If I am making these topics a bit to frequently, or they are inappropriate for someone of my server age to make (or my ideas just plain suck), please tell me!
It would be fun to see champ fights have some "scripted" fight sequences. To give you an idea of what I mean, in WoW many bosses had "stages" of difficulty based on their health, and the tactics you would need to use to stay alive and defeat the boss had to change. In many modern linear action RPGs (god of war, shadow of the colosus, deadspace etc) boss fights had certain times when the boss was more vulnerable, or you had to use the environment to hurt him, or protect yourself.
Anyhow here are some ideas i came up with:
The safe spot AOE (area of effect):
Simply every so often, the champ will cast an AOE spell that will kill or severely hurt anything in range. Usually this range would be room wide. There would of course be two warning signs that this attack was about to happen. First: The champ would return to the middle of its environment. Second: It would say a certain recognizable line like "You're all going to die!" that means he will cast it in 2-3 seconds.
As soon as the players notice these things they should find cover behind certain objects placed in the fight area. Things like pillars, a ditch or walls. I'm not sure if its possible to add the training room safety to specific tiles in these safe spots, but that would be a simple way to create the safe spots.
And perhaps after the champ has casted the AOE he would enter a weakened state for 20 seconds, where his resists drop a certain amount, and would not retaliate.
The platform fight
Every 10 minutes the champ will teleport to a new platform and cast a moderately harmful spell at all players that are farther than 5 tiles from him. The platforms should be designed in a way that makes it possible to get closer to him with practice.
for example:
http://img252.imageshack.us/my.php?image=examplehw6.png
(this is JUST an example image!)
The players can use the stairs, or the teleporters to reach the champ before the spell is cast. The teleporters could be one way (following the arrows) or two way or they could change to random endpoints during the fight.
The environment trap
Periodically the champ can be lured into an area in his environment that damages him. Similar idea to using the spike traps in doom to hurt the bone deamon. These can be triggered by just having the champ walk into them, or having him stand on the trap and the players will need to pull a lever or use some other trigger to activate it.
Another iteration of this could be:
The champ dwells in a cave with many stalactights on the ceiling. there are a few casks of explosives near the walls of the cave that can be attacked (hopefully at range) to cause them to shake loose and land on the champ, causing large amounts of damage (compared to a player) this will also work like the AOE spell outlined above, and the players will need to take cover or die when using this tactic.
Champ fight sequence:
The summoner
Stage one:
This is a simple champ that spawns more monsters to fight after his last batch is defeated. Once the players defeat his summons, he will teleport out of a safe spot (where players cant reach him) into the middle of his environment where he will start summoning. When this happens, it is the best time for the players to attack him.
Stage two:
Once he hits 75% hp, he will begin to behave like the platform fight, teleporting to the next platform and casting a spell every 10 minutes or 5% hp.
When he is at platform one, he can be attacked by an environment trap (this has limited uses per fight).
Stage three:
At 30% health
Same behavior as stage two, except he summons armor for himself, increasing his resists considerably, and begins to cast the AOE every other jump and the stage two attack is weaker.
He only casts AOE at platform one, and if you are on a teleporter you are safe. After casting he enters a weakened state, and this is the best time to use the traps on him.
On his 8th or 9th jump after entering stage three (meaning the players didnt force him to jump by taking 5% health before 10 minutes ran out) he will summon monsters and safespot, regenerating a bit of health.
This would take considerable testing to make sure it is possible for regular players to kill him, and some balance to the timing of the AOEs and jump spells when players are lagging.
This type of champ is not supposed to be farmed, It is a challenge for groups of organized players. But that doesn't mean the rewards shouldn't be great.
Some more concepts:
Mind control
The champ will sometimes posses a player, making him attack his allies!
Short duration, and might only be able to work on pets.
Stuns
Champ will sometimes cast paralyze like spells.
Roots: freezes the target and spawns a corpser at his feet that attacks him. If the target kills the corpser, or 10 seconds pass the spell ends.
Cyclone: same as roots, except it spawns a weakened air elemental.
Petrify: freezes the target and hues him and all his gear a light brown or grey. Resists are 0 in this state. spell ends in 15 seconds, or when an ally casts heal on him.
Freeze: same as petrify, but blues and whites and is dispelled with flare, not heal.
Horror: causes the target to run in random directions for 5 seconds.
Spell theif
The champ will mimic any spell cast using the players mana (just double the mana cost for spell for the duration) for 20 seconds. The champ will also remove buffs, potion effects and/or equipment attributes for a short time.
Darken
Disables night sight and turns off all light sources for 20 seconds.
Champ fight concepts
- OldManAlewar
- Legendary Scribe
- Posts: 408
- Joined: Sun Jan 06, 2008 3:42 pm
Re: Champ fight concepts
might be handier if you beak suggestions into smaller posts, so that each individual suggestion may be judget at its own merit
Re: Champ fight concepts
Also, well you can't know that if you haven't scripted before, but most of these ideas you are suggesting are very hard to realize. There's only a handful on the shard that would know how to do them (me, old man alewar, morpheus - from what i've seen).
I already have some complex stuff to code (tools for staff), and already have a lot on my todo list... and as soon that gets cleared, more things will come, so i won't start scripting on this project at any time in the near future (well maybe in a few years). So it's up to the others to realize it in the scripts, and if it's coded properly (not just some code copy pasted together) and well documented I will put it in.
I already have some complex stuff to code (tools for staff), and already have a lot on my todo list... and as soon that gets cleared, more things will come, so i won't start scripting on this project at any time in the near future (well maybe in a few years). So it's up to the others to realize it in the scripts, and if it's coded properly (not just some code copy pasted together) and well documented I will put it in.
+Colibri, Administrator of UO Excelsior Shard
Don't know what the purpose of your life is? Well then make something up!
(Old Colibrian proverb)
Don't know what the purpose of your life is? Well then make something up!

(Old Colibrian proverb)