Rainy

[Versus Ponyville] Boss Suggestions (Mechanics, Music, Etc.)

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BOSSES

 

The bosses that we use in Versus Ponyville are for the most part based around vanilla boss/Rage mechanics from Eggman's Freak Fortress 2. If you have ideas about a new boss, then reading up on FF2 itself would be a good place to start in seeing what is truly possible with this mod.

 

I have begun work on a page detailing all of our current bosses and their Rage mechanics. This page includes information regarding the duration, radius, and timing for Rages. Although it might seem redundant, altering any of these values can actually have a significant impact on the way that a Boss is played. Sometimes, balancing a Boss is only a matter of reducing their Rage by seconds.

 

If you would prefer to suggest weapon ideas or changes for players, please use the following thread.

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Unsure if I'm posting this in the proper location. I'll move it if necessary.

 

 

For anyone who wants to try suggesting a boss:

- Try to keep it unique. (Avoid using an idea: That another character already does / The suggested character does in another server / location.)

- Balancing is a must. ("Does this sound overpowered? Does it feel overpowered?")

- Explain the idea. (Suggestions are supposed to be wordy. Give examples if you feel a need to help players understand your idea.)

- Listen to feedback.

-- Good grammar. ("Dun't b liek dis." Use actual words.)

 

 

Since this also serves as the thread for suggestions / critiquing. I'll put up an early suggestion for some reviewing (for a boss who deserves a better rage than reversing controls)

I'm going to try following Raini's format as previously listed:

 

 

Derpy Hooves Suggestion

 

Rage- (Thunder Shock): Damage players, Stun Players, Disable Sentries

Abilities- Super Jump, Weigh Down

 

Damage:

Amount: 15% - 60% of Class' total health

Radius: Global [Entire Map] (Damage scaling will "Max Out" at a certain distance)

 

Stun:

Duration: 0 seconds - 6 seconds

Radius: Global (Stun scale will "Max Out" beyond the Damage scale)

 

Stun (Sentry):

Duration: 8 seconds

 

** All numbers listed in this suggestion are figurative to make understanding the functionality more clear. Numbers can be changed depending on what the coders would believe to be more appropriate.

 

 

When used, the rage gives a short warning before damaging (Like how Twilight had her countdown before exploding), a brief 2 or 3 seconds.

Damage and Stun are centered at Derpy's location after the countdown, with the rage affected only in a Horizontal direction (Height when compared to Derpy does not change the effects).

 

 

Example 1:

- A sniper across the map from Derpy on vsh_2fort_desk would take Max Damage (Approximate distance for Max Damage.), and a 4 second stun.

- A sniper standing on one bridge of vsh_crevice (when Derpy is standing on the other bridge, respectively) would take Max Damage be stunned for 6 seconds (Both Damage & Stun are maximum at this distance.)

 

Example 2:

- A Demo-knight actively fighting Derpy in melee range only takes light damage (10% - 15%), and will take a small stun, or no stun at all.

- A Demo safely launching grenades at Derpy from a distance would take some damage (20% - 25%), and a 2 - 3 second stun.

 

 

Does it sound overpowered?

- When you lose a chunk of health like that, perhaps, but the boss is on the opposite side of the map. After the stun ends find a medic or a health kit. You'll be able to survive another rage. The stun as suggested is not longer than when AJ rages directly in front of you.

 

Why Global radius?

- It's punishing to players who stay away from the boss, and is more rewarding to players who are actively fighting (or are in close-range).

 

What on Earth made you think of this?

- The scene in the episode that gave her first (and only) lines. As she bounced on the rain cloud, lightning came out of it. (The idea came from watching the show)

 

 

Feedback is welcome. Hopefully this will cause people to bring creativity to the table.

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I love the idea of longer stun and damage taken when a much further distance from the boss. Maybe this would be slightly more fair, because if the boss is being wailed on, all players at long distance would be destroyed real fast.

 

Damage:

Amount: 15% - 40% of Class' total health

Radius: Global [Entire Map] (Damage scaling will "Max Out" at a certain distance)

 

 

I also have a few suggestions for a few Heavy miniguns. Effects are only active while deployed to avoid using them along with K.G.B.

 

Brass Beat

1. Movement Restriction removed (as it is currently)

2. +3 Health regen per second.

3. Slight increase to knockback.

 

Stock Minigun

1. +15 Ammo regen per 5 seconds.

2. Slight increase to knockback.

 

Huo-Long Heater

1. Minicrit vs burning player

Edited by Skeith
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Couple of examples of how the bosses can be changed to be waaaaay more unique.

 

Vinyl Scratch

Changes the game by making her force taunting cut players off from parts of the map/set up traps for running players.

