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Suggestions for Rampage Villains

firefly113firefly113 Posts: 79 Arc User
edited October 2012 in Suggestions Box
Gravitar is a step in the right direction for difficulty, but as many have mentioned the difficulty feels cheapened with the one shot mechanics in place. A rampage villain could be made to be difficult without necessarily including things such as random targeting and brutal damage numbers.

This is a suggestion for a rampage villain, and why I feel this would be a strong rampage villain without throwing in bounds of discouragement as well.

---

Rampage Villain suggestion

Kazimir (Inspired by Zangeif)

The presence of Red Winter in Millenium City has always been a threat, but it wasn't until very recently that the group had attracted the attention of a large and powerful man by the name of Kazimir. This giant of a man had brought his strength to the city to prove to Red Winter that he is just as strong as they, and worthy of being a part of their group.

The city wasn't prepared for the chaos this overzealous russian commited. After having strapped a massive missile to his back and bringing his strength in full bear, the city had performed a calling to all available heroes to stop this danger to the city. Now it's up to all of the city's most experienced Champions to stop him.


Kazimir fights with several Might oriented attacks and has brutal knockback. He also has a small selection of signature attacks.

Power Stomp: Kazimir lifts a foot and strikes the earth with it with such force that a powerful shockwave pulses out from him. The shockwave has different effects depending on whether a character is in the air or not. This attack deals reduced damage the further away a character is from Kazimir.

Characters on the ground are knocked back a short distance and stunned for a short period of time. They also take devastating crushing and moderate sonic damage.

Characters in the air (jumping or not) are not knocked back or stunned and only receive the sonic portion of the damage. Their travel powers are immediately disabled, and they take additional sonic damage if travel powers are disabled in this fashion.


Persistant Fury: Kazimir deals additional damage the longer his attention is focused on a single target. Every 10 seconds, if Kazimir is attacking the same target as before, his damage against that target is increased by 20% to a max of 100%. This ability resets if Kazimir changes to a different target.


The Greatest Threat from Beyond: Kazimir absolutely despises being pelted by ranged attackers. Ranged attacks generate great additional threat against Kazimir if they are more than 20ft away from him. Also when struck by a ranged attack, Kazimir's damage is increased by 15% against any character who produced additional threat in this fashion. This passive effect also grants kazimir good damage resistance.


Missile Strike: Every 10 minutes, Kazimir launches the missile from his back. Nine locations are marked on the surface. Every 5 seconds, one of these marked locations are removed, until two remain. The missile strikes one of these two locations, instantly defeating any Champions at the impact point and dealing reduced damage depending on their distance from impact. Kazimir loads up another missile in 5 minutes if one isn't one his back.



This boss introduces unique mechanics which involves the group getting involved in ways such as threat management (as the tank will eventually be crushed by the weight of the villain's attacks if they hold threat for too long) as well as knowledge (a ranged champion who is also a tank could use the 20ft threat adjustment to generate additional threat where needed, or should be aware to shoot him within 20ft so he doesn't go fury mode on them). The added missile strike ability forces the group to pay attention to their surroundings as a missile strike could decimate a group who isn't paying attention to the markers on the map.

This overall makes the fight involving and challenging, requiring careful management of threat, etc. to hop scotch the boss around. The AoEs involved in the fight will deal damage to the whole group, but deals reduced damage if characters are further away. Meanwhile, ranged characters have to stay close to prevent attracting too much attention, which brings them closer to the AoE, and thus forces them as well as melee characters to get away as needed. This combined with reasonably strong knock back and a sturdy hide would make this particular villain a reasonable threat to a prepared group.

I'd imagine a good tank would know to keep Kazimir closer to the missile impact points as well so he doesn't wind up stomping in a point which forces a squishy to choose between his foot and the missile dropping from the sky.

This was merely an example of what I'd like to see for future Rampage villains. They don't have to be one shot wonders, but they should introduce unique fighting styles the likes of which forces the group to stay on their toes and take all factors into account.
Post edited by firefly113 on

Comments

  • rokurocarisrokurocaris Posts: 1,074 Arc User
    edited August 2012
    Interesting ideas for the battle.

    But the time for creating your own villains is over. There are enough existing ultra-powered villains in the Champions lore to use anyway.

