basically they



phisically harm the new brother in arms to the point that the new ability comes into play.
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10 years ago
Jul 9, 2014, 8:31:33 PM
TheMassive wrote:
Proposal 1!



Codename: Transwarp Pod



Special Gameplay Rules: After each floor, the heroes you're playing gets replaced randomly with heroes you've already unlocked. The replacements can be the heroes you were using the previous floor, but NO DOUBLING.. Levels stay the same between floors (ie, if you have 2 lvl 8 heroes this floor, you'd still get 2 lvl 8 heroes the next floor). Weapon slots are replaced with the special equipment slots, and all heroes' attack damage are buff to compensate lack of weapons.



Number of starting heroes: 2, but they are necessarily random.



The idea is that the ship that crash landed on Auriga was an experimental transwarp spacecraft, and since its crash, the crystal has been glitching and is tampering with reality every time it's used. I'm thinking of adding a stele-like effect every time a new room gets powered (ie, rooms that have already been powered at least once before don't count), but maybe winning would then rely way too much on RNG.



_______________________________________



Proposal 2!



Codename: Self-Destruct Sequence, Initiated!



Special Gameplay Rules: Oh no! Your presence in the dungeon has set off it's defense systems, and the floor you're in would be sterilized in intense fire in 18 minutes. Quickly, you must find the exit immediately.



Door opening and module building speed increased.



Number of starting heroes: 4, no additional hero spawns.



18 minutes is debatable, because it would be difficult in the later floors. Or maybe it could scale up as you go to higher floors. Anyways, this is 18 real-time minutes, door open or not. The point is to give urgency to the player, even though it's a turn-based-ish game. Heroes might be slightly buffed to balance the game, since this mechanic might mean multiple door opens in short bursts of time.



This is less a ship type, and more a game type that is more frantic, fast and less leisurely and possibly more stressful and frustrating than usual. Haha. A game type where players do not have the luxury of time to think thoroughly.



_______________________________________



Proposal 3!



Codename: Coffee Brewer Pod



Special Gameplay Rules: Your complicated power source not only has the ability to light up rooms and keep bad monsters away, it also works as an incredible coffee dispenser. Mmmm. Every 5 doors, the crystal produces a cup of joe, and can store up to 2 cups max. The coffee can be accessed by right-clicking the crystal, and beside the 'pick up the crystal' button, there would appear a coffee cup button, and presumably at the lower right corner of the button it would display how many cups of coffee the crystal has currently brewed. Coffee can be drunk even when the crystal is being carried by another hero.



When a hero drinks coffee, he/she/it has increased walk speed, attack speed, and wit, but reduced defense, for 2 minutes. If the player is RP-ing, one can imagine that their sleepiness also decreases. After the caffeine rush, there would be a debuff that reduces walk speed, attack speed, and wit, but increases defense, for 40 seconds.



The downside of this is capitalism. To drink a cup of coffee, one needs to pay 1 or 2 dust (depending on how it should be balanced) to the crystal before it dispenses some needed caffeine. Cups of coffee are destroyed when moving from one floor to the next.



Number of starting heroes: 2






All of these sound really great! I especially like the first one. The idea that heroes in different parts of the dungeon are being forcibly warped and swapped around is rather amusing smiley: biggrin The self destruct one would make the game delightfully frantic... maybe once the time is up, fire could start engulfing rooms on one side of the dungeon, and roll across, giving you one last desperate chance to beat the flaming tide and reach the exit. Crystal carry speed should be increased.



The coffee one is entertaining as well, although it only adds a minor element to the game in my opinion. Good job Massive, I hope you win! smiley: wink
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10 years ago
Jul 9, 2014, 8:40:18 PM
Proposal 1:



Name: Dust Crystallizer

Shape: Like the inside of a geode with a cat walk

Starting heroes: 2



Gameplay rules: The crystal generates more dust if some of the dust isn't used to power a room. +1 per unused power, maximum +3 per door.



Background: The precious Dust Crystallizer carried on the ship was in the pod, and proves suprisingly useful in this dungeon. The downside is that you can't use the full power of the dust to securize rooms.





