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Boss Ideas

Discussion in 'Starbound Discussion' started by Tiy, Sep 24, 2013.

  1. JennShii

    JennShii Pangalactic Porcupine

    A randomly generated fighter-mech that beams down from space because the pilot is a pirate or something who wants to relieve you of your valuables, or it's an NPC of a faction like an army or a powerful guard of sorts. The mech can have many different weapons and abilities. A pirate style of mech could look like it was patched together in a junkyard or something and/or is Steam punk themed. The NPC mech can be unique to each race (style/looks) like the originally planned mech. Enemy mechs can be any level with randomly a picked weapon for each arm and both shoulders. The back of the mech can have different attachments as well. Perhaps the arms can be destroyed before the mech is "killed".


    The Mechs' arms can either be two different weapons like one melee and one gun, the same weapon twice for a strong offence in a specific area, or an offensive and defensive combination. The arm slots of mechs are the two main slots for weapons. If the mech's enemy is close, It will either go to Melee phase and attack with the melee weapon, or try to escape for the Ranged phase to get some hits in from afar.


    I see melee weapons being something of a high priorety to use when the player is up close, but the AI can sometimes go "all in" and attempt to melee for a phase before backing off to go back to range. Being rather simple weapons, I think it would be good to add attribute chances as well as unique attacks almost like a special move in a fighting game. But preferably something that isn't spammed.

    - Long Sword / Plasma Sword
    Description A: Normal weapon. A generic sword. Swings faster than Plasma sword but does a bit less damage.​
    Description B: Energy weapon. I don't think I need to describe what a beam sword would look like in general, but I personally like to imagine a dull metal katana-looking sword with a hot plasma/beam edge. Kinda like this:​

    [​IMG]



    High speed​
    Med range​
    Med damage​
    Large hit box​
    Attribute: Knock back​
    Special: The mech walks forward constantly slicing in front at a rate of (maybe) 2 swings per second whereas normal attacks would be something like one attack every other second or something. If the mech has both arms as beam swords, the attack is twice as powerful because the mech slices at a rate of 4 swings per second.​

    - Great Sword / Plasma Great Sword
    Description A: Normal weapon. A really huge awesome looking metal sword. Again, swings faster than Plasma great sword but does slightly less damage.​
    Description B: Energy weapon. Same as above but twice as epic with glowing lights and a wicked energy edge.​
    Low speed​
    Med range​
    High damage​
    Large hit boc​
    Attribute: Guard breaker (effects shields twice as hard)​
    Special: One slow but very powerful swing that sends a small shockwave forward. Two metal swords are extremely powerful as the attack does more damage and has a larger shockwave.​

    - Lance / Plasma Spear
    Description A: Normal weapon. The classic jousting lance! Faster but less damage when compared to the spear.​
    Description B: Energy weapon. A long spear with an awesome Plasma blade tip!​
    Low speed​
    Long range​
    Med damage​
    Med hit box​
    Attribute: Chance to cripple (slow)​
    Special A: The Lance is pointed forward and the mech is jet-propelled forward for a deadly stab!​
    Special B: The spear extends forward for a surprise attack then retracts. Faster attack than special A but less damage as well.​

    - Power fist
    Description: Normal weapon. A huge metal fist. Spikes maybe?​
    Med speed​
    Short range​
    High damage​
    Small hit box​
    Attribute: Chance to flinch/stun (short duration)​
    Special: Rocket punch! A fast-flying fist that you might not see coming and it does some big damage.​

    - Chainsaw
    Description: Normal weapon. It's a giant chainsaw.​
    Very fast speed​
    Short range​
    Low damage (but high DPS)​
    Small hit box​
    Attribute: High chance to bleed​
    Special: I have no idea what can be put here. The only thing I can think of is some sort of grabs-you-then-jams-the-chainsaw-in-your-gut kind of attack but it seems a bit too devastating to me.​



    When the player is too far for melee attacks or the mech is in Ranged phase, the ranged weapon will be used.

