Infested Arena 2
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Welcome Back...
It has been 43 years since your last encounter with the Infested, which took place on a space station in a remote part of the Universe. You thought you were victorious after defeating the Broodmother. Little did you know that the Infested followed you back to your home planet in the Galminus system and have since been mutating, evolving and multiplying directly above you. It is clear to you that the Infested are far more powerful than they were last time. Mutant strains and cross breeding has brought about new and terrifying Infested units. But, you are not easily discouraged...43 years has brought about advancements of your own. Prepare yourself the Invasion is about to begin...
Evolving from Infested Arena to Infested Arena 2
New Arena Invasion Dynamic
Infested Arena had 4 hallways which spawned the same amount of Infested units (a total of 2 different types: ranged and melee) at the same intervals with randomized Special Infested Units (SIU's) spawning at 1 of the 4 hallway locations at set times.
Infested Arena 2 has a randomized Invasion dynamic where at the beginning of each round randomized Drop-pods will fall from the sky in random locations. Once the Drop-pod lands it will begin generating eggs which after a short time will hatch and release the Pods designated spawn unit (i.e. Spewer Pod will spawn several infested spewer units). There is also a % chance based on active players and difficulty selected to generate new Drop-Pods at varying locations and varying times into the Arena. There are 4 basic Infested units (Infested Arena only had 2) each has it's respective Drop-Pod. Furthermore, you will easily be able to identify, with the "Infested Pod" dialog, all the current pods found within the Arena. In addition, Special Infested Cocoons will drop from the sky into the arena and after the duration will hatch a random SIU, all of which can be tracked using the "Infested Pod" dialog.
New Special Infested Units
There are now 10 SIU's including new ones, such as: Behemoth, Vile Imploder, Stalker, Desecrator. Some of the SIU's from Infested Arena were removed because...,well, they just weren't any fun.
Infested Blood Transfusions
Infested Arena 2 Introduces "Infested Blood Transfusions." Each time a Special Infested Unit or Boss is killed there is a chance for them to drop "Infested Blood" when one Specialist picks this up all specialists receive 1 Infested Blood. You can use a new menu to load up a stat tree in which you can further modify your Specialist by injecting yourself with the Infested Blood - Things ranging from increased movement speed, damage, extra shields, armor to having a chance to apply the "plague" or chain explosion reaction each time you attack.
Each available stat change found within the Infested Blood Transfusion Tree is modeled after Infested units you are fighting (Infested Bulwark Plating - Increase Armor +1/2/3/4/5)
Specialist changes
My original plan was to incorporate several new Specialists in Infested Arena 2, but after consideration and plenty of feedback I decided to change the fighting mechanics with each specialist. In Infested Arena everyone had energy and all abilities had close to a 10-15 second cooldown. Many times people would run until there ability was up. This wasn't to much fun. How could I make battle more fun and enjoyable? I decided to go with an action game battle dynamic. Each Specialist now has a total of 6 abilities (up from 4) and cooldowns are down around the 1-3 second mark.
Infested Arena witnessed 5 specialists who almost were identical in operation but with different special effects.
In Infested Arena 2 each Specialist is completely individualized everything about them operates differently from other specialists. Read on for details
A Few Examples of The New Battle System
Seifer's New Battle Mechanics
Built for Tanking.
-Seifer uses fast regenerating Energy to perform his abilities.
-Seifer has a "charging up" mechanic known as Ravager's Roar to boost his attack power and armor. With each roar Seifer receives 1 Ravager's Mark which will keep Seifer's damage and armor up until he uses "Igniting Wave." Once used all Marks will be removed. How do you get the most out of your Igniting Wave? Keep charging up with Ravager's Roar.
Fulgore's New Battle Mechanics
Built for damage from the shadows
-Fulgore uses Fast regenerating energy for a few of his abilities
-The rest of Fulgore's abilities operate off of a combo system known as Marks of Death. Each attack Fulgore executes has a 20% chance of awarding 1 Mark of Death. Other abilities and upgrades can apply additional Marks of Death just by using them. Fulgore can then choose to use his other abilities powered by Marks of Death. Once a Mark of Death ability is used all Marks of death are consumed. Depending on how many Marks of Death Fulgore had when executing the ability will determine the effectiveness of that ability (i.e. Vexing Shadows requires at least 1 Mark of Death. For each Mark of Death consumed when Vexing Shadows is executed Fulgore will teleport and deal extensive damage to 2 enemy units. If Fulgore has 5 Marks of Death then a total of 10 enemies will be warped too and attacked).
