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Dungeon Defense


sineupp

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Hi

I was just browsing the categories when I saw this! mod suggestions? EPIC

I have an idea which is fairly simple (but I dunno if it's feasible cuz I have no experience in modding).

I think it would be cool if someone can modify a dungeon (maybe Fort Grief after the quest is done since it's empty and unused) to set up something similar to Hero Defense games seen in Warcraft III, I have some basic thoughts, maybe you could build upon, around or even modify as you see fit.

 

The player is notified that a new arena is open in Fort Grief (or wherver you see fit) that pits brave volunteers against hordes of beasts.

Upon entry, and before the player can use the mechanism to open the outer door, the player must pay a fee that could be levelled for every 5 levels up to 25, something like 225-500-1000-1800-3000, I'm not very attached to this formula, so it's up to whoever has enough experince to find out a better one.

 

The next outside area may be used as a preparation stage, maybe a couple merchants, potential for other quests (maybe a woman wants to avenge her dead husband/brother of a certain named beast in the dungeon for a reward, a former successful defender lost an amulet/ring in the water beneath the bridge,..) or whatever you'd like to add.

 

As the player enters the front door, he/she is stripped from all belonging (maybe a variation of the spell Sanguine gives you might be used to transport them to a chest outside), and the door is locked behind.

There should be a chest with basic weapons and some mana potions for spellcasters, no armor or health potions needed as the player will take no damage.

The player should defend a certain door (like the one leading to The Hunter's Abyss) so that no more than a certain number of monsters go through.

Monster affiliation and damage/speed should be modded to guarantee they do not attack the player, maybe a constant Calm effect can be used.

The monsters spawn in waves, and after each wave better weapons and more mana potions will be spawned in a chest near the defended door. The player should be given enough time to collect the items and return to his defensive position of choice.

The last wave is a boss, which would have high health (and armor if a dremora is chosen), but reduced speed, and should, as always, not attack the player. The boss has the key to the locked door.

The boss entering the door is an instant loss, no matter how many monster had entered before.

Should the player lose to any wave or the boss, a message is displayed to tell the player to check in the chest near the defended door for the key. And the player should exit to a booing unpleased crowd, with no reward.

Should the player win (or lose), and as he/she proceeds to the exit, the same effect should be triggered to dispose of all his/her (dungeon-related) belongings to an unreachable chest. Then the player exits to a cheering crowd and handed his reward, which could be a choice between money (maybe 4x the amount invested) and a random-generated levelled item, and then allowed to collect his/her belongings from the chest.

The game should be repeatable every week, like the Imperial City Arena.

 

*note*

The exit key should be considerd a quest Item so that it won't be stripped from the player with the effect, but disappears when used to open the chest with the personal belonging (much like the Hunters' keys with Caught In The Hunt)

 

Thanks for taking the time to read, suggest modifications and, if you see fit, directing the idea to someone capable of realizing it.

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When I saw the topic title, I thought you were going to request a mod like the game "Dungeon Keeper" where you set up your traps and position your monsters to defend your dungeon from all those nasty marauding heroes.
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