    - Long Gun / Railgun
    Description A: Normal weapon. Kind of like a long-barrelled sniper but maybe the scope isn't needed.​
    Description B: Energy weapon. Does a bit less damage but shoots a line that pierces through anything. Even shields.​
    Very slow fire rate​
    Very high energy cost​
    High damage​
    Special A: No ideas, here.​
    Special B: A constant energy beam in a line.​

    - Chaingun / Beam rifle
    Description A: Normal weapon. Not a giant chaingun like the one Heavy uses in TF2. A smaller more compact one that won't be too heavy to use with one arm/hand.​
    Description B: Energy weapon. A slightly more compact version of the chaingun. It does almost the same thing does a bit more damage for a bit more energy cost. The bullets are slower too.​
    Very high fire rate​
    Low energy cost​
    Low damage​
    Special (same for both types): Over-drive. The gun starts to shoot faster, doing slightly more damage, costing no energy, with a large spread for about 5 seconds. Afterwards the mech runs out of energy and needs to recharge OR the gun goes on a short cooldown OR not. If both arms are chainguns... well I hope you brought a shield!​

    - Rocket launcher
    Description: Normal weapon. Your typical robot arm rocket launcher. Unguided.​
    Low fire rate​
    High energy cost​
    High damage​
    Special: Guided/homing missile. Either the mech sits there as it shoots a controlled missile that can manouver around obstacles, or the mech fires a powerful player-seeking missile.​

    - Sticky bomb launcher
    Description: Normal weapon. Short tube at the end of a big gun covered in warning signs.​
    Med fire rate​
    Med energy cost​
    Med damage​
    Special: Grenade artillery. Basicly the mech gets some distance then shoots like 20 grenades in an arc to your general location. It's like mortars.​

    - Cannons A and B
    Description A: Normal weapon. A giant heavy metal cannon that fired heavy cannon balls. Shoots big metal shells.​
    Description B: Energy weapon. A big-ass plasma cannon with a bunch of important-looking tubes and stuff! Shoots slow plasma orbs.​
    Med fire rate​
    Low energy cost​
    Med damage​
    Special A: The mech shoots a low damage bola shot to immobilize it's target. It then follows it up with three consecutive cannon balls. Dodge!​
    Special B: The cannon charges up for a big laser! You know you want this.​



    Not all equipment slots need to be weapons.

    - Shield / Barrier
    Description A: Normal weapon. It's a big shield that the mech can raise with a slight delay when it starts taking hits from afar. The shield can break turning the shield arm into a normal unused arm.​
    Small - Quick to raise, small coverage, low movement penalty and high energy depletion rate​
    Medium - The middle child​
    Large - Slow to raise, large coverage, high movement penalty and low energy depletion rate​
    Description B: Energy weapon. The hand of the arm is replaced by a node thing. When activated an energy barrier is deployed as long as the mech's arm is raised/activated. The shield cannot break, but it depletes energy faster than the normal shield.​
    Barrier - Quick to raise, large coverage, no movement penalty and very high energy depletion rate​

    - Empty hand
    Description: The arm simply does nothing and is more often found on lower level mechs to reduce difficulty.​


    Depending on the difficulty, the shoulders with either be two of the the same thing, one weapon and one armor plate, or one weapon and one empty slot.

    - Micro missile silo(s)
    Description: A barrage of 20 tiny missiles per silo rapidly shoot out of the mech's shoulder(s) in an arc towards the mech's target. (not homing)​
    Med cooldown (15 seconds)​
    AND/OR
    Med energy cost​
    Low damage​

    - Mini Minigun(s)
    Description: A short 6-shot burst of rata-tat-tats from the shoulder weapon(s).​
    Low cooldown (6 seconds?)​
    AND/OR
    Low energy cost​
    Low damage​

    - Extra armor plate(s)
    Description: Either these can raise the mech's overall HP and/or they can fortify the arms so they can't be destroyed.​

    - Empty slot(s)
    Description: Another way to regulate the mech's difficulty level.​


    A back accessory is always on a mech. If there is nothing extra, it's simply a big battery pack. If there is an attachment, then the back acts as both the battery and the unique part.


