Code Name: onslaught discussion...

Leif

New member
In this thread we will be discussing the ideas of the card that community is working together to build for our Boss from the Xenoshyft Kickstarter. Feel free to contribute and add your two cents here.

As a reminder what we are trying to figure out:
Name: (working title CODE NAME: ONSLAUGHT)
Wave Level: ?
Power: ?
Health: ?
Ability: ?

We appreciate your cooperation!
 
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Ramsay

New member
Here is my first draft attempt at a boss. I plan on making something more stream lined and simple with a xenosathem discard or burn ability. But what do you guys think of this rough draft idea?

Wave:3
Power:20
Health: 8

Ability : When Revealed burn 3 Xenosathem Resources from your Discard.

Code Name: Onslaught's attack carries through X troops, where X is the value of your highest Xenosathem burned, if all troops are killed, the base suffers the remaining damage, and no over-run is triggered.
 

nanotyrant

New member
Name: CODENAME: ONSLAUGHT
Wave: 4
Power: 5 + X
Life: 35 * X

Reveal cards from the monster discard until you reveal X Boss Monster cards Where X is the number of players. CODENAME: ONSLAUGHT gains the abilities of all Boss Monsters revealed.
When CODENAME: ONSLAUGHT engages combat, it engages combat with the first unit in each lane.

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Basically its a supertanky monster which fights all players at the same time. It gains the abilities of previous Boss monsters and as their "champion" its understandable. Or even "Pick X boss monsters at random"

As far as the HP is concerned having 140 life in a 4 player game is difficult but not impossible. Not sure if itd need tl be toned down
 

Cooties

New member
Is there anywhere we're able to view all the cards from the game? Or at least just the various Hive cards to check out the current basic enemies and current boss monsters? I think that would help get the creative juices flowing so that we can try and design something appropriate for the powerful title this monster has been assigned.
 

Korsheth

New member
I prefer the idea of a Tank boss, one that more sits back and manipulates.
A few ideas I have

Name: Horror of Retribution
Power: 3
Life: 18
Ability: Each time this unit takes damage, deal the base 3 damage, and increase this units power by 1.

Name: Hellion of Resurrection
Power: 6
Life: 9
Ability: When this unit is killed, pass it to the player on your right. The next time that player would place enemy units, include this card in that wave.

Name: The Devourer
Power: 4*
Life: 10*
Ability: This unit gains +2 Power & Life for each armor and weapon in your lane

Name: The Desolate One
power: 4
Life: 14
Ability: Each time this unit destroys a troop, it regains 4 Life Points

Name: The Bloated ( Think "The Flood" from the Halo Video game series )
Power: 3
Life: 15
Ability: When this unit is killed, destroy the first troop in lane, then fill all avaliable slot in monster lane with randomly selected wave 2 monsters
 

Echosilence

New member
Name: Onslaught, I think most of the community liked it and it works great with the theme.
Wave Level: 3
Power: 7
Health: 7
Ability: When revealed flip over the first monster card in all the other lanes. If there is no monster place a random monster card from wave 3 into the lane. All players must now attempt to combat their revealed monster. If any are left alive within the first combat round they are all moved to the end of the lane where Onslaught is situated.

Definitely room to tweak the wording to simplify it or to have it more consistent with other cards but I think the idea behind it is somewhat discernible.
There have been some great ideas going around! Awesome that we have a forum now to see it all rather than having to scroll through the kickstarter comments.
 

evox288

New member
i was thinking of a monster that breaches from the center of the base as a surprise attack just as the shuttles arrive.
Xenos: Codename Onslaught
wave:3+
power:4
health:25
ability 1: Xenos breaches the center of the NorTec compound, attacking the back of each lane
ability 2: recover 1 health for each item used against Xenos
 
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Korsheth

New member
Name: Onslaught, I think most of the community liked it and it works great with the theme.
Wave Level: 3
Power: 7
Health: 7
Ability: When revealed flip over the first monster card in all the other lanes. If there is no monster place a random monster card from wave 3 into the lane. All players must now attempt to combat their revealed monster. If any are left alive within the first combat round they are all moved to the end of the lane where Onslaught is situated.

