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Thread: Laboratory

  
  1. #71
    WFTO Developer Dizzi's Avatar
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    Default Re: Laboratory

    I haven't been following this thread. This has random chance involved? probability + RTS = not good. Name an RTS game that has probability... then take that game and put it in the trash.

  2. #72
    Demon Spawn
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    Default Re: Laboratory

    I have no clue about the OP but in my opinion you simply throw a monster in the laboratory and the wizards start experimenting by casting magic and throwing potions on the monster.
    This researches enhancements.

    Once they found one you can use it on any monster. Imo it should be: You throw in monster, you select enhancement and click on monster. For some money they will enhance the monster.

  3. #73
    Demon Spawn Lord Onatu's Avatar
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    Gamertag: Daharka Jones

    Default Re: Laboratory

    My Ideas

    Laboratory – This room never needs to be much bigger than 4x4 as that is all it needs to do what it does best, and that’s experiment on creatures.
    It will look like a typical laboratory of Dr Frankenstein with a table fitted with straps to hold its victims down for their own best interests, as well as orbs that spark electricity to each other’s and a few other bubbling shiny things.
    In here you can dump the living so that they can be altered. To limit this however you can only experiment on heroes and neutrals, as mucking up your own creatures will very quickly cause a mutiny and mass abandoning of your dungeon at the very least, and complete rioting destruction at the most.

    The room attracts the most elusive creature called the Igor. You only ever have one, and he will stay in the room at all times only leaving to rest and eat. He doesn’t need paying as he believes the chance to experiment on the living is payment enough.
    Neutrals and Heroes can only be dumped in here one at a time whereupon they will be gradually altered by the experiments of the Igor. At lower levels the end results of this will be random, but once he gains a few levels worth of practice he can churn out such great abominations you’ll wonder what you ever did before him.

    Abominations:
    1. Zombie Abomination – the weakest of the lot. It maintains whatever strength it had before its alteration but has lost a lot of its mental capacity. The best thing for these is to set them towards enemies, pat them on their backs and see them on their way.
    It looks like a standard shambling zombie but hasn’t retained any of its original skills, just its strength and level.

    2. Wrath Abomination – these ones usually break few of their restraints; slap your Igor around before rampaging through your Dungeon with intentions to kill. They can’t be picked up as they technically don’t belong to you or anyone else and solely belongs to themselves.
    It however has increased strength and speed no matter what it previously was and is ugly as sin. Hunched over with bulging arms it looks reminiscent of the Hulk, just on a far less grand scale, dressed like a Zombie with rotting flesh and Frankenstein stitching.
    If captured and imprisoned these creatures of fury can be unleashed on enemies by strategic positioning of the Prison they are in.

    3. Augmented Abomination: Is a near perfect out come. It is clearly the creature you started off with although it will always have something different about it which is usually one, or several, of its limbs being much bigger than before and heavily clawed. It will be much stronger, but not as strong as its Wrath cousin, and remain in your services. Its only problem if it can eventually turn on you, especially if it is made to fight more of its own kind and remembers what it used to be. This happens rarely but can still happen.
    If this happen and quick recapture and time spent in the torture chamber can return it to your side, but you never know if the process will have to be repeated.

    4. Spirit Abomination – If Igor succeeds completely in remaking his victim he will strip away the constraints of the flesh and create a being of pure spiritual energy. A bit like a supped up ghost, these beings are wordlessly loyal to you and float around your Dungeons ready to kill anything that even coughs a word against you.
    They retain any and all skills they may have known in life as well as the level although they no longer increase in level from this point on, so thinking ahead to create the best variants of these guys is advisable, even letting heroes fight and not die in the Combat Pit.
    With no true physical form they float around as foreboding cloaks, unleashing their attacks from within in the form of energy shaped attacks.
    They are deadly and they are loyal but you need to go through a lot of the other lesser variants before your Igor will start making these.

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