    There can be different battery packs with different pros and cons to each one.

    - Normal Battery
    Description: An average mech's battery pack. Nothing special, but nothing bad about using it either.​
    Med weight​
    200% capacity​
    Med recharge rate​
    Ability: N/A​

    - Light Battery
    Description: A smaller battery with a smaller charge. It makes for a faster mech.​
    Light weight​
    150% capacity​
    Med recharge rate​
    Ability: Recharges slightly faster while moving​

    - Heavy Battery
    Description: A much bigger battery. It holds a lot more energy but comes with a bit of a movement penalty.​
    Heavy weight​
    300% capacity​
    Med recharge rate​
    Ability: Recharges slightly faster while standing still​

    - Plated Battery
    Description: The normal battery but with added protection for a nice HP boost.​
    Heavy weight​
    200% capacity​
    Med recharge rate​
    Ability: Increased HP and takes less damage from behind​

    - Lightning Battery
    Description: A fast recharge but low capacity battery. Good for low energy cost weapons and melee.​
    Med weight​
    150% capacity​
    Quick recharge rate​
    Ability: Faster recharge rate and faster melee attack speed​

    - Nuclear Battery
    Description: WARNING! Extremely dangerous! I recommend big guns for this battery pack.​
    Heavy weight​
    500% capacity​
    Med recharge rate​
    Ability: Energy weapons are super-charged and do more damage​



    The batteries can be replaced with a backpack. Backpacks generally aren't as useful energy-wise but have incredible abilities and bonuses.

    - Missile Pod
    Description: With a small sacrifice of capacity, this backpack can launch self-constructing cruise missiles high into the sky where they then rain down on the mech's target.​
    Med weight​
    150% capacity​
    Med recharge rate​
    Med cooldown (15 - 30 seconds)​
    High damage​
    Ability: Fires two delayed cruise missiles towards the enemy​

    - Drone bay
    Description: This backpack can build and deploy little drones to fight with the mech. Comes in many varieties!​
    Heavy weight​
    200% capacity​
    Med recharge rate​
    Low cooldown (10 seconds)​
    Ability: Deploys a drone depending on the type of drone bay marked by a specific symbol. Only one drone can be active at a time.​
    Infantry Drone - Picture of a generic crosshair. A very weak, slow drone that occasionally shoots forward.​
    Suicide Drone - Picture of a cartoon bomb. A very weak but fast drone that kamikazes it's target. Does not explode if destroyed first.​
    Repair Drone - Picture of a green Plus. A very weak arial drone that hides behind it's master as it (very) slowly recovers the mech's HP.​
    - Jet pack
    Description: This battery mod allows the mech to move faster, hover and even fly (sort of).​
    Light weight​
    100% capacity​
    Quick recharge rate​
    Ability: Allows the mech to jump higher via jet propulsion and move faster. The mech can also hover for a short time.​
    - Communications Array
    Description: High threat level equipment: this battery really is hard to predict. Sometimes it can call in an artillery strike, re-enforcements and it can even call down a giant laser from space.
    Med weight​
    200% capacity​
    Med recharge rate​
    Ability: This module can summon drones from the sky, call down a mortar strike from an unknown location and even activate a giant laser from a satellite. The one backpack can do all three of these abilities for free with a generous delay in between. Good luck, this guy's the real deal.​

    Lol this took me like an hour to make~ ToT
     
  2. Hebephryo

    Hebephryo Phantasmal Quasar

    I think it would be nice to have agile and fast boss. And small. Not that giant UFO,which easy to shoot.
    Human-psycho boss with invisiblity tech and short-ranged teleportation tech,armed with plasma gun or even a rifle.Well,or not human. Floran savage/Avian zealot/Novakid-gold digger/Hylotl ronin/Apex mad scientist/etc.
     
