The Dungeon: An RPG Gateway.
Posted: Thu Jul 11, 2019 12:41 am
O' Ancient heroes of legend! You have been summoned to save the world from the clutches of the Demon-Kings hands!
5/5 Limit. Gateway will turn off until all of them are dead. So new adventurers can join and take part.
The Idea here is that there's a gateway that has a very simple plot. 5 adventurers fight hordes of enemies in this dungeon that grow stronger until they meet the demon king. They kill them and remove the orb from the gateway spawning the monsters. Thus ending the adventure.
They would go past very simple connected rooms that lead to different biomes. Like for example, a certain radius of tiles would be a swamp biome, and it'd have spawners (similar to the wish granter ruin.) That'd spawn Leapers and the coded in planet station mobs of the like. Then it'd connect to the next Biome. I'm thinking Tundra. Which spawns some Skeleton Eskimos with spears and a Basilisk. Then you'd get "Hell." Which would have Imps and Faithless.
But Shadow? That sounds boring. You kill a bunch of mobs and then you get to the end and kill a guy. That's boring! What would even be the loot?
You'd level up here.
>Levels in /TG/ wtf
We already have a leveling system in place!
So. I'm thinking, for each mob you kill. They drop a scroll of fortification. Unknown to many of us, and unknown to me until an admin spawned an infinite scroll of fortification and then I OHKO'd myself with it after levelling up a toolbox 100 times. Why'd I decide to use it on myself. I still do not know to this day.
The prize would be leaving with those very powerful tools. That you grew over the course of this journey.
>How is this balanced
There will be three very clear barricades to prevent these powerful items and Heroes from escaping this gateway.
1. In RPGs there is always a sense of grinding. That will be very much present.
What I mean by this is that the mobs will have higher levels of health the farther you go. This is because the scroll of fortification will give you higher damage the farther in you go. If your damage is too weak. The mobs will gang up on you and turn you into swift work. In my perfect dream Idea of this. The amount of grinding will take an hour to complete. Accounting for killing the final boss and escaping. Might sound boring and tedious simplified. But the adrenaline fighting more intense and harsher mobs with different movesets and patterns, along with the biome change as you go further in would solve that. I believe. Your mind will be focusing on multiple things. Like "We've gotten used to this. But what comes next?" "Ow Team-Work guys. You ever heard of it?" "Crusader QUIT fucking shouting Leeroy Jenkins and suicide rushing you're our main offense."
2. Without Cooperation. You literally cannot survive...and this is /tg/.
It's Low-RP central here. Maybe a few peeps work well together. But I assume that like all gateway adventures. It's being dashed towards by a bunch of bored assistants. Do you really expect them to work together? I don't.
3. The Final Boss. Will be player-controlled.
One mob who is smarter and stronger than the rest. Yup. That's the Demon-King. He'll be guarding the core and will have the health of two megafaunas to boot. (Give or Take. I'm unsure how much grinding will be required to reach those heights. It'll be fine though. Miners already have to do that for breakfast.
For Coolness. Let us go full Castlevania, have him be a vampire. A skill like "Summon Bats" The regular Voice of God. (Sleep. Or Die would fit perfectly I say. VoG already has a long ass cooldown. So no editing needed. Hopefully, they use Hallucinate for some awesome friendly fire hijinks.) And a nifty slow regen. Probably already provided by the cleric. And since I want the heroes to suffer and know the fear that is this player controlled mad man. Let us give them Plasma-fist.
Now. If no player goes as him, then they just open the necropolis gate behind his fancy chair. Leading to the Gateway exit. (Some gateway ruins are already designed like this.) With an orb in front. If they take it out, mobs stop spawning and the quest is over. The day is saved, and the surviving heroes leave with their new tools of destruction. That they probably won't get to use since the shuttle will be called way before this. Or because Xenos are terrorizing the station, and as soon as they leave they're going to get tackle spammed and robbed. Or robbed by a greytider doing the same anyways. This is /TG/ after all.
The Heroes of this quest:
1. Crusader. Gets Crusader Armor, A Helmet and a sword. The same as the one legionized on lavaland.
2. Cleric. Gets the Rod of Asclepius and the Syndicate Tome.
3. Bard. Gets the Jester Outfit and Hat, the same as the alternative costume the clown gets. A Recorder, (Gives off those good moodlets. Well-Needed in a horrible grim-dark dungeon.) and a backpack filled to the brim with Self Sustaining Silver Slime Extracts.
4. Scout. Has Wheelie Heelies and Reactive Stealth Armor and a Kinetic Speargun for ranged attacks.
5. Mage. Wizard outfit and a Costume Vendor Hat, A staff. 1 book of Forcewall. (Not that useful unless you communicate with your allies. Since it'll be a 5 tile hallway and Forcewall spawns 3 tiles of protection.) and Fireball.
The jobs will have a similar type of door that the Luxury Shuttle door has. A one-way "First Person Only" DNA imprinted barrier. Thus forcing each individual to use a different one. First comes First Served.
I decided to post this idea here. Just for safe-keeping, and if anyone else is interested in it. Or wants to do something with it. Be my guest. It sounds difficult and hard to code. But ultimately. I think it'd lead to a very fun, but a very difficult struggle due to various facits. Being Grind, Health-Creep, Cooperation, and this being /TG/.
Tldr; 5 cool bois fight a horde of differing mobs with differing tiles and areas. Till they meet the 1 op boi with plasma fist. They also get the stronker as well. This will require massive cooperation because if one of them decides to go solo. This puts the entire team at a massive disadvantage. The cleric cannot fight. Fireball has the potential to self-harm and blow up on its face. The Crusader cannot heal. And the Bard is useless. Leapers are sure as hell impossible to beat solo.