    My personal suggestion: Kazan.*

    Powers/Tactics:
    Kazan's powers involve control of earth, rock, and lava. He can create earthquakes over large or small areas, and cause pockets of lava to rise up and burst out of the ground and burn his enemies. He can also make stone "flow" like lava to imprison his enemies or move out of his way and create tunnels he can walk through. With his knowledge of geology, Kazan realizes his powers may pose a danger to millions of people. If he uses them too much, or in the wrong place, and triggers an actual earthquake or volcanic eruption, the death toll could be enormous. At first this bothered him a little, but at this point he no longer really cares. He won't go out of his way to cause a disaster (after all, he might get hurt), but he won't hold back because of the possibility.

    Personality/Motivation:
    Kazan's transformation into a superhuman affected his mind, taking what little interest he had in helping people (which was mainly just a "side effect" of wanting to become famous for finding the first reliable earthquake prediction method) and shredding it. Now he's out to enrich himself and have a good time. His tendency to ignore or disobey authority figures, which prevented him from becoming a major figure in academic circles in his old life, has gotten worse. Now he actively hates authority and wants to tear it all down; he often goes out of his way to destroy government buildings, attack cops, and the like.

    Appearance:
    Kazan is a Japanese man in his late thirties, with close-cropped black hair and a neat goatee. He wears a suit of dark blue armor, highlighted by bands of dark brown and circles of reddish-orange on his chest. His gloves and boots have a flame motif, emphasizing his powers over lava.



    *Drawing on the left copied from Champions Worldwide. All rights to HERO Games.
  • pwkampfykaufmannpwkampfykaufmann Posts: 253 Arc User
    edited August 2012
    There are already villains who are powerful enough and which could be used for Rampage Alerts in-game. Grond, Viperia and The Left Hand would be good competitors here for example.
  • lazirullazirul Posts: 8 Arc User
    edited August 2012
    i would like to see a nemesis rampage.
  • firefly113firefly113 Posts: 79 Arc User
    edited August 2012
    So far you've totally missed the point of my post. The issue isn't the villain so much as the mechanics in fighting said villain. Having teamwork mechanics that doesn't mean randomly dropping dead and hoping someone has a rez handy would make a boss more engaging to fight.

    The villain I've listed here is just an example of said mechanics, by paying attention to the situation. There's one shot present if you're not careful, but it's avoidable.

    See what I mean?
  • pwkampfykaufmannpwkampfykaufmann Posts: 253 Arc User
    edited August 2012
    firefly113 wrote: »
    So far you've totally missed the point of my post. The issue isn't the villain so much as the mechanics in fighting said villain. Having teamwork mechanics that doesn't mean randomly dropping dead and hoping someone has a rez handy would make a boss more engaging to fight.

    The villain I've listed here is just an example of said mechanics, by paying attention to the situation. There's one shot present if you're not careful, but it's avoidable.

    See what I mean?

    Mechanics and numbers talk? Eeeww... getitawaygetitawaygetitaway!!! :tongue:
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited August 2012
    I'd love a grond rampage. Even more if he used stuns/knocks as a primary mechanic. I'd love to see a rampage that involved more than "and then she cascade spams everyone to death" and instead involved a boss that locked the team down.

    Even better? A debuffer/stunner/ccer. It'd be even funnier if they had challenging strikes on a power, just to screw with the tanks. Less one shot, more collaboration to overcome the boss' tactics. Totally.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
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  • bluhmanbluhman Posts: 2,410 Arc User
    edited August 2012
    Oh, I've got a rampage with really weird mechanics.

    Dr. Demogard Rampage!
    After his defeat on Monster Island, Demogard has taken station up in the West Side Genetics lab to put a nefarious plan into action; he will use finely-balanced samples of Draysha, Teleiosaur DNA, and Roin'esh DNA to transform himself into the ultimate VIPER bio-weapon! The lab's staff, who were forcefully evicted by VIPER, advise that heroes probably will not arrive soon enough to completely stop the process, but they might be able to alter the results of Demogard's little experiment.

    The whole schtick behind this rampage is a Risk VS. Reward system. It takes place inside the old Genetics/Science crafting building in west side (the one with the huge green vat in the middle). Four scientists are working at the control panels at the top of the vat, while Demogard himself has been submerged in the vat, preparing his body to be modified by the genetic cocktail that's about to mutate him into the potential pinnacle of perfection.

    Phase 1:
    Right off the bat after entering the building, a timer begins counting down from 1 minute. Here, the heroes can choose to fiight/distract any number of the scientists working on Demogard. The scientists will not fight back if attacked, but they do have a lot of health (to the point it takes a good few seconds for 5 people to beat one down.) The scientists each offer a decent amount of XP on death, but there is most certainly a consequence for all this.