Passive:

On Player Kill: Player is marked as a dancing ghost which are forced to continue taunting where he/she died without allowing to spectate, the player is marked as a ghost would be and would not count as an 'alive' player. The dancing ghost also emit a very small aura that causes nearby alive players to taunt (aura is very small, 60 hammer units wide), the force-taunted players have a 2 second cooldown before taunting again to allow them to properly get out of the aura.

Enables Taunt Crits for the RED Team (Gives a RED team member crits for a few seconds after taunting). Players are hurt for 10% of their health on taunting to compensate spam.

 

'Speaker System' are BLU team dispensers that emit a constant aura that works similar to the Dancing Ghosts, just with a larger aura and the cooldown depends on how close you are to the dispenser, being very close will result in no cooldown and infinite dancing while being on the edge of the aura will result in a full 2 second cooldown.

Any dispenser spawned personally by Vinyl Scratch are invulnerable.

Vinyl Scratch can upgrade these dispensers via normal engineer upgrading to increase its aura, she cannot receive metal via ammo kits but rather through dropped weapons.

Aura sizes:

Level 1 - 70 Hammer Units

Level 2 - 150 Hammer Units

Level 3 - 300 Hammer Units

 

Rage

All Health Kits are temporarily replaced with 'Speaker System', they are removed after 7 seconds.

Allows Vinyl Scratch to spawn a 'Speaker System', either by the RTD method of on crosshair when using the MEDIC! bind or spawns at location when activating the rage (requires the boss to be on the ground when raging).

Disables sentries for 7 seconds.

 

Shining Armor

Change his rage to spawn a more fitting shield

Rage

Spawns a large shield (1000+ hammer units) at the location where he raged, the shield blocks RED players from entering/leaving the shield (however Cadence/Shining Armor can pass through) and reflects any damage done to it, lasts for 20 seconds. The shield will break early if 1000 damage is done to Shining Armor during its duration.

 

Discord

Makes him a rather long but unique fight.

Passive

Cannot Rage

+100% Health

+100% Round Time

Melee Damage reverted back to normal initially, does not allow backstabs

RED Spy Backstab Damage reduced to 5%

 

Every 1/8th of the round time, a random moving players location (can be Discord)/a map pickup's location/Spawn point is selected to spawn a random "Element of Harmony" (in the form of a Halloween Present) 10 seconds after the location is chosen, Discord's rage meter replaced with the countdown timer to the next Element Spawn, he will be the only one with this timer so he can plan accordingly.

Note theres a higher chance of the Element of spawning at Discords previous location if all of the RED Team are very concentrated at a location, this should force them to spread out more and cover the map equally.

Once the Element has spawned, all players are notified and suggested to find it, during this time Discord is rendered invisible, +20% movement speed bonus, and cannot collide with RED players, while RED are all forced to go Melee with a -20% movement speed. While an Element of Harmony is active (not picked up), the server round time will pause and will only resume once it is picked up.

If a RED team player reaches the Element of Harmony first, the player who found it will have a crit-boost and large overheal for the next 30 seconds while the Element will provide a team-wide buff. If Discord reaches it first, the Element of Harmony is turned into an "Element of Chaos" which then picked up by the RED team will damage the player for a % of their health (determining how many Elements of Chaos were picked up, each one adding 33% to that) and provide a team-wide nerf.

The Element of Magic (and its Chaos version) will always be the last to spawn, it will default to the Chaos version of Magic if more then 3 Elements were picked up as the Chaos version.

 

If 3 Elements of Harmony are picked up, any dead player is respawned onto the battlefield (can reoccur if all 6 are picked up)

If 3 Elements of Chaos are picked up, friendly fire is enabled till the end of the round.

 

The buffs/nerfs:

 

Element of Kindness

Class-Based

Medic

+50% Medigun Range

-50% Overheal Decay Speed

+All Mediguns provide an AOE heal when active

+20% Weapon Swapping Speed

Heavy

+100% Sandvich Recharge Rate

Passive Restores 15 Ammo every 5 seconds.

Engineer

+100% Dispenser Range

Team-Wide

+10% Damage

+10% Reload Speed

+10% Clip Size

+10% Damage Resistance

+100% Health from Health Kits

Boss Side

+10% Melee Damage

+Backstabbed on Element Pick-Up

 

Element of Cruelty (Chaos)

Class-Based

Medic

-80% Heal Rate

-50% Weapon Swapping Speed

Engineer

-50% Dispensers Range

Team-Wide

+10% Damage

+All alive players

 

Boss Side

+30% Melee Damage

+10% Melee Range

+Backstabbed on Element Pick-Up

 

 

 

 

Element of Loyalty

Class-Based

Scout

+20% Movement Speed

+20% Jump Height

+Triple Jump Passive

+50% Melee Damage

Soldier

+20% Jump Height

+20% Self Knockback Force

+30% Explosive Resistance

+20% Primary Weapon Damage

Team-Wide

+10% Damage

+10% Reload Speed

+10% Clip Size

+10% Damage Knockback Power

Boss Side

+20% Melee Damage

+10% Melee Range

+10% Movement Speed

 

Element of Selfishness (Chaos)

Class-Based

Scout

-20% Movement Speed

+50% Gravity Strength

All Melee Weapons have On-Hit: Hit Self.