Proposal 2:



Name: Key to the labyrinth

Shape: An high-tech escape pod with an Endless artifact in the back

Starting heroes: 2



Gameplay rules: The artifact allows to spend dust to close doors.

- The ability can be used only once every 3 opened doors.

- If the room was powered and isn't connected to the crystal by open doors anymore, it loses power.

- The price in dust may increase as you get in further levels.



Background: The artifact that was loaded in the pod reacted with the surrounding Endless technology, and can control the doors remotely. Sadly, it is damaged and requires ressources and time to do its job.
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10 years ago
Jul 9, 2014, 11:47:08 PM
Proposal #1



Code Name: The Barge



"Heroes? There are no heroes here, just men and women trying to survive."



Starting Heroes: 4



Rules:

-Can pick your starting 4 heroes.

-Heroes can only reach a low max level (like level 5 or 6).

-When a hero dies he/she is replaced by a random hero that hasn't been played yet so that the player always has 4 heroes (new hero spawns in crystal room).

-The only way to get different heroes is for current heroes to die (no finding heroes on floors).

-When all the heroes have been cycled through then the game stops delivering replacement heroes.



Idea behind the concept: A commercial transport barge (think space airplane) crashes into an unknown and very hostile ship. There are lots of passengers on board the barge but they are generally just regular people from all walks of life. Now they have to find a way off the ship. The passengers elect to form a scouting party to find an alternate way off the ship while the rest guard the broken transport barge. Not being professional killers means that they can only be so effective and many will die. Luckily there are enough passengers that when someone in the scouting party dies they can call for a reinforcement from the barge...that is, until there are no reinforcements left.



The idea of this mode would be to reach the end of the game before you have cycled through all the heroes. Hero deaths are supposed to happen frequently and so while you will never be able to keep all your heroes alive it should be possible to have enough left over to finish the game.



Proposal #2



Code Name: The Scrapper



"Look at all that scrap, just waiting for someone to come by and take it."



Staring Heroes: 4



Rules:

-No finding heroes. If one of your heroes dies then you are down a hero for the rest of the game.

-No Major Modules

-No FIS income

-Every room has at least a FIS bonus in it (plus the standard rate of item and dust drops).

-Every character has FIS income based on enemy kills and hero wit (the idea being a smart character knows how to get the most out of enemy remains and also to balance wit based characters with combat heavy ones).

-Destroying minor modules nets a refund of 1/3rd the purchase price (scrappers never like to leave parts behind). If an enemy destroys a module then no refund is given.

-No Merchant



Idea behind the concept: You are a space scrapper. You strip abandoned derelict space ships of useful parts and sell it back home for a living. While out scanning for ships you came across an old unpowered behemoth of a space ship. You've never seen anything quite this big, this could be your retirement. You dock your ship and your crew begin tearing the ship apart. Soon you realize that you aren't alone on this ship but this score is too big to give up on. You always knew scrapping was a dangerous job which is why you always keep your ship packed with weapons...



The idea here is that you are wandering around the ship and stripping out anything useful that you find. As such you can't build major modules as generating FIDS in that way doesn't make sense for scrapping ships. Every room would have a resource bonus in it (ex: +7 science). Heroes can also get resources from killing enemies. This will make resource gathering pretty random and unreliable. Players will have to think long and hard before spending FIDS on anything.



Proposal #3



Code Name: The Fluctuator



"Looks like the crystal was damaged in the crash."



Starting Heroes: 2



Rules:

-The amount of effective dust you have has a chance to fluctuate every round (maybe a 20% chance?).

-Dust fluctuation gets more erratic as you gain more dust. (It would have to be tested for balance, but right now I'm thinking of possible fluctuations of 0.5 in each direction for every dust you have. So if you have 20 dust your total effective dust could change by -10 to +10 every round. At 100 dust it could be anywhere from -50 to +50. Fluctuations would be based off of the actual dust you have gathered and not what your "effective dust" is. So for example, if you have 100 dust but then get a fluctuation and get 130 "effective dust" the next fluctuation would still be based off of the 100 dust and not the 130 "effective dust").