    At any time (or after all the scientists are dead) a player can hit a button at the bottom of the vat to attempt to disable to mutation vat. Jokes on you, however, because Demogard has rewired the failsafe in the vat to mutate him anyway! Depending on how many scientists you distracted from regulating his serum levels, it also might've been a very bad idea on Demogard's part. Unregulated mutagens of three different origins cannot do a body good.

    Phase 2:
    When the timer runs out or when the failsafe is activated, the alarm sounds. All the remaining scientists high-tail it out of there, and the vat explodes, revealing mutant Demogard! Only, depending on how many scientists you managed to kill, the battle will vary in style and difficulty.

    0 scientists dead: Perfect Demogard.
    Success! You are too late to stop me, heroes. The true face of VIPER has emerged!
    Appearance - Completely humanoid in size and shape, save for green, glowing eyes.
    Perfect Demogard is actually the easiest of his forms. Perfect Demogard is a might/beam character with rather fast movement speed; a pro at locking down prey, and throwing foes across the room. He can dish out a great beating up-close very quickly, and can also fire very powerful beams from afar. His big weakness, however, is that he doesn't have a lot of wide-area AoE's and is notably weaker when fighting at range. If you've either got a good tank or have a team that can switch aggro rapidly, Perfect Demogard isn't hard at all.
    • Lunging Crush - Three consecutive straight punches, all of which either knock or push back targets in a tight cylinder as he lunges forward.
    • Spike - His lunge. This disables travel powers, does sizable damage, and is done against the three targets furthest from him.
    • Radio Eye - Don't be fooled by these simple looking eye beams. They rapidly wear down your defense with repeated hits, and it is highly recommended you break line-of-sight with him.
    • Quake - One mighty stomp, and the entire room will quake. Pieces of debris will fall down around the room after a while, and heroes will have to quickly step out of the way or have their travel powers removed!
    • Optic Crusher - Done when low on health, Demogard's Optic Crusher is his most powerful attack, unleashing a cylindrical blast of deadly radioactive force. It takes him a good couple of seconds to charge it up, however, and he cannot re-aim his blast while charging.

    1 scientist dead: Serpent Demogard.
    What? This isn't right! I was to maintain my appearance! No matter, this is merely a snag. It might not be perfect, but this will certainly do for crushing you pests!
    Appearance - Large (roughly grond-sized), black dinosaur guy. Large radioactive spikes glow green on his body and jut out from his limbs.
    Demogard's form here is probably most reminiscent of fighting Teleiosaurus. Much like her, Demogard has a big focus on causing huge damage in close-quarters in all directions, and extremely powerful cones. Serpent Demogard is slower than his perfect form, but doesn't need nearly as much speed thanks to his larger size.
    • Rend - Melee strike that hits everyone in front of him in a cone for some nasty damage. Don't stand next to the tank!
    • Tailswipe - If there's enemies behind him, he can whip out this fairly quick charged attack to knock enemies away.
    • Spine burst - Demogard throws deadly shards of radioactive material in all directions, ensuring wearing damage against all enemies nearby.
    • Quake - Same as his perfect form, only with more stones.
    • Radiation breath - Extremely strong sustained damage in a cone. Much too strong for most tanks to withstand. Thankfully, much like Perfect Demogard's Optic Crusher, he cannot reaim his breath.

    2 scientists dead: Abominable Demogard
    What... Have you done!? This will not go unpunished!!
    Appearance - Medium/large-size humanoid (About Therakiel sized). Notable for having a right arm that appears to be warped and largely consistent of Roin'esh like flesh.
    Abominable Demogard, though smaller than his Serpent Form, is certainly more formidable. He's also the exact opposite to his last two forms in terms of tactics: Far ranged combat. This is good for him, because Abominable Demogard moves very slowly and unoften.
    • Mutant Cascade - A huge tentacle of black flesh erupts forward in a cylinder, crushing everything in the area. He does this up to 3 times and charges each blast for a couple of seconds.
    • Mutagen root - Slams his mutant arm into the ground, causing tendrils to erupt from the ground in a 20 foot radius. Anyone inside this area will be rooted and take constant damage. If not dealt enough damage while doing this attack, Demogard will end up holding the trapped heroes after a while.
    • Spike Eruption - Done when a large number of people are in close quarters. This charged attack causes dark tendrils to erupt in all directions from his body, knocking back and damaging anyone in range. If people got held by his root, he likes to use this as a follow-up.
    • Bloat - Demogard extracts up to 3 large, black, cancerous looking things from himself, which spawns as pets. These pets have Hoverdisc-like physics and follows a random target. As soon as one approaches someone in melee range or hits a piece of solid geometry, it will explode, damaging and stunning everyone in range.
    • Regenerate - This form can regenerate, and usually does so when nobody is within 120 feet. He has extremely low defense while doing this, however, and can be stunned if he is dealt too much damage while regenerating.