Soldier

+20% Additional Gravity Strength

-20% Self Knockback Force

+15% Explosive Damage Vulnerability

+2 Degrees Projectile Spread

Team-Wide

+10% Damage

+20% Gravity Strength

Boss Side

+35% Melee Damage

+20% Melee Range

+20% Movement Speed

 

 

 

Element of Generosity 

Class-Based

Sniper

+50% Firing Speed

+30% Charge Speed

+30% Maximum Ammo

+100% Boss Outline Time

Player Model Alpha Reduced to 150

Spy

+30% Cloak Duration

+30% Cloak Recharge Rate

Backstab Strength Returned to 10%

+5% Movement Speed

Team-Wide

+10% Damage

+10% Reload Speed

+10% Clip Size

+50% Ammo from Ammo Kits

Boss Side

+20% Melee Damage

Outlined for 20 Seconds on Pickup


Element of Greed (Chaos)

Class-Based

Sniper

+50% Firing Speed

-30% Charge Speed

-30% Maximum Ammo

-50% Boss Outline Time

All Snipers Outlined until the End of the Match

Spy

-30% Cloak Duration

-30% Cloak Recharge Rate

Backstab Strength Returned to 10%

-5% Movement Speed

All Primaries (Revolvers) disabled

Team-Wide

+10% Damage

-50% Ammo/Health Kit recharge rate

Boss Side

+50% Melee Damage

Invisibility sticks for 10 seconds after player pickup

 

 

 

Element of Laughter

Class-Based

Pyro

+50% Damage

+100% Afterburn Duration

+100% Maximum Ammo

+100% Flame Distance

Boss is outlined when ignited

Heavy

+100% Maximum Primary Ammo

Minigun Minicrits on Airborne Targets

Sandvich provides 50% Overheal

+10% Movement Speed

+15% Melee Swinging Speed

Team-Wide

+10% Damage

+10% Reload Speed

+10% Clip Size

Enables Taunt Crits

Boss Side

+10% Melee Damage

Taunt on pick up

 

Element of Spite (Chaos)

Class-Based

Pyro

-50% Afterburn Duration

-50% Airblast Strength

+100% Airblast Cost

-50% Self Knockback Damage on Detonator

Heavy

Drains 3 Ammo per sec while spun up

-60% Taunt Speed

KGB/All Miniguns blocks healing on equip.

Team-Wide

+10% Damage

On Player Death: any nearby players (~120 hammer units away) are forced to Schadenfreude.

Boss Side

+20% Melee Damage

Add Bleed effect on hit.

 

 

Element of Honesty

Class-Based

Demoman

+100% Charge Collision Damange

+2 Seconds to Charge Duration

+100% Charge Movement Speed

+50% Melee Range

+10 Additional Sticky Bombs Out

+10% Sticky Bomb Crit Chance

On-Boss Hit: Removes Primary Weapon an Absorbs Hit (Adds an additional shield at the cost of the primary weapon)

Engineer

+100% Building Health

+50% Sentry Range

+30% Sentry Firing Speed

+100 Maximum Metal

Can Build an Additional Dispenser

+15% Melee Swinging Speed

Team-Wide

+10% Damage

+10% Reload Speed

+10% Clip Size

All Engineer Buildings are Upgraded to Level 3 on Pickup

Boss Side

+30% Melee Damage

+20% Sentry Knockback Resistance

Stun for 2 seconds on Pick-Up

 

Element of Lying (Chaos)

Class-Based

Demoman

-50% Charge Recharge Rate

+5 Projectile Spread on Grenade/Sticky Launcher

+2 Sticky Bomb arm time

Add On Miss: Hit Self attribute to all melee weapons.

Engineer

+100% Building Health

-20% Sentry Range

-10% Sentry Firing Speed

Buildings explode violently, damaging nearby players, standing directly next to them when they explode results in a kill.

All Engineer Buildings are destroyed on Pick-Up

Team-Wide

+10% Damage

Boss Side

+50% Melee Damage

+100% Sentry Knockback Resistance

 

 

 

Element of Magic

Team-Wide

+500% Damage (Increased to +10000% If NO Chaos Elements were Picked Up)

+200% Reload Speed

+200% Clip Size

Provides ALL Element of Harmony Buffs, wipes any existing Chaos Elements.