Idea behind concept: The crystal was damaged in the crash. It's still working but it's doing some very odd things. Sometimes it seems to power down and just when you think it's about to kick the bucket it powers right back up again but stronger then you ever thought possible. It's unreliable and I'm not sure what's wrong with it but it's all we have.



This would change the strategy of dust in a big way and maybe make it more interesting. Did your crystal fluctuate and give you 50 extra dust? Are you going to build into that extra space and hope the good times last or will you keep your base small in case your crystal malfunctions again and you lose half of your powered rooms? It would also force you to adapt quickly to new situations. You opened a door and your crystal malfunctioned and lost 40 dust. Now your chokepoint room filled with offensive modules is unpowered and enemies are walking right through to your crystal, what are you going to do!?
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10 years ago
Jul 10, 2014, 12:45:33 AM
Proposal #1

Code Name:

Dungeon of the Restless



Special Rules:

More rooms per level. Levels 1-5 Mobs have .75 stats but spawn rate is doubled. Levels 6-10 mobs stats are .5 but now have triple spawns. (Possible to work in dust drop nerf as well as to not get ridiculous high amount)

Start with all normal modules except start with Smoking Gun 1.

Starting heroes - 1. (ability to recruit ENABLED)

FIDS and FIS untouched.



The Gist:

Is to make a more challenging game while still being completable. The higher mob spawns make it more difficult to clear waves whilst managing more and more.



Core Concept:

More doesn't necessarily mean better, but in this case more difficult. The standard game is fun, but introducing hoards of enemies makes it truly daunting and somewhat overwhelming. This mode would force you to build more defensively and establish harder choke points.



~



Proposal #2

Code Name:

Checkmate!



Special Rules:

Mobs, heroes, items, modules, fids, fis are all UNTOUCHED....However

You get 10~20 turns per level. (turn = opening a door)((Maybe more turns higher level of dungeon))

Once you are out of moves mobs will spawn during planning phase until you either move on or fail.

Mobs spawn normally before this happens.

Starting heroes - 2~3 (Wouldn't change much)



Art?:

The room is more modern, with white tiles, sleek bed, but more important is the chessboard in the rear of the pod.



The Gist:

The object being to complete a level under a certain amount of turns or else it will become extremely difficult to progress.



Core Concept:

A game is meant to be won, you are able to win. But now add a restriction like a turn counter, you got yourself a challenging endeavor. You might have to sacrifice possibly finding a merchant or a treasure chest for the safety and dangers of the next level.

Possibly a chess piece for a room



~



Proposal #3

Code Name:

Gauntlet



Special Rules:

Heroes - 2~4

Hero stats 1.25

Heroes spawn apart but with a shard of the crystal. (2 shards for 2 players, 4 shards if you have recruited or started with more)

Mobs spawn rate is unchanged, but their stats are .75.

In order for level to complete all shards must meet at Exit or be assembled and then Exit. (OR if you Exit with 1/4 of the crystal you will only have that next round ((its weaker)) and you lose those heroes, and lose 1/4 of FIDS?)



The Gist:

A shard of crystal per hero, you are separated, do you find a way to each other first, or find the exit?





Core Concept:

You can wear a gauntlet, you can do a gauntlet, you can wear a gauntlet whilst doing a gauntlet. The trial of this is to make you choose over helping one another or helping yourself.

Possibly a fist for a room?
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10 years ago
Jul 10, 2014, 1:30:51 AM
1st Idea:



The Quarantine:



Background: Prisoners were quarantined and were being transferred to a top secret medical facility in order to research a highly contagious disease the prisoners seem to have been infected with.



Number of heroes at start: 2



Special Rules:

No auto heal

Each time a hero opens a door he/she loses 5% maximum life

Restore maximum life drops by using (2 science * # of times health has been lowered) * level

Heroes level for 30% less food

When a hero dies he/she becomes an enemy with stats/2

When recruiting a new hero, he/she becomes infected





Note from sales brochure: Basically a plastic bubble. Put your friend inside to protect from colds, the flu, or to just stop hearing him complain about allergies. Oh, space travel? Hmm, yes i think it is suitable. Re-entrance into the atmosphere is what worries me.