    3 scientists dead: Beast Demogard
    YOU WILL PAY DEARLY FOR THIS.
    Appearance - Large (Kigatilik-Sized) Quadruped, covered in strange lumps, tendrils, and the remnants of Demogard's old body on the beast's back. The head and shoulders area is nothing more than a huge row of teeth.
    This mess is a pure-melee monster. It charges enemies extremely quickly, attacks viciously, and has some rather dangerous mechanics. Beast Demogard gains extra damage temporarily whenever he is forced to switch aggro between characters.
    • Gnash - Rapid bites dealt to primary target. Can easily stack bleeds with each attack. Once below 66% health, it hits in a cone.
    • Chase - A rapidly-used lunge that happens whenever his primary target is out of melee range. This hits in a cylinder and can cause huge damage to collateral targets if one's not careful.
    • Bloat - Same as abominable demogard, but will instead always pick targets further than 20 feet away from starting positions.
    • Rend - Charged melee attack, which will consume bleed in a disastrously high burst of damage. Best thing to do here is to just back out of melee range, since the charge is quite long.
    • Mutagen Root - Same as Abominable Demogard. Chance to use goes up if target is backing out of melee a lot or if there's other targets in melee range.

    All Scientists Dead: Columnar Demogard
    Help...
    Appearance - The big vat in the middle of the room is now replaced with this huge column of tendrils and lumps, once known as Demogard. 4 tentacles have uprooted around the base of this column. A close look at the main column and you can see a small bit of the remains of the doctor.
    Completely stationary, constantly summoning pets, and extremely high in defense - get ready for the fight of a lifetime.
    • Tentacles - Usually, Demogard keeps four of these up around his perimeter. Each buffs the main columns defense, and can do PBAoE wallops that knock enemies backwards. The tendrils themselves have low health, but will grow back every few minutes.
    • Bloat - Columnar Demogard is constantly spawning these things. Unlike the other Bloats, Columnar Demogard's bloats float very slowly, and serve more as a buffer of mines instead of projectiles. If one gets near them, they'll activate and follow the target.
    • Quake - Done every few seconds or so. Columnar Demogard's quake leaves very few safe spots, so it's important to scout them out quickly with a nice, fast travel power.
    • Eruption - Demogard chooses a random target, and makes up to 5 tendrils erupt directly under them consecutively. Each one will knock his target backwards, and can cause some deadly juggling if one's not careful. Just keep moving and the attack can be avoided. And be careful to avoid others when this happens; the tendrils count as a small AoE, so allies can also get hit by this. Demogard also has patterns which choose 5 random targets, or surround a target with tendrils, meaning they have to stand still to avoid damage.
    • Reflect Laser - The column fires out a straight, plasma-beam like attack that slowly rotates around the room. The weird thing about said attack, however, is that it reflects off walls, creating a complex pattern. (In actuality, it could just be the column and 2 invisible critters using the same beam attack to create the effect.)

    After beating any of those Demogard forms, he dies/faints/whateverthehell and will give the players involved some Questionite. The base amount of questionite you receive from Demogard increases by 200 for each scientist you got rid of (so if you fought Columnar Demogard the first time, you'll get 2300 Q. The minimum amount you can get from Columnar is 1100 Q.) If you defeat all 5 of Demogard's forms over the course of separate runs, you can get a perk and maybe like some sort of amazing unlock i dont knwo
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  • flechusflechus Posts: 113 Arc User
    edited August 2012
    Have a Rampage ideafor you guys:

    you must help GROND in a fight against MECHA-GROND who has the same powers as Grond plus Lazers, missiles and more!!
    *****************************************************

    I support "Sell Z-store items individually" & Japan Zone
  • pwkampfykaufmannpwkampfykaufmann Posts: 253 Arc User
    edited August 2012
    I really, really like the idea for the Dr. Demogard alert. Good work Bluhman!