    DeadlyLuvdisc likes this.
  3. Danner16

    Danner16 Big Damn Hero

    I suggest a random procedurally generated boss spawner. It would spawn a huge monster boss on each planet near the core. You could scale their difficulty to their planet and make them drop an egg that would spawn the boss as a pet. This can add a lot to the end game and add an endless amount of pet to keep everyone happy.
     
    cyberspyXD and DeadlyLuvdisc like this.
  4. failcake

    failcake Scruffy Nerf-Herder

    Mh...a giant evil cake that starves for flesh... Would Love that :D!
    You could summon it by stacking cakes :3
     
  5. TuefelHundenIV

    TuefelHundenIV Cosmic Narwhal

  6. Sowaka

    Sowaka Phantasmal Quasar

    I'm sort of wondering if half of these ideas are even possible to implement, or if the thread is still being read : P

    Again, music-themed boss would be awesome. I think a boss/mob that shot a rainbow of confetti with grenade physics would be awesome. Imagine a glitch shooting several little balls into the air to celebrate, each one a different colour, then as they fall around you they EXPLODE. Then rainbows of different lasers are sprayed at you from the music ship while giant stereo speakers shoot bouncing sonic waves at you.

    A large/mutated head hunter could come after you on his junk ship. His merry band of misfits would beam down to assault you with their junk weapons. A human with a stop sign would charge and wail on you as the token Hylotl samurai made quick attacks before retreating, all while their crazy Apex doctor shot needles or slime at you from his modified handgun. Parrot, their bright red and blue Avian would do something, I'm not sure what, but he'd definitely do something. Once the band is defeated the head hunter will become enraged and fight you himself.
     
    DeadlyLuvdisc likes this.
  7. How about a creature/monster that is simply so huge that the player actually has to go inside the boss to defeat it? The player would fight through white cells and what not to reach the creature's heart and blast the hell out of it. Hello, organ-blocks. :chucklefish:
     
    SolidSnake, Strongwords and aljam like this.
  8. Milan Mree

    Milan Mree Ketchup Robot

    I'm disappointed in myself. I couldn't come up with anything. I suggest something like Destro from the NES.
     
  9. aljam

    aljam Cosmic Narwhal

    How about something similar to the dark gundam?

    [​IMG]

    • spawns infected mob types
    • giant mechanized snake heads / robotentacles
    • lasers
     
    Bandethor and DeadlyLuvdisc like this.
  10. Bumber

    Bumber Pangalactic Porcupine

    Hurl insults at you.
     
  11. JackAllan

    JackAllan Scruffy Nerf-Herder

    [​IMG]
    I want something akin to hellstar remina.
     
    Jnse, PureWillkuer, XRiZUX and 3 others like this.
  12. BinarySpirit

    BinarySpirit Void-Bound Voyager

    Some sort of giant machine that starts off as either a mecha or oversized, mobile computer. Over time, as it takes damage, it begins to lose limbs or machinery. In desperation, it rummages through the dungeon or battleground, merging with gigantic weaponry, robotic limbs, machine parts, and other odds and ends scattered around the battlefield. Not only do you also have to worry about the occasional wiggling tentacular cable flying out of it, but also bullets, lasers, robotic fists, and other crazy machinery. Not only does the battle turn out to be a race for the boss to overpower you, but also to gun down the boss before it gains the upper hand.

    A boss like this would work great for either a junkyard environment or maybe even deep in some sort of Glitch dungeon, like an experimental weapon deemed too dangerous to handle.
     
    aljam likes this.
  13. StarMetal25

    StarMetal25 Phantasmal Quasar

    An explosion-breathing kitten.
     
  14. TheFudgement

    TheFudgement Ketchup Robot

    A gigantic mutant-marshmallow. It's going to take a revenge for all it's cooked brothers and sisters and burn the entire universe.

    Other one that came to my mind is something like Abaddon the Despoiler from WH40K.
     
  15. MrDragco

    MrDragco Big Damn Hero

    [​IMG]

    Heya guys,
    I was thinking about bountyhunters and as every good space movie had one like star wars and chronicles of riddick any many more ..
    we should add them in game aswell they can be pretty fun to fight against
    It would be nice if they had atleast like 3-4 diffrent skins so your not atakt only by the same and one bountyhunter every time you play starbound

    He can be used after you kill a tribes men and the tribe wants to take revange and send a bountyhunter or someone wants to stop you bekos your getting to close to him/her.
    He would be more like a Mini-Boss.