Boss Side

+200% Melee Damage

+1000% Knockback Resistance

+100% Melee Range

 

Element of Chaos (Chaos)

Team-Wide

+200% Damage

Provides ALL Element of Chaos Nerfs, wipes any existing Harmony Elements.

Boss Side

+500% Melee Damage

+50% Movement Speed

+20% Melee Swinging Speed

Edited by TheGreatJug™
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Couple of examples of how the bosses can be changed to be waaaaay more unique.

 

Vinyl Scratch

Changes the game by making her force taunting cut players off from parts of the map/set up traps for running players.

Passive:

On Player Kill: Player is marked as a dancing ghost which are forced to continue taunting where he/she died without allowing to spectate, the player is marked as a ghost would be and would not count as an 'alive' player. The dancing ghost also emit a very small aura that causes nearby alive players to taunt (aura is very small, 60 hammer units wide), the force-taunted players have a 2 second cooldown before taunting again to allow them to properly get out of the aura.

Enables Taunt Crits for the RED Team (Gives a RED team member crits for a few seconds after taunting). Players are hurt for 10% of their health on taunting to compensate spam.

 

'Speaker System' are BLU team dispensers that emit a constant aura that works similar to the Dancing Ghosts, just with a larger aura and the cooldown depends on how close you are to the dispenser, being very close will result in no cooldown and infinite dancing while being on the edge of the aura will result in a full 2 second cooldown.

Any dispenser spawned personally by Vinyl Scratch are invulnerable.

Vinyl Scratch can upgrade these dispensers via normal engineer upgrading to increase its aura, she cannot receive metal via ammo kits but rather through dropped weapons.

Aura sizes:

Level 1 - 70 Hammer Units

Level 2 - 150 Hammer Units

Level 3 - 300 Hammer Units

 

Rage

All Health Kits are temporarily replaced with 'Speaker System', they are removed after 7 seconds.

Allows Vinyl Scratch to spawn a 'Speaker System', either by the RTD method of on crosshair when using the MEDIC! bind or spawns at location when activating the rage (requires the boss to be on the ground when raging).

Disables sentries for 7 seconds.

 

Not sure what I think about the dancing ghosts, but the speaker system Dispensers sound like they could be a nice twist.

My only concern is some taunts are pretty long comparable to others (unless Vinyl just forces the Thriller taunt now. I have yet to face her since the update. If the previous is true, then ignore this line.)

 

 

-Discord Info-

 

Holy sweet jebus Batman. Other than that having been a long read, it sounds entertaining. Though the Magic element already holds the most weight, I wouldn't be sure if auto-spawning it as the debuff version would be fair to the players. Granted: Discord is outnumbered and outpowered, but with speed advantages and super jumping, he can explore a map faster.

 

 

 

I love the idea of longer stun and damage taken when a much further distance from the boss. Maybe this would be slightly more fair, because if the boss is being wailed on, all players at long distance would be destroyed real fast.

 

Damage:

Amount: 15% - 40% of Class' total health

Radius: Global [Entire Map] (Damage scaling will "Max Out" at a certain distance)

 

Perhaps I used some numbers that were too large. I'm thinking if she was only getting rages every-so-often. I didn't fully consider if she got multiple rages in a short time. Perhaps a shorter stun would be needed too, since unlike other bosses in the mod, when Derpy's rage is used, it won't shield her from incoming damage..

Good feedback either way. Thanks

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Using conditional physics on props is sketchy at best. You'd have to use shouldcollide or something to make the decision and it would be choppy or like walking through jello when near/running into it.. or you'd have to just constantly teleport them out or bounce them back when they bump into it.

The ghost thing is not so good because players can just disconnect and there's a whole bunch of other problems like dealing with queue points and counting people as dead when they arn't really dead and stuff (i think?). Why not just spawn a physprop where they died and have that kill people or stun them when they get close to it

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TBH whatever works, just placing the ground work of the idea, how its done is up for debate/the discretion of the scripter, as are the numbers for everything since what I suggest is just merely to get the point across.

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Boss Idea

 

Fluffle Puff: A boss that would be good for disorientating enemy players causing them to be distracted from via rage and super jump.

 

Rage (1) Fluffle gets increased base jump height, and every time she lands all red teams screen gets shaken *like when the hale falls from the flying gold on 2fort desk* And possibly a 1 second spook every time she lands.

 

Rage (2) A random apple pie spawns above a random player's head causing fluffle to be able to mark that target so they can be seen from anywhere on the map. and when the player is killed the pie explodes in chunks of apply goodness everywhere doing damage to other teammates.

 

Passive (boss) Fluffle moves at a slightly faster movement speed while continuously jumping.

 

Passive (RED) All items that deal minicrits to airborne targets are increased to crits, and do more damage.

