Design an enemy!

Discussion in 'NOTD Discussion' started by Ghost, Jan 25, 2013.

  1. Ghost
    • Warden

    Ghost Warden

    Talking to a number of players, a recurring theme is that people want a larger variety of creeps and waves which are not the same every game.

    To start off the former, I've thrown together some concepts and would welcome ideas from the community in coming up with enemies that you'd like to face in the future, both in NOTD1 and beyond.

    Name: Leech
    Model: Hunterling (small)
    HP (base): 210
    Armor: 2
    Type: Biological, Psionic
    Movespeed: 2.6
    Damage: N/A
    Special: jumps a high threat marine up to 10 range distance and lodge. Once lodged, deals 10HP damage (nonmitigated) per second and heals itself for 15HP/second. Marine suffers from -60%ms and as while Leech is attached.

    Name: Infested Chemist
    Model: Scientist with outgrowths
    HP (base): 180
    Armor: 1
    Type: Biological, Light
    Movespeed: 2.3
    Damage: 27, range 11, period 1.3
    Special: Ground below target in 1 radius is irradiated for 6 seconds. Radiation deals 18 damage per second and has 5% chance of creating venom.

    Name: Harpy
    Model: Scourge
    HP (base): 115
    Armor: 0
    Type: Biological, Light (flying)
    Movespeed: 2.9
    Damage: 16, range 1, period 0.8
    Special: Blinds target on attack. Will attempt to switch to a different target if current target is blind

    Name: Construction bot
    Model: ARES with strings
    HP (base): 380
    Armor: 4
    Type: Mechanical, Armored
    Movespeed: 2.0
    Damage: N/A
    Special: Leashes target marine in 14 range and pulls it by 1 distance every second. While leashed, both bot and marine have no movement speed. Leashed marine loses 50% damage and cannot use talents.

    Name: Siegeform Beta
    Model: Overseer
    HP (Base): 205
    Armor: 3
    Type: Biological, Armored (flying)
    Movespeed: 2.1
    Damage: 19, Range 20, Period 1.1
    Special: Sight range of 18, forward 90 degree cone, slow to turn
  2. Zeriathyr

    Zeriathyr Well-Known Member

    Name: Morphling
    Model: Changeling

    Low hp and armor
    Bio and Psionic type.

    This critter will attempt to blend in with reinforcements, and can only be manually targeted. Once any player is alone, it goes after that player like a seeker, reverting back in the process.

    It is vulnerable to splash damage and knives. True (thermal) sight or detection will likewise reveal its true nature.
  3. spartanhija

    spartanhija Member

    Different type(model) of zombie with low dmg high hp, and low armor.

    skills-10% chance to "grab" for 2 second upon successful hit ( 4 sec cd)
  4. Zeriathyr

    Zeriathyr Well-Known Member

    Name: Wraith
    Nickname: Evil Eye, Damn Gasbag, Pokey, Bad Apple
    Model: Overseer

    Decent hp, poor armor
    Biological, Light, Psionic

    Like a surv recon gone to the other side, this creature not only detects, but relays vision of players to zombies, giving infested marines an edge against would be snipers on the cliffs.

    2 abilities:
    - Evil Eye: it psionically probes a single target from afar, slowing the target by 15%. Armor is reduced by 1 per 2 seconds to a max of 5 (reduction) as it thoroughly seeks out weak spots in its victim. Channeling.

    - Screamer's Summon: a random mix of common infested un-borrows from its location as it stirs them from hibernation. The mob will rush to its location to defend it, then towards whatever it targets. Does not work on non ground areas.
    Rampant AI
    Model: SCV, Terra-tron, MULE

    Mechanical, Armored units

    Unleashed by HAL when her identity and situation is revealed, HAL has utilized the Compliance Matrix to turn most of the hardware against the crew. While slow, it makes up for with high hp, armor and strong melee damage.

    Note: Engineers can take advantage of this scenario, and Techs can scavenge from them as well
  5. Yuey
    • Warden

    Yuey Warden

    Wraith is already the name for the cloaked mutas.

    Name: Flesheater
    Model: Changeling with a large size increase
    HP: High, Starts from 1000
    Armor: Unarmored, 0
    Type: Biological, Massive, Heroic
    Damage: 10 per hit. Melee
    Movespeed: 3.0
    Abilities: Cannibalization (The death of any unit around the Flesheater heals it by the max HP of the dead unit), Putrid Bite (Every hit that the Flesheater does has an increased chance of stacking venoms on the target), Frenzy (cannot be stunned, slowed or mindcontrolled).

