There would be a lot of diversity in the map in terms of how we can approach it, because the city would have randomly generated creatures in it - things that have moved in as well as offspring of the raid bosses. These monsters would hit very, very hard - but have very little health. If one were to attack we would ideally need to fight it, but this place is dead. The city is very, very, very uncomfortably quiet, and the raid boss would hear any noise we make (including combat) from its spot. The diversity in the the environments interactive nature would mean players would need to split up and do scouting through the routes, to see which of the paths would be the safest to take; scaling trees that have grown into buildings, sneaking through ruined Goebie buildings, worming our way through giant roots and under-brush, etc. In some cases we could even assassinate the monsters, using good timing. Jumping down from the tall trees onto the creatures, etc.
If a team was good, they'd have selected a route to move through or even more time consuming, cleared all of the monsters, meaning they could move through. The route would ultimately lead to one thing: the mad dash to the main buildings. Regardless of routes taken (just to clarify, nothing about the map is randomly generated, just the monster spawns) eventually you'd wind up at this vastly empty space in front of the building. This space is nothing but blackened, smoking earth with traces of very scarce corpses of animals. The Raid boss doesn't breath fire, rather it can control its breath and create extremely hot zones by focusing on them, so the land would not be burning from fire breath, it would just be heavily, heavily heated. The design of this space would blatantly show that this space is DANGEROUS. There will be one ideal moment when the monster is looking in another direction, and then everyone has to run as fast as possible into the building.
01-Jul-2015 13:15:32
- Last edited on
01-Jul-2015 13:39:34
by
Neborian