Blaze's New Battle Mechanics
Built for Siege and AoE
-Blaze uses Fury to power the majority of his abilities. Blaze's Fury meter starts at 0 and as Blaze attacks his Fury meter will begin to rise reaching a maximum of 100. As Blaze reaches certain thresholds of Fury he will be able to perform various abilities. Blaze also has abilities that require no Fury and will actually add a certain amount of Fury to Blazes Fury meter when used.
-Blaze utilizes "Presences" - Blaze can only have 1 Presence on at any given time and depending on which presence Blaze has on they will positively/negatively effect him (i.e. Fury Presence grants 150% additional Fury increase with regular attacks, Increases damage by 40%, and movement speed by 10%, but at the cost of degenerating Shields, and 50% increased damage from all Infested attacks.)
and much more.
Dead Eye's New Battle Mechanics
-Dead Eye uses Fast regenerating Energy to power his abilities. Dead Eye has the capability of dealing extreme damage to single targets as well as using superior crowd control abilities to protect his teammates. Dead Eye has access to Critical Strike Upgrades which allows every attack and ability a chance at dealing 200%, 205%, 210%, 215%, or 220% damage depending on critical strike upgrade level.
Salv's New Battle Mechanics
Salv can be used to focus directly on damage and AoE or Healing. Salv has access to Quick Access Heal buttons which allows him to cast his healing spells (via buttons on the leaderboard) at great distances. This way Salv can keep track of his teammates health and still remain an effective damage dealer.
Salv uses fast regenerating Energy to power his abilities and has great Crowd Control abilities such as "Mind Sync" which allows Salv to convert up to 10 Infested Units (SIUs included) to his side for a duration. This ability can turn the tide of battle quickly if the right units are "Mind Synced" (i.e. Mind Syncing a Special Infested Behemoth - sends the Behemoth to do massive AoE damage to all nearby Infested Units).
NEW SPECIALIST Psion's New Battle Mechanics
Psion is a new addition to the team and although requires a persistent player level of 7 Psion is a power addition to Infested Arena.
Psion uses fast regenerating Energy to power his abilities. Psion's main purpose is to rain down destructive electrical magic from above. All of Psion's abilities have some form of electrical attribute. Although Psion's Health and Energy starts out low Psion Energy Reserves start out higher than the rest of the Specialists.
Psion is capable of enabling "Flight Form" which increases his Electrical damage and increases his movement speed. Psion can traverse cliffs and has the ability of summoning his favored ally "Arc." Arc's weapon is increased along with Psion's weapon. Whenver you upgrade Psion's weapon the benefits transfer to Arc.
Psion is also capable of restoring teammate shields via the Quick heal keys located next to the leaderboard. Instantly clicking on the appropriate team icon will heal the corresponding teammate.
Persistent Player Level
All of your kills are permanently recorded within Infested Arena 2. Whenever you start a new game of Infested Arena too you will notice that your kills refelct all prior kills you have recieved while playing Infested Arena. As you Level up (via your Persistent Player Level) you will be granted access to exclusive Hero Specialist Units. In addition, you will partake in the Persistent Level Player Stat Menu.
The Persistent Player Level Stat Menu allows you (upon starting Infested Arena) to add upgrades (dependent on your Player Level) to your Specialist. In other words, the longer you play and the higher your Player Level the more initial upgrades you can make to the Specialist you have selected.
Fulgore can have an ability to summon DT clones after using his skill. The one that sends out DTs and costs ammo. DTs can have like 1 hp or something but make it so they hit at least once after being summoned. Vexing Shadows can also leave behind clones of himself that do 100% of his damage for a couple hits. Laceration can be a ranged skill with an animation like the ultimate from Zeratul from the game Zealot Frenzy but have some kinda drawback.
