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Dungeon Wars: Dungeoneering2?

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Solanumtinkr

Solanumtinkr

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I had a thought for a follower/skill concept. Afterwards I though, could we differentiate Dungeoneering 2 from 1? Well we could, I think. I call this Animex.

Disclaimer: This is not a finished product, but a concept to build on and adjust as required.

A while ago there was talk of being us able to train NP followers as part of your very own group. But it has yet to be taken any further. Support was lukewarm, but so was Invention's before it was revised. So here I am with a new approach. I throw this out there so you, the reader, can help me hammer it into an acceptable form!

Once upon a time there was a senile mad old wizard named Trailborn. He saw thingummywuts. No one else ever saw them, except once. I took a lot of work, summoning, magic and Runecrafting, but you finally know what he was talking about. You have discovered Animex!


Animex is a malleable substance that can make and store memories as well as being able to imbue it into many material types. You may have already seen quiet a few. . From golems, to RC constructs, from Automatons to Wisp Collines all with their own sentience. They all unknowingly had this at their core. It can be trained and equipped and have different designs. It can be used to act as a familiar would, by using pouches with it.

But unlike familiar summon, this one can and has to be trained. The up side is you get to use equipment on it. Some would just be direct addition for armour and weapons, while other would make it take on attributes of the equipment. A quick example of a defence/offence mechanism attribute would be Oldak Coils and Kinetic cyclones. Bare in mind that is just a quick and dirty example. Another would be Yak pouches and it being able to carry large loads. Or it could be given special attacks.
The purpose of adventure is to shine light into dark places,
Poke monsters with a sharp stick, Then steal anything that isn't nailed down!
To the Manor Born QFC 185-186-367-65788716

30-Oct-2016 08:07:55

Solanumtinkr

Solanumtinkr

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The point being it would be the World Guardian's very own follower. Equipment slots, trainable ect. I am sure there is a air bit that could be done with it. Enough for a skill I don't know. But I was thinking that the "skill level" could actually relate to the beasties skill level, rather than our own..

The above is a concept for the potential of Animex. A layout for what it could be. I'd stay away from making it too invention like, but that should not preclude being able to add invention type things to it directly from that skill.

One limiter could be that the Animex needs training to being able to do certain things. You could also have some permanent things that are added to equipment to give it that little extra something or make it "Animex compatible."

It could be that as sentience and life generates Anima that Animex can also grow, either it or itself. Then you could make Animex Gaurdians for certain areas. Well Guardians have to come from somewhere! Maybe we can build them, set them on a task in an area then come back like a farmer and "harvest" them?


At this point I am just spitballing ideas. But if you could take them time to read that lot and then tell me what you think it could do...well I do love me a good free flow thinking exercise
The purpose of adventure is to shine light into dark places,
Poke monsters with a sharp stick, Then steal anything that isn't nailed down!
To the Manor Born QFC 185-186-367-65788716

30-Oct-2016 08:08:11

Solanumtinkr

Solanumtinkr

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I have always wondered what makes Automatons and other creations "live" and having Anima is all well and good but a blade of grass has Anima, that does not mean it is sentient. That is where this comes in.

If such a dungeon existed how would someone fight back? How would a small group take on armies? Well it would have to be artificial and self guiding in some cases. So there you go. The above I just ripped out whole and pasted it in. But it should give a general feel for what I think "sentient anima" can be made to do. And why it is different. I think it might also slot in with the current Lore on such things.

Well, ones doe hope it will. Then again that is why we post! :P

Edit: And on further refection, such things might eb able to solve the Elder God problem ..potentially. A new kind of farm? High energy Anima?
The purpose of adventure is to shine light into dark places,
Poke monsters with a sharp stick, Then steal anything that isn't nailed down!
To the Manor Born QFC 185-186-367-65788716

30-Oct-2016 08:13:08 - Last edited on 30-Oct-2016 08:19:37 by Solanumtinkr

mangomanga22

mangomanga22

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So this time unlike:
- Daemonheim where Bilrach thought there was a Rift to bring back Zammy
- GWD1 where everyone is fighting for the godsword, which could slay a god
- The Heart with a massive cache of anima, and each general having their own goal for being there

This time,
- something shows up that is beneath the notice of the gods (unlike the mighty godsword, or even the Wand of Resurrection that could heal entire armies or raise armies of undead) but what might be there is enough to make a mortal a lot more dangerous or could turn the tide of a large battle?
- the different groups that are arriving are there for their own goals (a Zamorakian getting their hands on it to elevate their rank) or to hurt the forces of the others (Godless going their to pick a fight with other factions, or a Bandosian just looking to fight in general)?