 

Boss Music Not Certain of yet

 

Rage Music http://www.youtube.com/watch?v=qRC4Vk6kisY  Maby?

 

Again this is a really rough draft, there are other possibilities that could be suggested with this boss that I can't think off at the current moment, I think it would be cool if it were to become reality.

Edited by CHIEF-SLAP-A-HO♠♥

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VSP Boss suggestion:

New Boss/Hale: Gilda

Rage - [Demoralize]: Push Force against enemy players, Implies Bleed Effects, Disables Sentries, Disables Attacks.
Abilities - Super Jump, Weigh down.

Model animation type - Demoman.

Weapon of choice: 404 (The Persian Persuader)


DoT (Damage-Over-Time):

Duration(Bleed): 0 - 5 seconds.

Damage(Bleed): -5 healthpoints.



Radius: Close Range (same radius as saxton hale/iron will's rage)

Knockback Force(Rage): +75% Push Force against targets.

Disable (Sentries):
Duration: 5 seconds

Disable(Players):
Duration: 2 seconds


Rage Description:

 

Her Rage is primarily meant for Debilitation, using clever tactics to impair her enemies with Misdirection, Shock, , their Fighting Spirits! (and their heads).. So be sure to not get in her way..
 

Players within her range will immediately be pushed away similar to a pyro's airblast, and applied with a bleed effect and a small disabling effect (same manner when striking a snipers razorback). Using the push force can send players into hazards, craters(heights), into walls to pin their escape, or away from objects that will benefit the enemy (such as health kits, ammo, and dispensers).

For players not in her range will be unaffected.

Is this Overpowered?

~ Not likely, a player will survive when there are no hazards or cliffs in the area, and even if they have been
pushed away and disabled, they'll land somewhere on top of a small structure or in a small line of defence, and scurry away to safety to a medic, healthkit, or a dispenser nearby to counteract the crippling bleeds.

> Spies will have no difficulty avoiding the bleed effect since they can deploy their dead ringer even if they have been disabled.

 

> Snipers can safely be away from her rage since they tend to stay afar from their team.

 

> Medics and any patient (target being healed) under the effects of the Quick-Fix's Uber, will not be pushed away (the STOCK medi-gun is pretty much the opposite, it protects from her stun, but the rage can still knock them back while under the effects of an Uber).

 

> Engineers within her wrath will be unable to repair their sentries or switch their weapons from under her disabling effect, however they can still run and dodge her attacks until they regain their equipment.

 

> Pyros will not be able to airblast the boss from under the disabling effect, but just like the engineer, they'll have to dodge her attacks.

 

> Demoman/Demoknights can still activate sticky traps or charge away even if their weapons have been disabled.

Will Gilda's Persian Persuader grant her any benefits?

~ Her extended reach and removing the no random critical chance penalty for melee, can greatly turn the tide from those that attempt to cross her path, but on the downside she is unable to collect any weapons, building giblets, and ammo boxes while equipping the sword, allowing other players to replenish themselves with either metal, health, ammo and cloak points. Her Persian Persuader along with a combination of bleeds and fall damage, she is capable of finishing the player off.

 

 

Theme Music:

 

(This suggestion can be modified or updated)
 

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VSP Boss suggestion:

New Boss/Hale: Gilda

Rage - [Demoralize]: Push Force against enemy players, Implies Bleed Effects, Disables Sentries, Disables Attacks.

Abilities - Super Jump, Weigh down.

 

-Snipped extra info-

 

 

That's not too bad, but having an airblast as a rage doesn't seem very strong, even if it causes bleed. In total, it's an airblast that does 25 damage. Even a scout is not hindered very much by 25. Perhaps making the bleed last 7 seconds to do additional damage would help.

 

Two seconds isn't a lot of time, even for a stun (especially with players who just got 'saved' from being smacked by the boss). I would say try making that longer so the blasted players can't just turn and run away.

- Perhaps even add a -Damage bonus to all their weapons. They did just get 'bullied' by Gilda, why would they attack again right away?

 

After the "airblast"... what about if players who hit into a wall took bonus damage? As if they had been "held" against the wall.

 

 

The extra stuff about animations and such would be dependent on if Jug would make the character, and what class he makes it for.

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New Boss/Hale: Zecora

 

Rage - [Herbal Brew]: Four alternate rages that are chosen at random.

1. -60% speed reduction for all players. (All speed increasing buffs are made null for the duration.)

2. Players are afflicted with a dizzying haze. (Aim is altered.)

3. Gravity is heavily increased for all players. (Player size is increased to show how heavy you have become.)

4. +50% speed increase for all players. (Does not stack with other speed increasing effects.)

 

Rage Duration: 8 seconds.