Maybe Krug can summon flying vikings instead of turrets that do damage only to air? Long range high damage for anti air. He can also summon tanks for anti ground. You have to upgrade it from a turret cost of 1 charge or so...
It would be awesome if Salv had some kinda demon spirit inside of him! He can summon that huge Diablo character. Instead of his Mind Control skill he can summon that. Not spammable but helps to turn the tide of battle like the Mind Control as it is right now.
Could you make an item to make Arc onto Dark Arc? Like Dark Archon from SC1? He could have a fire-type lightning. Some kinda coat in oil effect instead of electrocution.
You could make him do 60%/40% dmg of Psion isntead of 50% with less or more shields/atkspeed/range/etc.
Arc can also have floating fireballs around him like Vorpal in SOTIS. Maybe they spawn every 10 secs (3 max) and spin around him. When Infested get in melee range it might explode.
Or another item: When Psion attacks theres a x% chance thatll he'll spawn a blue auraballthingy that flies around in some kinda pattern and when Dark Arc attacks he has a chance to spawn a red auraballthingy and when they collide they do dmg. Just some items from SOTIS.
A sniper weapon that allows Dead-eye to damage one infected directly behind his main target. The secondary damage increase as the main target loses hp (less flesh to absorb the damage) Make the angle behind extremely small so that the gun won't be so OP and only within a certain range.
Another dead eye weapon that increase weapon range but decrease weapon damage the further target is. (add 5 range, deal 75% dmg at maximum range to 100% damage at default range)
Another item that add burn effect to target hit by Thermal capsule (dmg base on weapon dmg so DPS build can still kill some infested)
Armor for Seifer which has a small chance to activate upon enemy attack and pushes normal infested away and coat them with oil. (you can remove oil effect if needed)
Hmm
@Etravex: Go
for the items that change pet/summon functions, such as the missile defense drone, how bout changing their models to make em stand out even more? Such as for the drone: make the old one stay the old point-defense drone, but make the missile ones look like the flight vikings or something like that. I'm sure you have items to change ark, so for him, change his model to an immortal or colossus for different items. I'm thinking you'll make more than 1 item per ability in the future, so that would provide a helpful distinction. Also, improves gloating ability.
also, jim raynor has another model with a marine rifle ingame. Could use that for a faster firing weapon model for deadeye.
@Otakuma: Go
I actually like this idea. If you scale the mines with weapon damage, then weapon damage spec Dead Eyes will have a reason to ever use that ability.
@Otakuma: Go
Interesting Idea I like it. Keep the ideas coming guys I still have many items to make for each class and your item ideas may make it into 2.0
@Etravex: Go
Ah, of course.
As for joe's idea, i think he meant that fulgore's model change to the dt one wielding the two-sided scythe instead of the one with the psi-blade from the actual game. No need to make new models, it's already in there.
@Randomjoe266: Go
I am not able to visually give Fulgore a Scythe for a weapon as I do not have the time or proper programs to modify models. Sounds like a great idea though ;)
Otakuma,
These are all subject to change and will require testing. I did think of this and am still considering the possibility of changing it to be based off the Glaive damage upgrade, We will have to see how it goes when it's released.
@Etravex: Go
Can you give fulgore the scythe/sword item, like there is in the regular dark templar models
scythe giving you an extra attack, at the cost of damage and is slightly faster
sword being the same attack speed and 1 attack, but having a hefty damage boost
or an item that will combust all enemies in flames (like the Infernal armor, before it was taken out) whenever cloak runs out
@Etravex: Go
Well, hold on now.
Why would you base the damage of the spider glaves on his weapon damage? Wouldn't it make more sense to base the mines' damage off the glaive damage that you buy separately?
Infested Arena 2.0 Update
Video below shows a new item called Spider Glaives. When this item is equipped whenever you use Dead Eye's Glaives, after impact the Glaive transforms into a Spider Mine which will burrow and then target nearby enemies and cause AoE damage. Base damage is 70 and the damage for the Spider Mines can be increased by increasing Dead Eye's Weapon damage.
The "defend this guy" sounds interesting, but could be difficult. It'd be interesting however if he could show up for ANY wave, INCLUDING a boss.
