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Shadows of Mort'ton

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Shadows of Mort'ton Empty Shadows of Mort'ton

Post by TATORZ Fri Aug 01, 2008 2:53 am

None of my minigame ideas are very good, just to inform you!


You can now play the new, upgraded version of Shades of Mort’ ton, the Shadows of Mort’ ton.

The main basis of the game is the same. You need the same supplies in this, but some new ones can be used. You can still make serum on the altar. Flamtaer hammer is still an advantage.


The new area is much more advanced. Instead of an open area, you get a cave area much larger than in the first. Monsters just re-spawn in random places. The tower would be twice as large as the first one, giving more room for things. A new feature is a ladder on the east side of the altar.

Climb up the ladder, and you arrive on level 2. If you build level 2 up 100%, you can move up another ladder to level 3. Once level 2 is at 100%, your teams sanctity goes up slightly faster, you get slightly more construction and crafting experience, the monster’s numbers decrease slightly, and you need slightly less materials.

Once you have all 3 levels at 100%, your teams sanctity goes up faster than at level 2, you get more experience, the monster’s numbers decrease more, and you need slightly less materials than on floor 2.

Be warned, if level 2 goes to 0%, level 3 falls on level 1, doing 8 damage to everyone on all three levels. Also, if level 1 goes to 0%, the entire building is destroyed, doing 10 damage to everyone in the building and adjacent to it. If level 3 goes to 0%, then the people on it just appear on level 2, taking 5 damage.

The new altar on this version is the same size, but much better looking and maybe taller. In order to light it you need 25% sanctity and 20 Firemaking.


Walls start to reset themselves in 3 hours, instead of 2.

Bring the same supplies, but you will need slightly less of them, so bring more for more time!

Sanctity goes down 3 times slower, so you don't lose it as quickly.

You get 3 times the Crafting Experience, and the bonus of Construction Experience in this game. You get the same amount of Construction Experience as Crafting Experience.

In this version, you can also use planks instead of timber beams, even though it’s less cost effective. If you have swamp tar in your bank, you could use also that instead of swamp paste. Note: the swamp tar will not be available in the general store, and planks would still cost more than timber beams.

Resources go down slightly slower.


New monsters:

Snails
Combat – 9, 15
Sanctity for Killing - 0
Drops – snail shells, snail meat (for the correct snail kind)
They have a ranged attack, but it’s weak.

Ghast
Combat – 30
Sanctity for killing - .5%
Drops – None
These will turn your food bad. The only way to fight these is by using a druid pouch. These can get onto higher floors.

Afflicted
Combats - 30, 32, 34, and 37
Sanctity for Killing - .75%
Drops - Nothing
If you use serum on them, they start killing enemies for a while, or until they die, then turn back.

Loar Shade
Combat - 40
Sanctity for Killing – 1%
Drops - Loar Remains

Vampyre Juvenile/Juvinate
Combats – 45, 54
Sanctity for Killing – 1.25% (45), 1.75% (54)
Drops - Vampire Dust
Rod of Ivandis and Guthix Balance potions are the only way to kill these, otherwise they just ‘disappear’ and reappear somewhere else.

Phrin Shade
Combat - 60
Sanctity for Killing – 2%
Drops - Phrin Remains

Vampire
Combats – 61, 72
Sanctity for Killing – 2.1% (61), 2.75 (72)
Drops - Vampire Dust
Having silver and garlic weakens these greatly.

Riyl Shade
Combat - 80
Sanctity for Killing – 3%
Drops - Riyl Remains

Mort’ ton Shadow
Combat - 100
Sanctity for Killing – 5%
Drops – Shadow Remains, which when burned, give the highest chances of giving high-leveled keys.
These are the main problem and namesake for the minigame. When attacked, they become a black hand with long, green nails. With each attack, you have the chance of being poisoned by 2. Also, shadows can move under walls and on them, so snails and Shadows are the only things to worry about on higher stories of the altar because they are the only things that can hit up there besides snails and ghasts.
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Shadows of Mort'ton Empty Re: Shadows of Mort'ton

Post by Nitetrain8 Fri Aug 01, 2008 6:20 am

If we get combat experience in this game, it would be absolutely flooded with people training with salve(e) amulets. Consider raising the levels of the respective shades. Even a level 100 monster can get torn to shreds by most higher-level players, especially those who have guthans' to refill their health with. Also, ghasts are annoying as shit. Either the minigame needs to give us a way to expose ghasts without using druid pouches, or there need to not be ghasts.

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Shadows of Mort'ton Empty Re: Shadows of Mort'ton

Post by TATORZ Fri Aug 01, 2008 7:51 am

All of these creatures already exsist. Why would I change their levels? Besides shadows that is...

Ghasts are a challenge, something to avoid... it should be there. It would make the game more interesting.
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Shadows of Mort'ton Empty Re: Shadows of Mort'ton

Post by Nitetrain8 Fri Aug 01, 2008 2:26 pm

Dark War 123 wrote:All of these creatures already exsist. Why would I change their levels? Besides shadows that is...

Ghasts are a challenge, something to avoid... it should be there. It would make the game more interesting.

Its not that you should, its that depending on the rewards, it could create balance issues a-la pre-nerf pest control. Also, ghasts are gay and no one likes them. They're also impossible to avoid in an enclosed space since they're aggressive and will follow you around, and because you can only run from them for so long before you're out of energy. You're essentially forcing players to farm fungi in morte mire swamp in excessive amounts, which I don't think is in the spirit of the minigame to do so.

If the minigame gives significant amounts of exp (or rewards), then it becomes exclusive to high-leveled players with guthan's or an absurd amount of money to burn on mort mire fungi and becomes a way to power-train a skill that jagex intended to drain significant amounts of money from the economy though buying from NPCs.

If the minigame doesn't give significant exp (or rewards), then it becomes useless to all levels like the burthope games room, and no one will spend their money on food to repeatedly play a broken game.

The fix would be simple- Cut combat exp gains in half (pest control actually does this), remove ghasts or give an easy way to prevent food decay while inside the minigame, and give rewards on par with pest control and fist of guthix.

I'm not saying your minigame is bad, I'm just saying its imbalanced and in the proposed form would borderline between a decent game and an organized minigame grind.

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Shadows of Mort'ton Empty Re: Shadows of Mort'ton

Post by TATORZ Tue Jun 23, 2009 12:16 pm

I'm going to ressurect this game and hopefully it doesn't get cremated by Dark Avorian Tongue
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Shadows of Mort'ton Empty Re: Shadows of Mort'ton

Post by Dark Avorian Tue Jun 23, 2009 1:58 pm

*lights a match*
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