 

Radius: Global

 

Disable (Sentries):

Duration: 5 seconds

 

Rage Description:

 

This rage is meant to keep things interesting for both the boss and players. In essence, there is a 1/4 chance that players may get a beneficial effect from the rage. When put into effect, players should be given a warning message of which effect is taking place and will have a 2 second warning.

 

On most maps, the +50% speed increase would be a benefit for players. However, in the maps that have pitfalls (ie: nucleus) this buff could be a bane for those not paying attention.

 

The -60% speed reduction is the opposite effect meant to benefit the boss in making catching players much easier.

 

Dizzying haze effect of the rage is a way to distort a players ability to aim making surviving a challenge, but not impossible.

 

Last but not least is the increased gravity. The main purpose of this rage serves two purposes. One: it's fun for the player models to increase in size. Two: it's meant to remove the space bar and rocket/sticky jumping as a means of escape/dodging.

 

Super Jump/Teleport?: Super Jump

 

Theme: (Purely for cosmetic quality.)


 

 

I welcome any suggestions or comments.

Edited by Skeith
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Pinkamena 

Rage:Roulette based

Killer's Instinct 

All players are outlined and slowed by 40%. As well, the boss is partly cloaked for 10 seconds

 

Weapons Cabinet

Gets a slow Flying Guillotine that homes in on players. It is reflectable, and deals heavy damage(+200%)

 

Assistant:

Spawns a 500 HP helper (Scootaloo or Applebloom) with a random melee item besides any spy knife. No damage bonus

 

 

 

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Cutie Mark Crusaders

Collapses trio into a single stage-based boss, 3 bosses really are too much to handle/balance

Passive

-20% Maximum Health

Health is divided 3 ways between each filly, only the active pony receives damage. Once a filly's health is depleted, they will instantly rage and maintain uber (except for Sweetie Belle, she'll maintain 1 health) for the duration of the rage before switching to the next living filly. Boss is only defeated once all 3 fillies are defeated.

 

Individual passive effects only are active when the listed pony is being used.

 

Applebloom

-30% Melee Damage

+50% Sentry Range

Cannot Build Manually

Cannot Super Jump

Secondary Ability - Builds 500 health mini-sentry at boss location, 50 second cooldown. Cannot build more then 1 and despawns when raging. Sentry Damage is 1.5x normal sentry damage.

 

Scootaloo

-50% Melee Damage

Momentum - Movement Speed/Knockback Resistance increased depending on how long Scootaloo runs uninterrupted, maxes out at +50% movement speed/90% Knockback Resistance. Bonuses reset on jump/slow down.

 

Sweetie Belle

Super Jump replaced with Teleport, 20 second cooldown

D'aww - Whenever a RED player damages Sweetie Belle, theres a chance they will be stunned (HHH spook, can still move around) for a short period of time. Chance is dependent on how much damage the player has done to Sweetie Belle, increasing the more damage you do (up to a 15% chance after dealing 2k~ damage). All damage done that leads to D'aww/Infectious Stupidity is reduced by 60%

 

Rage

Individual rages only are active when the listed pony is being used.

On Rage End: Switches to the next living pony in the line-up.

 

Applebloom - Wee Little Applebuckers

Spawns 3 mini-sentries (with 1000 health each) at boss location (3 second delay to allow them to be spread out)

Mini-sentries last for 10 seconds.

Rage ends after the last mini-sentry despawns/is destroyed.

 

Scootaloo - Scooter Attack!

Reaches/Maintains Maximum Momentum and becomes toxic (kills incredibly close players).

Rage ends after 10 seconds.

 

Sweetie Belle - Infectious Stupidity

Increases D'aww Chance for all players to 80%, stun changed to knock out (sandman moonshot) for 5 seconds, and deals 25 damage to the player.

Rage ends after 12 seconds.

Edited by TheGreatJug™
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Flim Flam Brothers

Duo Boss, makes for a shorter round thats not entirely fighting.

Passive

Ponies cannot harm one another.

Any non-pony player is silenced for the duration of the round.

Cannot be chosen via /ponyboss

Cannot spawn if theres less then 12 players in the server

No Rage

 

The Fighters

Up to 6 players on the RED team are turned into the Mane 6 (1 for every 6 players, up to 6 for a full server. Spawned in this order: Applejack, Twilight, Rarity, Pinkie Pie, Rainbow Dash, and Fluttershy) and are only given melee weapons with increased jump height.

In order to collect an apple, at least 1/2 of the spawned Mane 6 must melee attack a "Good Apple" (first hit marks/outlines the target, marking it for the following swings).  

Each collected apple counts for 1.5.

Due to their team alignment, they cannot collect/kill Bad Apples.

 

Flim and Flam are only given specially scripted Medi-guns which steals health from targets on use.

In order to collect an apple, all the health must be drained from said apple, they can steal/kill marked apples.