    My only critique here would be that for PUGs it would be quite difficult to actually come to a conclusion which of the forms they would like to fight once they are in the Alert.
  • herodad1herodad1 Posts: 270 Arc User
    edited August 2012
    what i'd like to see would be a city wide alert. maybe spread through out the city would be emergency horns with strobe lights that would go off when Millinium city is under attack. have say for example...a giant monster rise up from the bay and start attacking people. kinda like a Godzilla type threat. the alarm would sound and everyone(heroes) in the city would defend the city. wherever the threat would be..it would show up on your map to the right as a red pulsing circle. other threats...alien invasion, giant robot, cosmic giant, subteraniun plant creature, or a super villian team on a rampage. :cool:
  • pengupanpengupan Posts: 5 Arc User
    edited August 2012
    I like the Dr Demogard idea a lot! I have an idea of my own:

    Lonzo the Clown- An insane clown with extreme strength and insanity as a result of genetic mutation given to him by the government in an attempt to create a super soldier, which obviously didn't go very well. He would look like a generic clown but with a bulkier body and a patched and tattered costume.

    Moves:

    Airhorn- Blows airhorn to call 1-2 clown minions onto you. They would carry bats and they would be moderately easy to kill.

    Gas rocket- Lonzo would get a purple rocket launcher from his back and then he would fire harmless confetti out of it as a warning for the real shot which he fires short after, which is loaded with gas. If it hits you the gases would gradually damage for for around 10-15 seconds.

    Sleepy time- Lonzo would get out a yellow grenade, then a target would appear on the ground marking where the grenade would land. On hit the grenade would release a blue gas that would put your character to sleep. Lonzo would then get out his large mallet to hit you. The hit of the mallet would be almost fatal, yet the move would be rare.

    Explosive pie- He would throw a normal pie at you as a warning shot to tell you to block, because he would throw an explosive pie short after.
  • jayleia1jayleia1 Posts: 63 Arc User
    edited October 2012
    pengupan wrote: »
    I like the Dr Demogard idea a lot! I have an idea of my own:

    Lonzo the Clown- An insane clown with extreme strength and insanity as a result of genetic mutation given to him by the government in an attempt to create a super soldier, which obviously didn't go very well. He would look like a generic clown but with a bulkier body and a patched and tattered costume.

    Moves:

    Airhorn- Blows airhorn to call 1-2 clown minions onto you. They would carry bats and they would be moderately easy to kill.

    Gas rocket- Lonzo would get a purple rocket launcher from his back and then he would fire harmless confetti out of it as a warning for the real shot which he fires short after, which is loaded with gas. If it hits you the gases would gradually damage for for around 10-15 seconds.

    Sleepy time- Lonzo would get out a yellow grenade, then a target would appear on the ground marking where the grenade would land. On hit the grenade would release a blue gas that would put your character to sleep. Lonzo would then get out his large mallet to hit you. The hit of the mallet would be almost fatal, yet the move would be rare.

    Explosive pie- He would throw a normal pie at you as a warning shot to tell you to block, because he would throw an explosive pie short after.

    Sleepy Time's mallet could do something like 90%+500 HP, it'd kill most non-tank chars, and even leave them in a VERY, VERY precarious position. Make that mallet a stun attack, but force him to redirect aggro after that.

    Also...idea for Explosive Pie, have the pie filling be an extremely strong root/hold (the pie filling explodes after 5-10 seconds), while spawning a pie-filling object on the character. The object can be targeted by others, and damage to the object also causes damage to the pie-filling hold. The strength of the hold will pretty much require someone to help out on the object to escape in time, even with your Break Free damage powers.

    EDIT: Found this while searching other stuff, didn't see how necro it was.
  • finalslapsfinalslaps Posts: 198 Arc User
    edited October 2012
    Mechanon should be the next Rampage villain.

    He would shift the cars and other interactive objects around him to turn into robots and control them.
  • titotito333999titotito333999 Posts: 196 Arc User
    edited October 2012
    Just put all the COSMICS in Rampage Alerts... re-do some of their powers to make them a lot harder/better, for example:

    KIGATILIK
    Summon dogs often, not only when they die close to him like now. They go after the player with less agro first.
    His AoE around random target attack has its range increase to 100' around the random target, and all hit get Super held like the Teleiosaurus hold.

