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  1. #1
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    Multi-step boss elimination concept

    I've been playing through Resident Evil 6 over the last couple of days, and I had an idea for a boss battle where you have to meet some objectives to defeat it.

    The boss could either appear towards the beginning or middle part of the game, and have some sort of reoccurring attack/damage he does to all players until he is defeated.

    To defeat the boss, you'd have to draw cards from the mansion. I'm not even sure what type of cards these would be. I'm thinking either switches (Switch A, Switch B, Switch C type of thing), or maybe something like a multipart gun (Missile launcher casing, targeting system, missile). You wouldn't be able to defeat the boss until all cards are found.

    I suppose it adds a lot more randomness/luck to the game, but it could add a decent suspense element if done well. It could be intense if you're trying to explore more to find the items to defeat the boss, but at the same time turning over lickers and hunters that are thrashing you.

    This would essentially make it a co-op game, since all players would have to be working together to get all the cards to defeat the boss.

    Anyway, let me know if you have any suggestions or idea that could help this concept.

  2. #2
    When I first read this I thought, "Nice idea but way too complicated and problematic to work." But the more I thought about it I got great ideas that could make it really work! Though it be more like a really big boss that you need to find powerful items to help you defeat it but those objectives you mentioned are more up to the player then an absolute requirement.

    Here is how it is all set up. Having opaque sleeves for the mansion would help a lot otherwise you need stand-in cards like the time/combo bonuses or other items and events.

    First off you are going to need a boss, a really big bad boss! None of the normal boss cards will work so you need to make your own. It should have extremely high health, like 500, but lower base damage, like 30 or 40. This boss card is separate from the mansion.

    Next certain weapons should be designated as "Super-Weapons". These weapons never go in the inventory and instead attach to your character like in partner mode but cannot be used when exploring normally. These weapons can only be used during the boss round but more on that latter. Super-Weapons cannot be bought from the resource area directly and are mostly found by exploring the mansion. Examples of Super-Weapons would be like Night Rocket Launcher, Lightning Hawk, HE Grenades, etc.

    Next are the blueprint/parts card. These work like the Action card "Cornered". You attach them to your character and they have no effect by themselves but when you have 2 or 3 more you can trash them all to gain a Super-Weapon like Gatling Gun or Rocket Launcher. These cards are found by exploring the mansion but perhaps another set can be bought from the Resource area for a certain amount of Gold.

    So rounds 1-4, 6-9, 11-14, etc are all normal rounds that play like any other games except the mansion has a higher amount of Super-Weapons or Blueprint/Parts cards but there are still plenty of Infected to block your path. Every 5 rounds is a boss round! On that turn each player must explore but can't explore the mansion and instead fights the boss. Exploring characters may trash all Super-Weapons attach to them to deal the appropriate amount of damage on top of their normal weapons played from the hand. Then that health much is subtracted from the boss and that damage stays on the boss like it would any playing character. Then if the boss is still alive (should be for a while) it deals its damage to the exploring character.

    What do you think of this version?

  3. #3
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    One good Super Weapon would be the Hand Cannon ala RE4.

  4. #4
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    Love the ideas Voice, and I really like the "every 5 rounds" idea. It makes it sound a lot like the games, where you periodically have to come up against the boss, then he runs away (or you do) only to meet up with him later.

    There are a ton of really good bosses in RE6 that could work for this, but I don't want to post about any of them quite yet as they could be spoilers.

  5. #5
    This sounds perfect for Haos or Simmons. A similar idea should be thought up for Nemesis and Ustanak. Lisa Trevor with tweaks would be a good place to start.

  6. #6
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    it's a pretty good idea but wouldn't that mean less bosses for future sets? or am i missing something?

  7. #7
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    I have a multi-kill house rule I occasionally use for Nemmy, that effectively turns him into a boss. I set aside 3 markers (usually those crystal-ish damage counters that came with the older pokemon themed decks), and when Nemmy is killed, he gets shuffled back into the deck and the player who killed him takes one of the markers, to symbolize killing the 60/40/5 Nemmy. When he comes back up again, hes treated as 70/50/6 (still 20 for his "instant hit" effect), then 80/60/7, and finally 90/70/8.

    Timeline-wise, its the Nemmy that chases you through the first part of RE3, then Nemmy at the Clock Tower, then Nemmy 2 after the Carlos bit, then Final Nemmy.

  8. #8
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    Quote Originally Posted by jbrey View Post
    it's a pretty good idea but wouldn't that mean less bosses for future sets? or am i missing something?
    Each set has 1 boss, so I'm not sure how this would be any different. This is basically just making it so you need to do more to kill the 1 boss (unless you do something like SMaster777 is referring to, where you defeat a boss multiple times).

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