A discussion about bringing 1-2 shot kills to IR

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curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

A discussion about bringing 1-2 shot kills to IR

Post by curiousredmonkey » Thu Dec 14, 2017 12:40 am

Opening a discussion to bring some 1-2 shot kills to IR (and maybe SK). Primarily IR though, so that game play becomes faster and more addictive like Nork, Aleria, and Cobrahn. A few ideas to feed the satisfaction/addiction (each idea can be combined) are:

1) Bring Nork/Aleria level creatures to IR (rats, dogs, wolves, ...) that die fast and easy to any class. They are dumb. They drop nice random goodies that you give to your Nork/Aleria small fry alts. The creatures feel good to take down, have small reward, and cannot hurt you much. They come out when no locals are around.

2) Bring Cob level creatures to IR (they die easy to advanced level discs, tiers, weapon skill, etc.). They only come out when a IR room/hallway was just cleared. They were in hiding. They barely scratch you and randomly drop new things for your Cob alts. The do drop clues to navigating the maze. Things the hidden denizen would know as they scurry about hiding from the locals.

3) Bring NL level creatures to IR (they die fast to powerful tiers, high skill weapon attacks, etc.) They fill in the empty spaces between rooms and hallways. They evade but do not hide; they have some pride after all and can do minor damage. They know about secret brews and strengths/weaknesses of the locals.

The following advanced NL creatures should be the easiest of these areas to maintain the kill rate. Each of these next 3 can be swarms that try to take over a room that has been just cleared of locals. The deeper you go, the more moderate their damage (it should be rare that the swarm could take down a solo player of xp99). They drop scrolls that tell of the best tactics against a creature type, weapon type, armor type, etc. The deeper, the more varied and insightful the scrolls.
4) Bring GDH level creatures to IR in the more advanced areas (_10+).
5) Bring BDC level creatures to IR in the more advanced areas (_16+).
6) Bring SDC level creatures to IR in the more advanced areas (_21+).

As the locals regen they kill all the above they find but no drops of their reward items occur.

Please discuss, shoot down, add new ones, etc.
Last edited by curiousredmonkey on Mon Dec 18, 2017 7:23 pm, edited 1 time in total.

curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

Re: A discussion about bringing 1-2 shot kills to IR

Post by curiousredmonkey » Thu Dec 14, 2017 1:01 am

I wouldn't want the 1-2 shotters to get in the way of what IR brings to the table; advanced game play. So, if even ONE local shows up then the 1-2 shotters should die (no drops) or run off. This also would mean that if you are travelling between rooms and the shotters following/harassing you, that they stop/die/run when in view of a local.

(Or the locals could just kill them, as suggested in the above post)
Last edited by curiousredmonkey on Mon Dec 18, 2017 7:28 pm, edited 2 times in total.

curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

Re: A discussion about bringing 1-2 shot kills to IR

Post by curiousredmonkey » Thu Dec 14, 2017 2:58 pm

Janitors are currently fun to kill. They take more than 1-2 kills shots (usually the same time as an IR NPC) but they do not attack you. So, in similar spirit:

Create "Sweeper" NPCs: These boxes sweep floor items. They do not pop items like their bigger cousins, the Janitors, they instead just move the floor items. Populate and accompany them when the Janitors are created? Sweepers add some non-threating quick kills. They have an inherent annoying factor, like Janitors, because of what they do to your dropped item (do to a death) or loot you haven't had time to pick up yet. If you make the Sweepers have 1/10th the HPs of the Janitors then maybe that will put them in a 1-5 kill shot range? They are just scaled down versions of Janitors, which relate to your dropped items or loot. And for a little silly entertainment, they could occasionally knock down an NPC (swept their feet).
Last edited by curiousredmonkey on Mon Dec 18, 2017 7:39 pm, edited 3 times in total.

curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

Re: A discussion about bringing 1-2 shot kills to IR

Post by curiousredmonkey » Mon Dec 18, 2017 6:20 am

Inanimate objects that take a few whacks to open (for the goodies within):

Vases: Drops flower(s), some xp, random quirk or arcane point(s), does minor damage to you and others when it shatters.

Pylons: Drops occasional scroll, occasional platinum, some xp, either qps or aps, does light damage to you and others when it shatters.

Safes: Drops occasional special IR item, platinum, gold, gems and such, some xp, some qps, some aps, does occasional medium damage to you and others when it opens - triggered to blow using old Nork technology. Btw, needing thief skill would seem the obvious skill to get around the trap, however that is not the case for these safes! There is only one way to open them; with brute force (whack on them for a few rounds).

Doors: Add a new feature to some doors in IR. Calling them "Stuck Doors". They require that you beat on them to get them to open. Use your weapons, discs, or tiers to free up the obstacle. Relates to the current "Trap Doors" in IR, but these do not trigger a tier trap. BUT these show up on your NPC list. A few good whacks and you can now open the door. Note that stuck doors can or cannot be used to contain locals depending on feedback. They do drop some rewards and points, but are random things that also happened to get stuck in the doorway.

curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

Re: A discussion about bringing 1-2 shot kills to IR

Post by curiousredmonkey » Mon Dec 18, 2017 7:52 pm

Edited all the above posts to make them more interesting...

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