Random blood gain is very annoying, I thought at one point the drop rate was related to number of blood spent, but I've no idea....
The "Kill This Amount of Infested" is 9xWave I think, or maybe 15x, I forget now. (I think it was 15x). And yeah, I've seen where that's impossible. If you get a propagator those waves then it's easy, but otherwise....good luck.
We should make the timer between rounds a bit longer, and add a skip button, with a majority requirement to use it. (3/4, 2/3, not sure on 2 people what we'd do, and solo is obvious)
The thing where they have resistance to some thins and bonus defense against others sounds like it could be interesting, but if it's put in it shouldn't affect SUIs (at least at first)
Thanks for this map.. some thoughts/propositions:
cheers, bender
@luckyo1: Go
I would much rather have a shortened game than to spend a lifetime on a repetitive game, face it the game becomes a grind fest for that xp and the items (please come sooner). What is a player to do when he gets to level 25, what is it keeping him from not playing the game once he reached maxed potential.
The items of course.
Now, as for the time between rounds, like I said, no one wants to stay in a custom game more than an hr or so, because beyond that there isn't a challenge at all (most players will have reached maxed upgrades if the game went over 1-2hrs)
I am all for a vote to skip wave so that we can compromise challenges I guess, but lessen the waiting time, will be a lot better.
This game is supposed to be a fast paced survival game, picture it as the nazi zombie games, the time betwen waiting is relatively short (without abusing the 1 zombie for more time haha)
Adding some puzzles to the mix will be fun to have instead of ok survive this wave, kill x siu, kill the towers, kill this mini boss, kill this boss now, it is all too similar, it all involves killing haha.
Some puzzles(or more bonus objectives) should take some time, lets say you have 5-10waves(I say make some bonus objectives last longer waves) to complete a puzzle, and in doing so, you reward the players with a hefty xp bonus, or an item, blood, etc.
It still an idea process I have yet to figure out what type of puzzles would suit this though.
But taking the gameplay from the NOTD, how bout adding a VIP you have to protect, add zombies immune to X spell, or X attack, this will make players want to diversify their skills, or have a player go one route to cover the other one.
Example- Round 23: Zombies now take 80%less attack damage (but take 20%more spell dmg)
Also if you played the game City of Tempest recently, they added achievements, taking the idea from that game which can also attract more replayability to this game as well
What do you guys think? Needs some refinement but that is the general overall idea
Reducing time between rounds is not necessarily a good idea. First of all, after a particularly hard wave you need to meditate the health and shields up. Then if you're Krug you also need to regain nuclear charges. Then someone needs to also go fetch minerals and bloods from across the arena.
All of the sudden, pause between waves is in fact too short rather then too long.
I agree with Timewarp121, reducing time between rounds or putting a button to skip the timer would be a welcome addition.
@YinKuza: Go
I actually wholly approve of the idea you have with the King Prop. That seems like it would work to make the king prop truly a challenge as it should be. Not a farm-boss.
I also have toyed with farming kerrigan, but those usually only last a few rounds, as by round 20, most everyone is doing enough damage that it gets boring to just lay waste to so many enemies so easily. The team kills kerry off anyway, and you never really farm it.
here's something, i wish there was a way that u could make like a lvl 10+ map....im lvl 17 and im tired of getting in a game where everybody in the map is like oh im new here.....pisses me off
Hi guys, Very fun scenario at first but I must say after playing easy+normal modes and completing 100+ rounds fairly easily the game starts getting boring/repitive. After 100 the bosses stop spwning and theres no end it seems I quit after 131st round, without an aim or goal its pointless. I actually went afk for like 15 mins at a time and my chracter is still shuggin along all by himself. Well with almost eveything maxed u dont even need to control him half the time zzz.
Ok so Im not here to moan just giving my experience and i like this map so would really like afew fixes to those issues. I know there is update soon and hopefully that will get me back into it. One thing I would like to suggest is the time beween rounds its to long imo it make the game even longer than necceaary if you can plz reduce this 10 secs or is ample.
But yeah, in reality, he shouldn't be farmed. I do just about every game because it's hard to solo, so he's good money. If you wanted to get player exp and carbon steel, farming him is probably the dumbest thing to do lol.