    So a mob that forces you to target him down first or you'll just continuously heal him while he's munching and stacking shit on the tank. AOE damage also doesn't impact him as much, he'll just absorb all the health from the poor schmucks that meatshielded for him. He's fast and can easily run right up into the team and cause problems.
  6. SkullCapp

    SkullCapp Well-Known Member

    Name: Snatcher
    Model: Changeling (normal size) with small infestor on head
    HP: 100 to 750, depending on mode and rating
    Classification: Light, Biological
    Damage: 0
    Movespeed: 1.75
    Abilities: Being somewhat advanced mutated version Hugger, Snatcher is bigger and have enough strength to pull its target toward it. For every 10 to 20 seconds (depending on what mode and if Snatcher see player), it will launch its tentacle at player and quickly bring player toward Snatcher at 2 to 3 movement speed (depending on what mode). However, its grip is somewhat weaker and thus player can quickly use knife for 5 seconds.

    Name: Infested Sniper aka camper
    Model: Ghost (normal size) with small overseer covering Ghost's head and torso, Zerg structure (like ones on Agron's head) on Ghost's shoulder.
    Health: 150 to 475
    Armor: 0
    Movement speed: 2
    Damage: 50
    Range: 10 (due to poor eyesight)
    Weapon speed: 2.5
    Special abilities: Usually accompany by Infested Marines and few types of Zombies (excluding Massive units) for 'protection'. These Infested Snipers will seek the high ground and wait for players to come in sight. Fortunately, Infested Snipers lose their abilities to cloak and detect invisible.
  7. ArcturusV

    ArcturusV New Member

    Name: Cat Eye
    Model: Miniturized Banshee
    Health: 150-250
    Health Regen: .356
    Energy: 150
    Energy Regen: 3
    Type: Light, Mechanical
    Armor: 0
    Movement Speed: 3 (flying)
    Sight Range: 7
    Damage: None, no attack.
    Special Qualities: Flying, Permanently Cloaked, Low Target Priority, Shares sight with Black Ops, Nazara, Seth, IVAX, Enemy Forces, Machine Wave. Note: Does not Detect.
    Special Abilities: 20 Energy, 10 second cool down, Laser Designate Level 1.
    EMP: Reduces all targets energy by 50 in a 5 radius, including it's own. Disrupts it's own cloak for 5 seconds. Blacks out the player's minimap for 30 seconds.
    Magnetic Lock: Prevents guns from firing within range 5 of the Cat Eye, melee attacks and special abilities are not effected. Drains 15 energy/sec.
  8. Lyanden

    Lyanden Well-Known Member

    Name: Defiler (Yey SC1)

    Proposal 1
    Scantipede (Re-tint to Red-Brown)



    Proposal 2



    Health: 350-650
    Health Regen: .356

    Energy: 100
    Energy Regen: 5

    Type: Biological, Psionic
    Armor: 1
    Movement Speed: 1.5
    Sight Range: 8

    Damage: N/A
    Does not Detect.

    Special Abilities:

    Plague/Corrosive Bile: 50 Energy, 120 second cool down
    > Fungal Growth W/O movement disable, Goo effect tinted Red.
    > Radius 1
    > Deals 3 damage per second. 10 Second duration. Affects HP only/ignores shields
    > Cast Range 4

    Dark Swarm: 25 Energy
    > Modified Sentry Guardian Shield (Kerrigan's Razor Swarm in place of the blue field)
    > Creates a radius 2 aura that reduces incoming ranged damage to friendly units by 4. Lasts 4 seconds.
  9. EdowardoLMP

    EdowardoLMP Well-Known Member


    Model - Infestor (small)

    Health - 500 - 1000
    Armor: 2 (Light, Bio, Psionic)
    Movement Speed: 1.2-1.4

    Ability: Lash - Hug ability, pulls hugged personal toward itself, able to move while ability is used.
  10. Peerawatz
    • Development Team

    Peerawatz NOTD Staff: Sound Mixer and NOTD Troll Chieftain


    Bergmann Prime

    Health : 120000
    Armor = 0
    Type = Psionic, Heroic
    Energy = 500
    Weapons - Psi Assault - 45 damage, long range Psi Shock - 70 damage, short range

    Ability : Mind Control - Takes control of your marine, gg

    Power! UNLIMITED POWER! - Shocks enemies with deadly psi storm that makes them fly offscreen, killing them instantly, cannot be used more than 3 times, as each time makes Bergmann older due to overuse of psi powers.

    I AM THE SENATE - Bergmann is immune to all assassination attempts for 30 seconds.
  11. ProbeGst

    ProbeGst Well-Known Member


    Model - blue zombie and slightly larger

    health 90
    Armor: -999999 (Light, Bio, massive, heroic, Psionic)
    Priority: NONE
    Energy: none
    Damage: NONE

    Ability: Madness TAKES ALL! - channel - nearby zombies gain 999999 armor and 100% bonus speed and marines who have madness lose controle.