2nd Idea:



Osmosis Chamber



Background: Test subjects have been altered in ways that allow them to absorb information on contact. One major flaw in alteration. Subjects are able to absorb other living beings at will. Subjects have become uncontrollable. Termination imminent, send them to their deaths.



Number of Heroes at start: 2



Special rules:

Autoheal off

Food production -20%

Cost to level up x2

When meeting a new hero, heroes may recruit at double cost. or A hero may absorb the hero for no cost.

Absorbing a hero increases the hero's stats by 30% of absorbed heroes stats

When meeting a merchant A hero may choose to purchase from merchant, or absorb merchant.

Absorbing a merchant increases FIDS by (total cost of items sold by merchant * 2). Also increases Wit of Hero by 20% of the amount of FIDS gained



Note from sales brochure: Highly dangerous test subjects with an appetite for intelligence and power? Well i think this portapotty... I mean completely functional, high tech, test subject containment center should do the job. What? I did not say portapotty. Just for that comment, i'm doubling the price.



3rd idea:



Weight Watchers:



Description: Crystal is replaced by a very large alien life form. When opening a door, there is a chance of finding protein shake. Which when taken back to the large alien, causes the alien to slightly get smaller. The alien transports himself when activated after the exit has been found. The alien moves very slowly, increasing in speed the smaller the alien is. The Alien has a large amount of health, decreasing by a percentage the smaller he is.



Special rules:

10% less food production (Alien eats it)

5% less food production additionally per dungeon level

Protein shakes spawn probability decreases per protein shake found

Alien consumes (15 food * dungeon level) every time exit is found

Alien reverts to starting size at the beginning of each level. (he celebrates and eats most of your food)



Sales Brochure: This particular ship will help Waba the Butt lose weight in no time. Unless you crash into a dungeon. Waba loves dungeons.
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10 years ago
Jul 10, 2014, 6:38:11 AM
Idea One



Sleeping Quarters



Our heroes were just enjoying a nap when suddenly they woke up stranded in a dungeon. The changes only effect the heroes.



Heroes: Start with 2 Heroes but that is it, the other 2 are asleep on their shift.



Effects on game play

-Less food to heal and level (because team sleeps some they consume less).

-No activated abilities (heroes have to sleep)

-Passive abilities get slight boost.

-Stat increases more with level up (as the team is well rested.)







Idea Two



Weapons Lab



A top secret Military weapons production facility crash landed. With little life support on board when functioning the now obliterated generator room supplies no help. And with limited research technology, only militaristic research is possible.



Effects on game play

-The Crystal acts as a operated Industry Module. (The production goes up if module is upgraded).

-Science and Food start with small surplus but cannot be produced except by Modules.

-Only Offensive Modules are researchable ( *and possible Major modules)

-Science modules only create 1 science per turn, and so on as upgraded.

-Food modules produce 1 extra.



*If it is possible I envision the crystal being the only place to research, and it takes five turns instead of 3. Artifacts would be findable and they will gift you a random non offensive technology upon finding.





Idea three



Cafateria:



In the opposite sense now the team is unfit for work, but incredibly well fed!



Effects on game play

-Bonus to food production, and a chuck of food is granted when advancing levels.

-Science and production must be produced by modules, but a bonus starting surplus of production is given.

-Takes less food to heal, but more to upgrade.
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10 years ago
Jul 10, 2014, 1:50:15 PM
All these ideas reduce my chances to win. I hope the competition closes soon smiley: smile
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10 years ago
Jul 10, 2014, 2:05:21 PM
melkathi wrote:
All these ideas reduce my chances to win. I hope the competition closes soon smiley: smile




No your post reduces your chances of winning, just have better ideas then we do, good luck.
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10 years ago
Jul 10, 2014, 2:15:34 PM
Kubikirubocho wrote:
No your post reduces your chances of winning, just have better ideas then we do, good luck.