    TELEIOSAURUS
    Breath kills all who stand in front of her including tank(too easy to survive it atm).
    The damage check on her regen is a lot higher, no more soloing it.

    You get the idea. The COSMICS don't get any love but from a few stubborn players who kill them just for fun now. Bring them back to kill us all.
    _______________________________________________

    [SIGPIC][/SIGPIC]
    This was awesome while it lasted
    _______________________________________________
  • bluhmanbluhman Posts: 2,410 Arc User
    edited October 2012
    Oh, good, this thread mysteriously came back. That gives me an excuse to post this!

    Gadget Star
    The sum of Multifarian human technology in the far east generally sums to a massive salvo of raw materials, and plenty of industry to make use of them - however, the key to designing truly autonomous AI escapes them, and that is why they have gone on a conquest to unlock this secret.

    Enter Gadget Star, a young supergenius from the Multifarian east. He has used his dimension-crossing armor, the HexaGear, to arrive at Monster Island and attempt to take over Bureau 17, gaining access to both the key to automate his own armor, and millions of dollars in robotic weaponry. His advanced armor will not be easy to best, but with the combined forces of the greatest heroes the earth has to offer, we certainly are fit to at least put up a fight!


    Gadget Star's gimmick is honestly kind of similar to Demogard's. Both utilize different forms that fight differently, but the big difference here is that Gadget Star just cycles through all his forms as the fight progresses, while Demogard retains one the whole way through. Thus, the battle against Gadget Star is much like fighting 6 consecutive bosses, each with comparatively low hitpoints.

    The battle takes place on a large, platform-like boat/submarine off the shore from the B17 encampment. A large, square trough is in the middle, surrounded by walls upon which invincible anti-air turrets are equipped. Gadget Star, himself, stands smugly on the submarine's top platform, holding a cube in his hand. A short speech later, and he throws down the cube, forming his robot on the ground below. He hops into the cockpit, and the battle proceeds.

    Gadget Star's HexaGear has six forms, which he largely chooses at random. However, he always starts with his KnightGear.

    KnightGear
    This large, grey, bipedal armor is HexaGear's first form. It should be no surprise that it isn't that challenging to take down, either, as it does not have that many strong or fatal area-of-effect attacks.
    • Knight's Blade - His hand morphs into a giant blade, which he uses to slowly but powerfully beat down his primary target.
    • Grenade - Throws a grenade at a specific location on the battlefield. If anything, it acts more like an orbital cannon strike, and is clearly marked on the ground for some amount of time, making it rather easy to dodge.
    • Boomerang - Throws out a large boomerang projectile which hits his primary target and chains to 4 other allies within 15 feet of one another. Make sure to keep your distance and scatter when you see him charging this one.
    • MechaPunch - A charged ranged attack, MechaPunch causes his arm to telescope out, hitting targets in a line and knocking them backwards. His aim is pretty good, so it's advisable to just block this.
    • Trample - He likes to get into melee range of his primary target, and also causes AoE damage and knockback when he moves. Keep out of the way or block if you don't want to get squished!

    As stated before, his other 5 forms always come after KnightGear and are randomly selected.

    RhinoGear
    A quadrupedal (use wolf skeleton/animations) green armor. RhinoGear specializes in melee rushes for his primary attack and uses highly-prepared homing missiles and lasers to hit auxiliary targets.
    • Crush - His main melee attack hits enemies in front of him in a tight cone, and also causes him to lunge if he isn't in range. He uses this constantly, even while utilizing his other attacks.
    • Homing Missile - RhinoGear spends 10 seconds designating targets for his homing missiles (appearing as targetting graphics similar to those used by anti-air missiles). After this period is up, he fires missiles at the designated targets, which can be blocked and have small AoE components. Once again, advisable to scatter.
    • Beam Network - RhinoGear deploys 6 laser drones to random positions around the edge of the arena. Each of the drones has a large, holographic number hovering over them. After 12 seconds, he stops using crush and fires a beam at drone 1, hitting all enemies inbetween. In turn, drone 1 fires a beam at drone 2 that does the same, and so on and so forth until a large pattern of lasers is created on the battlefield. He sustains this for some time before returning to his attack routine.
    • Burner Beam - Used infrequently, RhinoGear fires lasers out of his eyes in a sweeping pattern on the ground. This creates a line of fire directly in front of him - which you probably will not want to stand in. After a half-a-minute, Burner Beam's fire runs out, and RhinoGear is allowed to use the attack again.
    • Grenade Barrage - RhinoGear stops chasing his target and he designates 5 places on the ground next to him to hit. After this, he launches grenades to bomb these 5 areas, dealing high damage and knock. It's advisable to either flee melee range, or attack him in an area that is not being bombed - he does not space the grenade barrage sites evenly.