Each collected apple counts for 1.

If they end up killing a RED player (a Bad Apple), the brother who collected it is stunned for 3 seconds and reduces their apple count by .5

 

The Runners

+30% Movement Speed

Any runner will respawn after 5 seconds at either teams spawn point or at any map pickup location (ammo/health kit). They can spawn as either a Good or Bad apple, the chances are the same as their initial rate (75% to 25% respectively) however the more times they're killed, the higher chance they'll spawn as a Bad Apple.

 

3/4s of the remaining players are sent to the BLU team and are turned into disguised spies (disguised as enemy spies) who are stunned (HHH spook) for the duration of the round, they represent "Good Apples"

 

The remaining 1/4th of RED players become disguised spooked spies for the RED team and represent "Bad Apples".

 

The goal of the round is to see which team has the most collected apples at the end of the round, the one with the higher wins the round. The server speed will be increased (like how Octavia/Vinyl Scratch's rages) to 1.5 when theres only 1.5 minutes remaining.

 

Music

http://www.youtube.com/watch?v=mn82BDWh6oY

Edited by TheGreatJug™
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Flim Flam Brothers

Duo Boss, makes for a shorter round thats not entirely fighting.

Passive

Any non-pony player is silenced for the duration of the round.

Cannot be chosen via /ponyboss

Cannot spawn if theres less then 12 players in the server

No Rage

 

The Fighters

Up to 6 players on the RED team are turned into the Mane 6 (1 for every 6 players, up to 6 for a full server. Spawned in this order: Applejack, Twilight, Rarity, Pinkie Pie, Rainbow Dash, and Fluttershy) and are only given melee weapons with increased jump height.

In order to collect an apple, at least 1/2 of the spawned Mane 6 must melee attack a "Good Apple" (first hit marks/outlines the target, marking it for the following swings).  

Each collected apple counts for 1.5.

Due to their team alignment, they cannot collect/kill Bad Apples.

 

Flim and Flam are only given specially scripted Medi-guns which steals health from targets on use.

In order to collect an apple, all the health must be drained from said apple, they can steal/kill marked apples.

Each collected apple counts for 1.

If they end up killing a RED player (a Bad Apple), the brother who collected it is stunned for 3 seconds and reduces their apple count by .5

 

The Runners

Any runner will respawn after 5 seconds at either teams spawn point or at any map pickup location (ammo/health kit). They can spawn as either a Good or Bad apple, the chances are the same as their initial rate (75% to 25% respectively) however the more times they're killed, the higher chance they'll spawn as a Bad Apple.

 

3/4s of the remaining players are sent to the BLU team and are turned into disguised spies (disguised as enemy spies) who are stunned (HHH spook) for the duration of the round, they represent "Good Apples"

 

The remaining 1/4th of RED players become disguised spooked spies for the RED team and represent "Bad Apples".

 

The goal of the round is to see which team has the most collected apples at the end of the round, the one with the higher wins the round. The server speed will be increased (like how Octavia/Vinyl Scratch's rages) to 1.5 when theres only 1.5 minutes remaining.

 

Music

http://www.youtube.com/watch?v=mn82BDWh6oY

Something tells me that Dominations are likely to happen in this round.

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Ruby  (From Story of the Blanks)

Rage: Enables friendly fire for 30 seconds

Info:She's a bit small and a bit faster than the Scout. However, she is quite weak herself. As well, she's partly transparent.

Weapons: Dead Ringer{Takes 1.5x longer to recharge, and a bit louder), Disguise Kit, and the bottle.

Theme: http://www.youtube.com/watch?v=AAgl6n8282Y&list=PLCE281DB7245A2671&index=6

 

Other info: For voice lines, either edit Appleblooms or use 8-bit sound effects.

Edited by EoK Fluttershy

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So, I know I've joked about this on and off for a bit, but in all seriousness, do we have any policy about Ponyville Community-based bosses? I think I'd seen ones in the early days of Jersey, so I understand if such actions don't agree with some of the higher-ups. But I've seriously been tooling around with boss ideas and sound clips for a Mr. Kenyon boss that would make for an interesting fight, I feel.

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Something simple and unique

 

Surprise

Rage: Randomizer . All surviving players are given random weapons, and if possible, a random class as well.

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Daring Do

Abilities: Weigh down, 7 second cooldown for super jump

Rage: Unlimited super jump as if swining across vines

(She could be a duo with rainbow dash, just saying.)

 

Sunset Shimmer

Abilities: Teleportation, low gravity

Rage: She'd make things brighter and make it look like a sunset since her name is sunset shimmer.