Someone needs to take this a bit less seriously...



edit: Oh, and welcome to the forum smiley: wink
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10 years ago
Jul 10, 2014, 3:42:13 PM
Kubikirubocho wrote:
Ty, I was legitimately wishing you luck.




smiley: smile



In the end, the devs know best what they can and want to implement. All we can do is try to come up with interesting ideas. And people are having loads. A creative community makes these competitions real tough smiley: smile



And obviously, as you say, good luck to everyone.
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10 years ago
Jul 10, 2014, 4:22:12 PM
Idea! The Hull.



Heroes: 2

Offensive modules are cheaper and all come unlocked. You don't, however, start with any major modules unlocked. You will find them in either stores or at artefacts, where they will cost nothing but take 5 turns to research. In addition, all of the offensive modules will be cheaper so that you are able to build them early game. On the first floor, you will gain 10 industry a turn as you deconstruct the hull (Insert awesome and rather overtaxing graphical effect here) every time you open a door, but only for the first floor.

Plot/Explanation/Backstory thing: As the Success was torn apart, it shed parts of it's hull. This section just happens to have a couple of hitchhikers aboard.

Appearance: Like a shredded and beaten section of a ship's hull, disappearing more and more as it gets deconstructed.
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10 years ago
Jul 10, 2014, 5:24:07 PM
*EDIT: this idea violates basically every new rule that was added, so my new entries are here --> /#/dungeon-of-the-endless/forum/48-archives/thread/17843-spaceship-creation-contest









First idea! (more will be added)



The Little Blue Box



Wait, what? This doesn't seem to have been part of the ship at all! How mysterious...



Summary: A Dr. Who tribute where the goal is to open every door.





Starting heroes: 1



The Little Blue Box (aka. the TARDIS) looks like a police call box.

Special rules for this game mode:

Eye of Harmony- the crystal is actually the heart of the TARDIS. It has extra health but cannot be moved.

Time Flux Anomaly- the fall from space roughed the wonderful machine up a bit. It cannot travel through time, but can make limited jumps in space (eg. to the next dungeon level).

Exploration Vessel- the TARDIS will only carry the heroes to the next level once every door has been opened. Once this is done, endless waves begin to spawn, and all heroes must return to the crystal room to advance.



Exclusive starting hero: The Doctor



The Doctor is a balanced hero with good all around stats. He has the operate and repair skills. He has low base damage but can equip any weapon type.

Additional skills:

Regenerate- once unlocked, the Doctor automatically comes back from death one time. He spawns in the crystal room.

Sonic Wrench- a special tool that allows the Doctor to open doors. From up to one room away! Might give him a head start on monsters. Maybe at higher levels it can do two rooms away.

Companion- the Doctor can only recruit one additional hero into his party, but he does so at no cost. They want to come!



Note: this is a fun tribute that is obviously not intended to cause copyright infringement. Whatever name and appearance changes necessary will be made. The word TARDIS will not be used. (Hence, Little Blue Box)



Reason for submission:

I am submitting this because I love both DoTE and Dr. Who, and I think this ship idea combines interesting gameplay (two heroes max, all doors must be opened) with a dash of comedy. Hope you all like it!
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10 years ago
Jul 10, 2014, 8:55:29 PM
Entry #1



The Generator



"When God gives you lemons,generate power"



- able to power up unlinked rooms

- 40% less dust collected from rooms(and rooms only,so excluding skills/pods)

- cost of emergency generator is reduced by 40% and you get it at start instead of science module

- start without science module



Heroes at start: 2





Entry #2



The Mysterious Power



"now we know what that was..."



-No dust to find/loot/generate

-Every room with a major module slot(occupied or not - includes research crystals) is automatically powered.

-Every room that doesn't have a major module slot is not powered and CANNOT be powered.

-Each powered room has a "minor crystal", which represents 10 dust and takes damage accordingly(it automatically takes up a minor module slot in a powered room)

-"minor crystal" is attacked only if there are no other minor modules in the room.

-Once a "minor crystal" is destroyed, the room cannot be powered EVER AGAIN.

-Main crystals Hp= 30% dust value of each powered room(3/powered room) OR Main crystals Hp= 10/each explored room without a major module slot



Heroes at start: 2



Entry #3 (and I think I like it the most)



The rogue AI





"-after the upgrade it will kill literally everything.