    SawGear
    A large, circular, blue armor. SawGear moves slowly and deploys pets that serve to slow his foes down. This is all to prepare them for his approach, though, because this armor is constantly spinning, causing it to do extreme damage to all targets in melee range.
    • Grind - As explained before, SawGear's primary mode of attack is to slowly approach its target and do rapid, high ticks of slashing damage. This attack can't very well be tanked, and it's highly advisable to just keep away from it.
    • Pinwheel - SawGear mounts itself vertically, and then uses this stance to make a quick charge towards its target, dealing high damage and knocking everything in its path backwards. This charge does not track the target, and can be avoided by moving out of the way during his charging phase.
    • Tracker Drones - At various intervals, SawGear deploys these drones, which will go after targets and fire tractor beams. As they maintain, they will proceed to sequentially disable their target's travel powers, snare them, root them, then 'mark' them for the SawGear. They're high-priority targets, as they can easily mess up a team if not dealt with, and they also leave behind bombs when destroyed. These bombs explode and cause very high damage to the boss when he passes over them, making this the optimal way for a melee fighter to do damage to SawGear.
    • Ball Lightning - When reduced to half-health, SawGear will frequently pause to throw out balls of lightning in 7 directions. These balls move slowly outward until they hit the boundaries of the arena, and cause rapid electrical damage when one is within 10 feet of them.
    • Teleport - Used late in the fight once again, SawGear will be able to instantly move itself to one of four areas in the arena. These areas correspond to marks on the arena floor, so people can easily keep out of the way when SawGear initiates this maneuver.

    BlastGear
    Appearing as a huge red turret, BlastGear is directly rooted to the ground and completely immobile. Unfortunately, it doesn't need to move, thanks to its maximal range and extremely deadly attacks.
    • Lock and Fire - BlastGear designates 6 targets to hit with its main cannon, appearing as small, tracking spheres over his targets. When ready to fire, the sphere will stop tracking, and he will sequentially fire exploding projectiles at each. Keep moving and this attack shouldn't be a problem.
    • Rapid Laser - BlastGear begins to fire out an extremely rapid fire of lasers while slowly rotating around the arena. Getting hit by his laser snares you, which can make it difficult to escape from the attack.
    • Disabler Missile - Used when he detects a large number of enemies in the air or using travel powers, BlastGear fires out 10 homing missiles with which to disable travel powers with. These act like very fast anti-air missiles, and can only be avoided with very dedicated evasive moves.
    • Net and Flank - BlastGear quickly fires out a snaring net, holding the target, and then designates 5 bombing locations in an arrow-like pattern over the target. Can only be avoided with very quick breaking free.
    • Reload - After using any attack, he will take some time to reload his cannon.

    ThrashGear
    Appearing as a yellow upper-torso and a serpentine lower body, ThrashGear specializes on widespread destruction using cone attacks, both in melee and at range. ThrashGear is very mobile, and uses this mobility to maximize the areas it hits.
    • Whip - ThrashGear's primary melee attack causes him to whip his lower body at you, dealing damage to everyone in front of him.
    • Bullet Spray - A torso-mounted compartment fires a huge cone of bullets in front of him, doing rapid ticks of piercing damage and lowering his target's defenses.
    • Strafing Runs - ThrashGear ascends high into the air and designates three strips on the ground where he will make passes. He makes lines appear on the ground, which either signify a strafe (blue) or a dive (red). Strafe's simply fire off his machine guns, which hit in a longer, but narrower line for less damage. His dive hits a shorter strip, but also is wider and does much higher burst damage. ThrashGear cannot be damaged while doing this.
    • Twirl - Done when he is surrounded, ThrashGear makes a 360-degree spin that knocks unweary foes away from him.
    • Perimeter Guard - ThrashGear circles around the edge of the arena. After a while, he begins to fire his Bullet Spray inward while making his run.

