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Boss Idea: Hover Fighter


Tac_9
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What if there was a boss on some planet (likely Corpus) where you entered an outside tile, and a giant fighter craft flies in and starts attacking. It would have several different weapons you would have to dodge or find cover to avoid and could drop minions every once in a while. There might be different weak points on it, like its guns, cockpit, or turrets, and shooting at them could destroy or temporarily disable it.

Attacks could include:

Machine gun - shoots a volly of rounds at a single player that can be avoided by dodging at just right time

Homing Missles - Missles that seek multiple players, only way to avoid is by finding cover or shooting them

Rail Gun- A single charged shot the deals large damage but can be avoided by cover

Strafing Run - Takes off and carpet bombs an area (maybe some indicator as to where)

Missile Mines- Shoots a volly of missles that stick in the ground and explode if you get too close

Wave Gun - shoots a large wave (similar to Jackal stomp) that has to be jumped or slid under to avoid

Mortar- Launches a round that arcs above the players and can hit them behind cover.

And More!

What would make it challenging is that you have to respond to a combination of these attacks, jumping over waves and shooting down missles, avoiding turret fire while trying to kill minions. Minions could drop health, ammo, etc. Maybe as it gets weaker the boss would begin to destroy cover making it harder to dodge attacks. Cover itself might switch around and move so you can't stay behind it forever. As it gets destroyed peices of it might fall off, and eventually it will crash/explode in a spectacular death that rewards the player by droping a rain of mods, resources, and credits. Overall it might be similar to this:

So what do you guys think? Yay or nay? Is it too focused on cover based shooting (less on powers)? What might you add to improve it? Discuss.

Edited by Tac_9
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I for one want a more Jackal-like design.

Boss behavior should be a result of remaining HP (at least some of them). It creates a more patterned battle and more predictable moves which allow players to avoid it.

Example : OP's Hover fighter

HP 100-80% Machine gun and Railgun attack. When HP hit 80%, drop a squad of infantry down while recharge it's shield to 80%. Infantries drop health/energy orb when expired.

HP 80-50% Homing missiles and Railgin attack. Once HP hit 50% drop another squad of infantry, including 1-2 elites. 50% shield recharge.

HP 50-20% Hover lower and allow players to use wallrun to climb over it and destroy psrt of the engine. Use missile mines and machine gun.

HP 20-0% Fall to the ground and start shooting wavegun/mortar/machine gun.

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