Welcome to the land of /TG/ heroes! We've been expecting you.
5/5 Limit. Gateway will turn off until all of them are dead. So new adventurers can join and take part.
The Idea here is that there's a gateway that has a very simple plot. 5 adventurers fight hordes of enemies in this dungeon that grow stronger until they meet the demon king. They kill them and remove the orb from the gateway spawning the monsters. Thus ending the adventure.
They would go past very simple connected rooms that lead to different biomes. Like for example, a certain radius of tiles would be a swamp biome, and it'd have spawners (similar to the wish granter ruin.) That'd spawn Leapers and the coded in planet station mobs of the like. Then it'd connect to the next Biome. I'm thinking Tundra. Which spawns some Skeleton Eskimos with spears and a Basilisk. Then you'd get "Hell." Which would have Imps and Faithless.
But Shadow? That sounds boring. You kill a bunch of mobs and then you get to the end and kill a guy. That's boring! What would even be the loot?
You'd level up here.
>Levels in /TG/ wtf
We already have a leveling system in place!
So. I'm thinking, for each mob you kill. They drop a scroll of fortification. Unknown to many of us, and unknown to me until an admin spawned an infinite scroll of fortification and then I OHKO'd myself with it after levelling up a toolbox 100 times. Why'd I decide to use it on myself. I still do not know to this day.
The prize would be leaving with those very powerful tools. That you grew over the course of this journey.
>How is this balanced
There will be three very clear barricades to prevent these powerful items and Heroes from escaping this gateway.
1. In RPGs there is always a sense of grinding. That will be very much present.
What I mean by this is that the mobs will have higher levels of health the farther you go. This is because the scroll of fortification will give you higher damage the farther in you go. If your damage is too weak. The mobs will gang up on you and turn you into swift work. In my perfect dream Idea of this. The amount of grinding will take an hour to complete. Accounting for killing the final boss and escaping. Might sound boring and tedious simplified. But the adrenaline fighting more intense and harsher mobs with different movesets and patterns, along with the biome change as you go further in would solve that. I believe. Your mind will be focusing on multiple things. Like "We've gotten used to this. But what comes next?" "Ow Team-Work guys. You ever heard of it?" "Crusader QUIT fucking shouting Leeroy Jenkins and suicide rushing you're our main offense."
2. Without Cooperation. You literally cannot survive...and this is /tg/.
It's Low-RP central here. Maybe a few peeps work well together. But I assume that like all gateway adventures. It's being dashed towards by a bunch of bored assistants. Do you really expect them to work together? I don't.
3. The Final Boss. Will be player-controlled.
One mob who is smarter and stronger than the rest. Yup. That's the Demon-King. He'll be guarding the core and will have the health of two megafaunas to boot. (Give or Take. I'm unsure how much grinding will be required to reach those heights. It'll be fine though. Miners already have to do that for breakfast.
For Coolness. Let us go full Castlevania, have him be a vampire. A skill like "Summon Bats" The regular Voice of God. (Sleep. Or Die would fit perfectly I say. VoG already has a long ass cooldown. So no editing needed. Hopefully, they use Hallucinate for some awesome friendly fire hijinks.) And a nifty slow regen. Probably already provided by the cleric. And since I want the heroes to suffer and know the fear that is this player controlled mad man. Let us give them Plasma-fist.
Now. If no player goes as him, then they just open the necropolis gate behind his fancy chair. Leading to the Gateway exit. (Some gateway ruins are already designed like this.) With an orb in front. If they take it out, mobs stop spawning and the quest is over. The day is saved, and the surviving heroes leave with their new tools of destruction. That they probably won't get to use since the shuttle will be called way before this. Or because Xenos are terrorizing the station, and as soon as they leave they're going to get tackle spammed and robbed. Or robbed by a greytider doing the same anyways. This is /TG/ after all.
The Heroes of this quest:
1. Crusader. Gets Crusader Armor, A Helmet and a sword. The same as the one legionized on lavaland.
2. Cleric. Gets the Rod of Asclepius and the Syndicate Tome.
3. Bard. Gets the Jester Outfit and Hat, the same as the alternative costume the clown gets. A Recorder, (Gives off those good moodlets. Well-Needed in a horrible grim-dark dungeon.) and a backpack filled to the brim with Self Sustaining Silver Slime Extracts.
4. Scout. Has Wheelie Heelies and Reactive Stealth Armor and a Kinetic Speargun for ranged attacks.
5. Mage. Wizard outfit and a Costume Vendor Hat, A staff. 1 book of Forcewall. (Not that useful unless you communicate with your allies. Since it'll be a 5 tile hallway and Forcewall spawns 3 tiles of protection.) and Fireball.
The jobs will have a similar type of door that the Luxury Shuttle door has. A one-way "First Person Only" DNA imprinted barrier. Thus forcing each individual to use a different one. First comes First Served.
I decided to post this idea here. Just for safe-keeping, and if anyone else is interested in it. Or wants to do something with it. Be my guest. It sounds difficult and hard to code. But ultimately. I think it'd lead to a very fun, but a very difficult struggle due to various facits. Being Grind, Health-Creep, Cooperation, and this being /TG/.
Tldr; 5 cool bois fight a horde of differing mobs with differing tiles and areas. Till they meet the 1 op boi with plasma fist. They also get the stronker as well. This will require massive cooperation because if one of them decides to go solo. This puts the entire team at a massive disadvantage. The cleric cannot fight. Fireball has the potential to self-harm and blow up on its face. The Crusader cannot heal. And the Bard is useless. Leapers are sure as hell impossible to beat solo.
Welcome to the land of /TG/ heroes! We've been expecting you.