Daemonheim effected the minds of whoever was there, especially those weak willed.
And when you reached the Chaotic floors, it was not uncommon for a person or creature to mutate.
But in Daemonheim, you still have something of a command structure. Bilrach has been in charge for centuries. And has ruled thru power and fear. And even tho no one had seen him for a few years, his lieutenants are able to keep things going.
They also have common goals: dig, be afraid of your superiors, fight the Gorajo, and now stop the invading Fremeniks and Dungeoneers.

30-Oct-2016 23:03:41

mangomanga22

mangomanga22

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In yours, the followers could all arrive, and the place effects their minds such that the 8-9 different commanders could lose control of their followers.
Their Sergeants and Lieutenants could start carving out their own fiefdoms because no one knows why.

You could have 1 floor controlled by Saradomists. But even they have an uneasy truce.
Then another floor with Serenists, and you could have 3 different subgroups of them that could fight with each other, just as easily as they fight you.
Then another floor with Godless and Aramdylians, and any rooms or spots with both, they start fighting each other.

30-Oct-2016 23:06:53

Rondstat

Rondstat

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I'm not too sure about factions. But, I think you should take a closer look at what you want to explore, and let the lore implications dictate the story. Least, that seems easier to me.

Any dungeoneering 2 would need to have some relevance to Daemonheim. Otherwise, what's to make it different from entering any other dungeon in the world?

There are three big story components to Daemonheim that I think make it unique (and justify the need for a special set of skills to explore it).

-The Dragonkin, its creators, masters of its shifting floors, and researchers of the Curse of Jas.
-The legacy of Bilrach, who recreated the site as a locus of portals and strange beasts to summon and serve Zamorak.
-The Rift itself, whether an Elder artefact, a Dragonkin creation, or a random anomaly, responsible for Daemonheim's warped energies.

Levelling Dg makes our adventurer sturdier and more resilient against the twisted magics of Daemonheim, able to react against creatures and phenomena more aggressively transformed by its energies, and even able to wield items touched by Daemoheim's chaos beyond its walls.

So, dungeoneering 2 would need to see us contending with the same type of magical influence. There are a few possibilities.

-Similar Rifts have been strongly suggested to exist both on Teragard and on one of Tuska's devoured planets. A Teragard-set Dg could tie in strongly with the magisters, competition between their houses, and possible interference from Saradomin or the Kin.

-Dragonkin have had a presence all over Gielinor. Some of their less-explored involvements include the Kharidian Desert and the far east. A new dungeon or island could open up myriad possibilities and influences.

-Bilrach's a little iffier, since we know where he spent all his time. Still, he could have possibly created waystations in his jaunts to other planes.

Also, remember - ring of KINship. Kin magic keeps dungeoneers alive.

31-Oct-2016 20:20:35

mangomanga22

mangomanga22

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Who says Dungeoneering should be restricted to Daemonheim and Daemonheim related content?
Dungeoneering is being able to run around in Dungeons. Or else it would be called Daemonheimeneering.

31-Oct-2016 22:21:38 - Last edited on 31-Oct-2016 22:21:55 by mangomanga22

Solanumtinkr

Solanumtinkr

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mangomanga22 said :
Who says Dungeoneering should be restricted to Daemonheim and Daemonheim related content?
Dungeoneering is being able to run around in Dungeons. Or else it would be called Daemonheimeneering.
Well, we have a rift which was sealed behind 60 floors worth of shielding to dampen the effects. If this is the Elder gods final resting spot before the next Great Revision, I'd say there would be more connections out there. Why not? There is more than one realm and what if they wanted to get to the othersie of wherever? Then they'd just make another.
The purpose of adventure is to shine light into dark places,
Poke monsters with a sharp stick, Then steal anything that isn't nailed down!
To the Manor Born QFC 185-186-367-65788716

02-Nov-2016 18:35:38

Hguoh

Hguoh

Posts: 7,581 Rune Posts by user Forum Profile RuneMetrics Profile
Solanumtinkr said :
mangomanga22 said :
Who says Dungeoneering should be restricted to Daemonheim and Daemonheim related content?
Dungeoneering is being able to run around in Dungeons. Or else it would be called Daemonheimeneering.
Well, we have a rift which was sealed behind 60 floors worth of shielding to dampen the effects. If this is the Elder gods final resting spot before the next Great Revision, I'd say there would be more connections out there. Why not? There is more than one realm and what if they wanted to get to the othersie of wherever? Then they'd just make another.


I personally see the Rift, Schism, etc... as the path the elders left as they travelled from plane to plane, rather than their final resting place. Think of the separation between planes like a net:

The smallest fish can maybe swim through the holes, the medium sized fish can possibly squeeze their way through the holes, but the largest have to break the net if they want to get through.

On the bright side, such tears likely makes it a lot easier for the elders to make their way back to the first plane of the cycle during their Revision.

03-Nov-2016 02:54:20

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