daewoorcr2k3 Posted August 6, 2012 Author Share Posted August 6, 2012 (edited) While I don't want to spoil anything to much I will try to explain some for those asking. The main goal of this mod is to add more interesting bosses (and I'm working on a story as well to go with it) by giving them mechanics that are rare or not at all present in any skyrim boss fights. This mod is also influenced by Impossible Bosses so I part of that is making the bosses hard on both fronts, mental and "physical". For example the first boss is more about fighting 1 on 1 with the boss and its pretty simple but it has two surprises that the player will need to think about how to survive what seems to be too much damage. This boss is the least mechanical and is in place to be a road block to weed out the people without the level I'm balancing for and those people who are going to either just quit after a few deaths. I fully expect the player to die several times on each boss no matter how good you are at puzzles or how good you are at being leveled up and geared. The first two bosses are relatively simple requiring only a bit of thinking (I feel that only puzzle bosses would be silly and would not pay the respect to Impossible Bosses that I want to include in this) but the bosses after that instantly become much more complex. Currently I have 6 out of 7 bosses in concept and I'm only designing each fight one at a time. The first two fights I spent a few hours tossing ideas around with a friend but the third boss I have spent more than twice the amount of time planning and will be spending more before I event start making it. As stated above, I'd rather not give away too much because I want even testers to have a blank slate going into fights as much as they can but, I will say the third boss is currently titled "Trapmaster". This fight will have very little true fighting with the boss himself and will involve several areas where you have to deal with various traps and puzzles. My goal is to focus on different parts of the mental spectrum including memorization, quick thinking under pressure, and general problem solving. Hopefully this gives a better idea for those of you still wondering what to expect from this mod. TL;DR, there will be physical and mental aspects to all bosses in different amounts, with some bosses being almost totally puzzles and the easier ones being more physical. I think I'd enjoy some discussion on how it would work mechanically. Traditionally videogame bosses have some kind of pattern of attacks that you have to evade or outmanoeuvre, and a window of vulnerability in which they can be safely harmed. Some very satisfying boss fights exist in games where evading attacks is an essential part of the combat,and I think designing such bosses would be a good approach.However, you can't dodge in Skyrim, and you often can't block. This is actually something I like to see people saying because it gives me hope that people will really be surprised at how solving some fights will happen. I feel like there are so many spells and shouts at the players access they take for granted (because of the easiness of most Skyrim fights), for example the Whirlwind Sprint or Become Ethereal :thumbsup: Edited August 6, 2012 by daewoorcr2k3 Link to comment Share on other sites More sharing options...
tg08096 Posted August 6, 2012 Share Posted August 6, 2012 I read this thread last night, and while I'm one of those people who hears anything like "wouldn't it be cool if like in WOW. . ," and I'm like, no, but I had an idea, and since you're doing it anyway, I figured I'd share. A draugr overlord, custom npc, with a summon spell that summons a draugr, that also has a summon draugr effect, so what you have is a chain reaction of summons where if the player does not act quickly enough to supress the spellcasting, he will have an army of draugr on his hands before he knows it. Even better would be if each summon spell summoned 2 draugr, and the interior consisted of an open space surrounded by puzzle gates, so that the draugr would notice the player and start the summon chain reaction before the player could get to them, so they have time to raise a small army before the action starts. What do you think? Link to comment Share on other sites More sharing options...
daewoorcr2k3 Posted August 6, 2012 Author Share Posted August 6, 2012 I read this thread last night, and while I'm one of those people who hears anything like "wouldn't it be cool if like in WOW. . ," and I'm like, no, but I had an idea, and since you're doing it anyway, I figured I'd share. A draugr overlord, custom npc, with a summon spell that summons a draugr, that also has a summon draugr effect, so what you have is a chain reaction of summons where if the player does not act quickly enough to supress the spellcasting, he will have an army of draugr on his hands before he knows it. Even better would be if each summon spell summoned 2 draugr, and the interior consisted of an open space surrounded by puzzle gates, so that the draugr would notice the player and start the summon chain reaction before the player could get to them, so they have time to raise a small army before the action starts. What do you think? I already have a boss that summons minions in a different fashion so I feel like it would be redundant to add another like this. I have considered of this style of fight though, having one boss turn into lesser ones as it goes but I feel like its too simple and as you get lower and lower you can begin to just use area attacks to instantly destroy them. Its something I want to avoid. I am willing to discuss possibilities for boss fights but I would rather keep that to personal messages in the future in case I do include one :thumbsup: Link to comment Share on other sites More sharing options...
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