    He usses sniper guns,nets,bombs,mele weapons all nifty gadgets to kill you.

    Srry for my english.

    Bosses :

    Ancient One : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-5#post-1205072
    Virus °23 : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-6#post-1205287
    Island of death : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-7#post-1206111
    Bountyhunter : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-11#post-1212372
    Spaceshifter : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-12#post-1213618
    Cyber Bots : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-12#post-1213700
    Infected : http://community.playstarbound.com/index.php?threads/boss-ideas.30415/page-12#post-1214539
     
  16. Zomgmeister

    Zomgmeister Scruffy Nerf-Herder

    There is a common trope in sci-fi: an extradimensional monster. Some thing from fourth dimensional space for our normal three-dimensional one. It basically can appear out of nowhere, do its' dark deeds and vanish, hiding shifted in his fourth dimension.

    So, my idea for a boss: three-dimensional entity. Because Starbound is a 2d game, players and characters should only perceive its' 2d projection, or, more correctly, its' various 2d projections formed by its' intersection with game plane. This boss should treat Starbound game world as what it is: a 2d plane, lower plane of existence for such a being.

    Boss's shape and appearance is not that important, but I was thinking about huge centipede, perhaps with additional longer legs at front end (kinda important for gameplay, will be explained later).

    [​IMG]
    I didn't even tried to paint it, of course. Because its' appearance is not important. And I took closest Starbound sprite image to be found, an avatar of Hebephryo, because it was conveinent for me.

    So, imagine that there is a huge centipede, operating in 3d, but we can only comprehend (and interact with) its' 2d projections, "slices" of its' body. It looks upon our 2d world from background or foreground of its' 3d universe, awaiting to strike. We can only perceive its' "footsteps".

    [​IMG]

    See these orange dots? That's the footsteps. Largest ones closest to the humanoid figure are its' pincers. So, basically, it crawls on "wall", where "wall" is our 2d plane. It can perceive us without any problems, but we can only feel its' presence by weight of its' feet. Orange dots are just a placeholder, probably small shadows should be there.

    Oh, and the beast is completely invulnerable at this stage. Everything, including nuclear explosions and beyond, is just an image on our lowly 2d-plane for it.

    [​IMG]

    The beast decides to eat poor humanoid figure. Of course, its' bite could be dodged, but it should be reasonably fast, not sluggish and/or super predictable. Its' a ferocious extradimensional predator, not a small nuisance.

    Also, at this point the beast protruded its' pincers and its' mouth into our 2d reality to interact with it by eating that guy. And it is totally fair that it could be damaged right now. Areas I painted as red (and orange teeth, but I painted them orange just to make picture prettier) are vulnerable to any damage from a guy being eaten or his hypothetical friends nearby. Which he lacks right now.

    Remember these pincers? They should come to our reality first, before the bite, to make the boss somewhat more vulnerable. In case of powerful enough damage, the beast retracts its' jaws, delaying the attack.

    [​IMG]

    The guy is being eaten right now. He is either dead or, if he was well-armored, temporarily immobilized while the beast crawls through our 2d plane to the other side of its' weird 3d dimension. Red blob is the "slice" of its' body, and yeah, internal organs can be shown there if artists will go for additional repulsiveness factor. One pair of its' small legs is now aligned within our 2d plane. Two pairs of legs, pincers, head and front half of the body are already came through. Its' rear half of the body and tail is still need to pass through.

    Of course, the "slice" of body is subject to damage. Our poor dude is right there right now, he can't be dragged from 2d plane to the mysterious and maddening 3rd dimension, but he can be digested on spot. (Yeah, somewhat arbitrary, but okay for Starbound science.)

    When the beast will pass through 2d plane, it will look just as it looks on the first slide, as several spots, and will be invulnerable again. It may decide to leave after it kills one person, or it may stay and continue the hunt. It does not matter if it passes from "front" to "back" or the other way around, speaking relatively to 2d plane, because these concepts are far too alien for 2d people. You may think that it is always at "front", both before and after its' biting passage, it is not important.