-everything?

-literally."



-every minor offensive module has 100% increased attack power BUT it attacks heroes as well as monsters.

-every minor support module grants enemies 50% of it's natural benefit(still 100% to heroes)

-every minor hindering module affects heroes with a 50% efficiency.(100% on enemies)

-minor modules CANNOT be demolished(only destroyed)

-heroes will attempt to destroy unfriendly modules

-heroes with the repair passive skill will add their repair speed/skill towards damage versus modules

-cannot use robotic heroes

-robotic heroes found in the dungeon automatically turn unfriendly,are one level above the highest level player hero,are equipped with random(lootable) items and spawn a wave of anti-hero enemies at their location each turn they are not dealt with.

-if toxic gas cloud is found it transfers randomly between every opened room each round.

-If a room "powered by a mysterious power" is found, the power transfers randomly between rooms without power(if available)(never jumps back to a room occupied 1 round ago)(each room that WAS powered by the mysterious power is available to power up the normal way after 2 rounds)

-cost of opening pods is increased by 30%

-amount of anti-module enemies decreased by 25%

-amount of anti-hero enemies increased by 25%

-no movement speed penalty when carrying crystal

-robotic helper minor module removed



Heroes at start: 2





Tried to keep it simple and neat.If any of my entries make it, I can expand, elaborate and add a more detailed description/background, but I think all I wrote is pretty much self-explanatory for this phase at least.
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10 years ago
Jul 10, 2014, 10:05:44 PM
This is my first post, so, first of all, thanx devs for this good game, and all the best to community members, i am happy to read that you like this game same as i.

Here is my idea about ship / mode.





Code name: haunted pod.

Note from sales brochure: "Nobody like this pod. Strange things happens here. But in a space accident you can choose to fly in it, or in a burning wrecks."

Heroes at start: 2.

Modules, items and modifiers at start: like in a Drill mode, no items and no production modules at start.

No special modifiers of heroes / mobs / modules at start.

Gameplay: like a standart mode, your goal to find an exit and bring crystal to it.



Some changes in gameplay:

-Number of floor: 13-15 (you are very unlucky with this pod). Number of rooms is growing after floor 10 as usually, +5+10 per floor. Yes, it will be more difficult than usually.

-Heroes are no limited by level 15, but further levels improves only basic characteristics like atk, def, speed, etc. Food cost also slightly increasing with levels. You can decide, add a little more power to hero for hundreds of food, or keep food for healing for the future.

-All stelles may be found in rooms as usually, but now stelle may appear in an already opened and lit room in a non-occupied major module slot. Small chances, about 1/10 turns.

-You can find an already built major module in an opened room, type of module and it's level depends of your research. But also there is same chance that one of your builted major modules may disappear. Very small chances, about 1/15 turns.

-Your production major modules smiley: food smiley: industry smiley: science may change it's type someday, level of changed module is the same than was initially. So you build food module lvl 2, opened some doors and your module changed to science module also lvl 2 (even if you are not researched science module to lvl 2, or even if you are researched science module to lvl 3 or 4, only type of module changed). Small chances, about 1/10 turns.

-New type of stelles can be found in dungeon: a blackout stelle - you can't power up room with this stelle, so you can't power up room next to it, lasts 2-4 turns; a luminous stelle - this stelle radiates some energy and light, effect of powered room (like a mysterious force, but only for few turns), lasts 2-4 turns.

-Toxic clouds may be found as usually, but now they affects and mobs too. So you can choose to move and fight (and die) slowly in cloud, or fast in room without it. Duration of toxic clouds may vary 3-7 turns.

-Rooms can be powered up only if anybody of heroes in it.

-Powered room with only one door (last room in corridor) may become "unstable" someday, it works like an usually room, but light in it blinks. If some of your rooms unstable and you open any door, this unstable room become powered off, dust will return to your storage and wave of mobs may appear in this room as usually in dark room. So you can move your hero to this room before it power off to prevent wave or you can check your luck. Very small chances, about 1/15 turns.
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