 

(I had an idea of a spitfire/soarin duo but i have no idea what the rage and abilites would be :S)

 

Nurse Redheart

Abilities: Super Jump

Rage: She'd be able to heal herself some way, health regen or all at once

 

Flash Sentry

Abilities: Super Jump, weigh-down

Rage:He'd be able to make a sentry and everyone is bonked for 3-6 seconds

(Could be a twilight sparkle duo)

 

Doctor Whooves and Derpy (Duo)

DOCTOR WHOOVES

Abilities: Teleportation

Rage: Stops time

DERPY

Abilities: Same

Rage:Thunder strikes, stunning everyone, and disabling sentries.

 

Thats all I can think of for abilities/rages, I'll make another post if I have more ideas, but for now i think i've made enough.

 

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More stuff I've noticed.

 

DJ Pon3's and Vinyl Scratch's Saxxy has the same swing speed as a scout weapon, and she's a soldier, I don't think this is supposed to happen, as there's no atributes on the weapon that leads to this.

 

Scootaloo's sandman ball is able to break demoman's shield, I think it's way too op since she's fast and have a fast swing speed (not to mention she has two companions). Probably wasn't intended.

 

Twilight's thunder breaks all demoman's shields on the map, even if you're far away from the boss or didn't taking any damage at all (probably unintended too).

__

 

Trivial info:

Octavia's amputator is able to heal Vinyl and herself, probably there's not a relevant effect since they are overhealed and the taunt isn't able to overheal.

 

As noticed by Solar, Twilight's weapon (Tribalman's Shiv) has an "bleed on hit" attribute on her weapon, and I remember this not being there since the "old" version.

Edited by No Name

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Alright, fine, you bastards force my hand.

Boss Suggestion
 

Mr. Kenyon

 

"It's time for another Pony Story BEATING Funtime!"

 

Ah, crap.  Ponyville's local fanfic reader has gone off the deep end.  Now he's forcing everyone to listen to his horrible versions of pony voices...or die trying to escape.

 

Mr. Kenyon's playstyle bases itself off two primary factors: His stories, and his immense ego.  After all, no one else has had the balls to make a boss suggestion of themselves, yet.  That's gotta count for something.

 

Passive: Quiet During the Performance! (tentative)

 

"Dammit, shut up for a moment and listen to me!"

More like a mini-rage, I suppose.  After certain damage intervals, QDP basically would mute all noises, save for a pre-recorded message of Mr. Kenyon mocking the players' attempts to avoid listening to his story.  Kind of the audio equivalent of Pinkie's screen-covering rage.  I'm no programmer, so I'm not even sure this is feasible, but this, or something like it would be an interesting touch.

 

Abilities: Teleport

 

"Hey!  Where the hell do you think you're going?"

 

Kenyon's no unicorn, but the sheer rage that builds up, knowing people are trying to avoid listening to him allow him to break the rules of physics in short bursts, teleporting behind a random player.

 

Rage: Storytime!

 

"Alright, kids, it's time to tell you a little story about Mr. Kenyon, AND HOW HE BEAT THE CRAP OUT OF THE RED TEAM."

 

Ohhhh, shit.  Now you've done it.  Kenyon's had just about enough of this.  Everyone's going to listen to his story, and they are going to LIKE it, goddammit.

 

Kenyon and all players teleport to a point on the map.  If possible, it's preferred that the other players are able to be around him in a circle, but out of Kenyon-smacky range.  Kenyon holds still as he reveals the story he plans to read, allowing players a moment to run like hell before he summons characters from the stories in question, who sound oddly similar to himself...

 

(Basically, summons helper minions of weaker stats (a la Chrysalis,) based on various stories read.)

 

Examples:

 

Allegrezza - Vinyl and Octavia

 

Cupcakes - Pinkamena

 

The Day My Beard Turned Into Pinkie Pie - Harvey Grimwold (Biker-styled Heavy with pink All-Father?)

 

My Little Time Lord - Derpy and the Doctor

 

For I Am A Jelly God - The Smooze (Not sure how this one would be done, jelly monsters and all that, but I'd LOVE to make voices for them.)

 

This rage could either be done traditionally, or in a multi stage style like Jug's suggested CMC Revision, with each stage creating more or tougher minions.

 

 

All this, plus a customized voice for the boss, like Saxton Hale's original mocking of each of the classes as he beat them to a bloody pulp.  Of course, voice work can always be provided as necessary.

 

I like that bullshit glue rage idea someone suggested earlier.

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\

Trivial info:

Octavia's amputator is able to heal Vinyl and herself, probably there's not a relevant effect since they are overhealed and the taunt isn't able to overheal.

 

As noticed by Solar, Twilight's weapon (Tribalman's Shiv) has an "bleed on hit" attribute on her weapon, and I remember this not being there since the "old" version.

These aren't glitches with the mod itself, but with one of the third party tools the mod uses. Other similar servers are experiencing the same or similar glitches.

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