    So: horror-inducing, extra-dimensional predator. Have a nice sleep trying to imagine that sort of thing in our 3d world, coming to hunt from hypothetical 4rd dimension. It may watch you right now, you know, and footstep shadows can be a tricky thing to notice.
     
  17. Evithlia

    Evithlia Weight of the Sky

  18. Yanazake

    Yanazake Space Kumquat

    The cyber walrus thing reminds me faintly of the Frost Walrus boss from Megaman X4
    And why does this cyclops robot on the post above reminds me of Metal Slug? I played all games until 7/xx [besides the gba one] and don't remember seeing that!

    You forgot the sailor outfit. Must have a sailor outfit. Oh, and if fighting it with multiplayer, remember... DON'T CROSS THE LASERS!!!

    Now, let's go with my ideas.

    1: The Frenzied Novakid

    Novakids are made out of pure energy. If one of them tried to tamper with [or someone tried] their face glyphs [or whatever they're called. i forgot] and instead of killing it and turning the piece of metal into a energy-blowing thing in space, the novakid would have nearly full control of that energy. Lasers and explosions, heavy burning damage. Weak spot would be only the glyph, of course, and it'd be oversized.

    2: The invasion fleet

    So, there are alien penguins and alien kittens. I'm not talking directly about them, but the idea applies. A planet would be invaded by a huge fleet of starships, some incredibly larger than yours. You'd have to defeat them by getting to them [by vehicle or ninja-grapling or some sort of flight] and actually destroying their engines, it being their only weak spots. While the ships have cannons and could shoot at you, the smaller ships and maybe npcs on similar mechs/vehicles that the player can aquire would be the biggest problem here. The invasion would stop after a number of motherships are incapacitated. This idea is mostly for a fight that vehicles or mechs would be specially important.

    3: The Mutations

    Similar things were suggested. Basically, a really strange version of one of the races. Just like the frenzied novakid [i wanted it to have its own topic, tho] so, an oversized ape, a floran with roots maybe, a Harpy-like or gryphon avian... The Hyloth should have something else, tho. Like a really big sea creature. Like the Lagiacrus from Monster Hunter.

    4: The golem, revised

    How is the collision between blocks? I mean, water and liquids collide, yeah. What about a structure? A large, climbable monster that can't receive damage. To defeat it, you have to use your MINING tool - take apart the material blocks that bind it together. After some point, the core is exposed and you need to break it with your weapons before it actually blows up and drops NADA, nothing, no loot! :rofl:

    5: The Titan

    Yeah, well, i talked about giant monsters, but what about something that does not even fit on the screen, you can climb on, and seems specially pixelated [because it's funny! ... ok ok, ignore this last bit] But really, anything that may resemble the fights in Shadow of the colossus. The junk monster idea kind of fits here, as does the golem.


    No pics, yeah. I could drop a video of where the invasion fleet idea came from, but my internet is wonky. like, super wonky.
     
  19. cyberspyXD

    cyberspyXD Tiy's Beard

    -9000 self esteem.
     
  20. TheTacoPanda

    TheTacoPanda Subatomic Cosmonaut

    I want to see a water boss - a mass of water that can turn into steam, ice, or liquid water to move around. To attack you, it could drown you in its liquid form, scald you as a steam cloud, or freeze around you in its ice form. To kill it in its various forms, you could shatter the ice, scoop up the water in buckets, and run away screaming from the steam.

    Another boss that would be cool would be a master-of-disguise assassin that blent in with the crowd in villages and attacked when you least expected it. If his attempt failed, he would quickly flee to an open area and beam up to his ship, before you had a chance to encounter him. He would continue doing this every once in a while, but not too often. If you manage to corner him somewhere where he couldn't beam away, he would fight you outright. Then, once (if) you kill him, he drops a note that you read, which could lead you to the person that hired him. And then of course, you'd go after them, find there lair/headquarters and take them out etc. etc....
    :confused: ...Well that escalated quickly. I didn't have half of that in mind when I started typing.
     

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