    Strange shell - passive - this unit is very fragile, but immium to splash and special abilities.
  12. Ghost
    • Warden

    Ghost Warden

    Serious suggestions please
  13. Ryan III

    Ryan III Well-Known Member

    Max Life: 10
    Damage: 10
    Weapon Speed: 1
    Speed: 3
    Armor: 0
    Only appears in large mobs of zombies.

    Innate Abilities:
    Incorporeal: Target is hard to hit due to incorporeal structure. Only a 50% chance of hitting this unit
    Undetected: Hard to see in combat (Tinted so it is just barely visable)
  14. Zeriathyr

    Zeriathyr Well-Known Member

    An ultralisk with a viper tail.
    Its drawback is that it always targets the first things it sees.

    Secondary ability: swallow non-hero units. Can target ally zombies to heal itself.
  15. SkullCapp

    SkullCapp Well-Known Member

    Model: old Infestor (fatty with 3 or more mouth) or tart's model (before hardened armor) but with UltraliskCavern as face, Lurker Den as hat.
    Health: 750-2000 plus 100-400 for every 5th zombie eaten
    Armor: 5
    Classification: Armored, Biological, Massive
    Health regen: 1
    Damage: 30 plus 15 damage for every 5th zombie eaten.
    Weapon speed: .86 slowed by 5% for every 5th or 10th zombie eaten.
    Weapon range: 1
    Movement speed: 2.6 slowed by 5% for every 5th zombies eaten.
    Special abilities: unlike other zombies, Gluttons will attack ANYTHING, including their allies (excluding bosses). Gluttons will eat/consume one zombie, regardless of size for every 5 to 10 seconds. For every 5th zombie eaten, Glutton will deal more damage and get bigger (in similar manner as Demo's T2D), however will move and attack slower. Gluttons, like Brain Bugs, will randomly appear out of nowhere at random time. What it mean is that Glutton can either be strategic ally or extremely powerful but slow enemy that can even destroy the most tankiest class (if without support). Players must decide whether to let Glutton consume, becoming stronger and continue to eat zombies or focus fire on Glutton, preventing their eventual demise aka free trip to Glutton's stomach.

    if units are mechanical and NOT biological, than they are safe from Glutton.
    After spawning, Glutton has 5 minutes to live without eating zombie. If unable to find zombie, after being spawned, Glutton will die. If five minutes is up and Glutton ate 1 or more Zombies, its life spawn will be 1 minute long if no zombie has been eaten (Only apply after 5 minutes is up, doesn't apply during 5 minute)
  16. SkullCapp

    SkullCapp Well-Known Member

    Model: super small size but still noticable Leviathan attached to hydralisk's head
    Health: 300 (base)
    Armor: 1
    Classification: Light, Biological
    Damage: 5 to 10 per tenctacle
    Range: 5 to 8
    Special abilities: Have 10-45% chance to cause 10-15 second delay to target's health/mana regen if target's shield is 0.
  17. Zeriathyr

    Zeriathyr Well-Known Member

    The Live-Bearer

    As swarm host, except bigger, and carries locusts like the carrier does.
    Comes with Agron claws for close combat

    Special: Can fire an explosive brood-baneling

    Note: Locusts has detection, host does not
  18. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    I can see us having up to 2 more new enemies. One could be for Nightmare only.
  19. Zeriathyr

    Zeriathyr Well-Known Member

    Any hints which are the best designs here?
  20. TheWolf
    • Donator

    TheWolf Surgeon of Death

    Strawler pack
    Apollo is a colony, and coloniests usually have pets. Strawlers are the infected remnants of these pets. Reduced to only their basic instincts they now roam the colony in packs. If they see a suvivor they charge it, but not before calling for others in their vicinity so they may feast on fresh meat too.
    model: zergling
    basehp: 20-40
    armor: 0
    classification: light, biological
    damage: 10
    range: melee
    speed: as fast as a ghoul, gains charge on nightmare.
    special ability:
    1. Howl: if a strawler spots a survivor it will call for his pack. lets say other strawlers in range 9 are attracted.(attracted strawlers will not call for more support once in sighrange of a survivor)
    2. infected bite: strawlers dont use their claws like most zombies but mainly their large fangs to attack, thus they have a slightly higher chance to give ailments like venom, open wounds and infection

    For perfomance i'd sa let them spawn in 5-10 packs and stick a bit together, so that howl may attract a few others.

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