    PanicGear
    Appearing as a floating, purple geometrical structure (similar to teleios' perfection of mind), PanicGear is the most technical and unorthodox of the HexaGear's forms. Most of its time in battle is spent trying to distance itself from enemies, but he will stop frequently to use his attacks.
    • Blast - PanicGear's main attack causes a huge crosshair to appear somewhere in the arena, and for a holographic number above PanicGear to count down from 6. After said countdown runs out, a giant explosion occurs in the crosshair, which slowly expands outward and repeatedly hits targets caught in the blast.
    • Quake - Several large crosshairs appear on the ground in the trough, as the screen begins to shake wildly. The goal here is to get inside these crosshairs, or else you will be knocked upwards and take massive damage.
    • Maze Hunt - Panic Gear charges up a powerful wave of energy which will disable your travel powers (but do no damage). After this, a bunch of energy walls appear around the arena, forming a maze towards PanicGear's location. He also dispatches three drones which fly around the maze, firing conical beams that take up the entirety of a maze passage and do damage. Advisable to try and get as close as possible to PanicGear when he uses this.
    • Mark for Demolition - PanicGear fires tracking lasers at 3 targets. The laser does no damage, but after a while causes crosshairs to appear over them. Immediately following this, a countdown begins from 10, and when the time runs out, the targets explode, dealing damage to all targets in the area. This includes PanicGear itself, so it can be advisable to try and get him caught in the blast. Alternatively, it can also be advisable to break LoS with PanicGear to not get tracked in the first place.
    • Gravity Net - PanicGear fires out 3 untargettable drones, which quickly fly to different parts of the arena, and then each generate their own gravity well. As time continues, the area of effect of each gravity well shrinks, until their areas no longer overlap and different targets are each dragged towards a specific drone.

    Six defeats later, and Gadget Star's HexaGear blows up in his face. Rather badly singed, he makes his unceremonious last ditch attempt at an escape, only to realize he's stuck inside a gigantic arena with no exit. UNTIL helicopters show up to contain the situation, and the alert ends.


    Other Mechanics
    Respawning - In this alert, it is entirely possible to respawn after 'recovering' from death. However, it takes a few seconds to get back in, and doing so will warn the other players, as it causes each of the remaining players in the combat zone to take up to 1/3rd their remaining health in damage (the more people on the battlefield, though, the less each individual sustains in damage). In addition, only one ally can re-enter the combat zone per 10 seconds.
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  • bluhmanbluhman Posts: 2,410 Arc User
    edited October 2012
    Another quick idea I've been tossing up:

    Giga-Cazulon
    Finally, the Qularr have succeeded in using their size-changing ray to cultivate the mighty Cazulon; a serpentine monster that towers over the Millennium City skyline. His mighty size and power make him a dangerous foe, and he threatens to level the entirety of downtown! Stop him, before the damage becomes too great!

    I don't have attacks planned out for this guy; he'll probably use some sort of variable might and tail-swipe attacks, maybe a huge plasma cone of death breath. My time is a bit short here, so I'll write down the interesting mechanics for this one:
    • Friendly objects - The big draw of this rampage comes with this unique mechanic. Directly related to the goal of this mission, your job is to prevent Cazulon from levelling Downtown Millennium City - That is to say, the buildings in the city are now large, untargettable allied objects that Cazulon himself deals damage to. The buildings do indeed have extremely high health and remain solid entities as they're damaged, but as soon as they are completely depleted of health, they'll deal out a very light knockback to allied targets nearby, causing people standing atop buildings to plummet to the ground and otherwise deal light damage to nearby things. If too many buildings are levelled, then the mission ends.
    • Army - Thankfully, to help you out, UNTIL allies are all about the city, including soldiers and UNTIL tanks and howitzers. If a hero finds an UNTIL commander, they can talk to them to get a special "strafing run" like device that allows the hero to command UNTIL fighters or howitzers to fire explosives at the designated target. Just make sure to have the heroes lose these special devices when exiting the map!
    • Travel enablers - To make a simple fact clear: The entirety of Millennium City's downtown area is a battlefield. This is a huge area, clearly, and heroes will need to be quick to keep up with Cazulon's wave of destruction, as well as avoid his attacks. As a result, the entirety of the arena grants players a special buff which has two effects: First, it counteracts the Travel Power cost penalty, granting heroes extra energy management as they rush or fly around the city. Second, it raises the heroes' base flight speed, so that even heroes using mid-rank basic flight variants can remain as mobile as an Acrobatics fighter in the air.
    • No lockout - This is basically the 'Smash' equivalent of a rampage. Dying already imposes a rather big penalty to DPS and time management, so there really isn't a reason people should be locked out of the fight here.
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