Definitely room to tweak the wording to simplify it or to have it more consistent with other cards but I think the idea behind it is somewhat discernible.
There have been some great ideas going around! Awesome that we have a forum now to see it all rather than having to scroll through the kickstarter comments.

I like the idea of this, it's functional, and yes wording could be simplified hopefully.
My main questions for this, and several of the other variations people have submitted ( including my own )
How do we resolve the issue of the boss showing up in the games final wave when some players have already finished their final turn?
Does the monster that goes to the back of the row ( undefeated ) disappear? or would there then be a "Final Wave"?
If there was a "Final Wave", would it be that single monster, or a full wave?
 

Echosilence

New member
I like the idea of this, it's functional, and yes wording could be simplified hopefully.
My main questions for this, and several of the other variations people have submitted ( including my own )
How do we resolve the issue of the boss showing up in the games final wave when some players have already finished their final turn?
Does the monster that goes to the back of the row ( undefeated ) disappear? or would there then be a "Final Wave"?
If there was a "Final Wave", would it be that single monster, or a full wave?


I don't think there would be an easy one solution for all the different scenarios. With the idea I had at least if the monsters fall into a lane with no soldiers left to fight it then it makes its way to the current player that revealed onslaught.
I think some ideas for Onslaught will have to specifically state that its final wave of the game. Or that you shuffle the hive boss into the specific round.
 

Ramsay

New member
Ability: When onslaught kills a troop, burn that troop and place a wave 2 creature in your deck and shuffle. When you draw this creature, play it in addition to the wave.
 

Echosilence

New member
So it's like, a creature that devours and multiplies insects when its done.

Neat concept, would have to make sure its early in the wave. If you pull this in the last round it won't spawn too many monsters since there won't be much drawing done.
Might be more interesting to see in an earlier wave boss.
 

Ramsay

New member
for sure, I was thinking wave 2? or maybe a mechanic where the boss jumps waves after being defeated? When killed you place in wave 2 and if you run into him again and defeat him, place him in wave 3?
 

Echosilence

New member
for sure, I was thinking wave 2? or maybe a mechanic where the boss jumps waves after being defeated? When killed you place in wave 2 and if you run into him again and defeat him, place him in wave 3?

Sounds like we have ourselves a zombie monster that just won't give up. Tough bugger.
 

Anuriad

New member
Name: The Hive
Power: <The Hive's Power is Equal to the Number of Players + 1>
Life: <The Hive's Health is Equal to the Number of Players x 10>
Ability: When The Hive fights, deal its damage to the first troop in each lane and the Base. When a troop is killed, The Hive is restored Health equal to the killed troop's Health value and deal the Base damage equal to the killed troop's Power value.

This boss is meant to be an optional post-Wave 3 fight in which The Hive sits (and remains) in the first zone of each enemy lane. 6 copies of The Hive card/token could be included in each game to visually represent this (this accounts for the 5-6 player addition as well). The encounter is supposed to create a race to beat the clock. The more troops that fall, the more difficult the fight is. Base damage is done slowly to show how massive the threat is and to give the encounter a sense of urgency.

The Power and Health were derived from having glanced over the enemy cards shown in Korsheth's post above and could be playtested/manipulated to work. The idea behind having variable Health/Power values is to allow scaling. The fight should not be trivialized by having fewer/more players, nor should it be any more difficult.

As for the theme, I was picturing a full on, Charybdis-style representation of the Xenosathem Hive bursting from the mining area to devour the Base. Here is a picture to help visualize my conceptualization of the beast.
http://www.fantastique-arts.com/photos/5746.jpg

Now, this theme can also be manipulated to fit the needs of the game designers. The boss might not represent a living embodiment of The Hive, but instead a large behemoth of a worm, sent from The Hive as a final champion, or just about anything large enough to fit the mechanics (and visual conceptualization) above.
 

Korsheth

New member
Name: The Hive
Power: <The Hive's Power is Equal to the Number of Players + 1>
Life: <The Hive's Health is Equal to the Number of Players x 10>
Ability: When The Hive fights, deal its damage to the first troop in each lane and the Base. When a troop is killed, The Hive is restored Health equal to the killed troop's Health value and deal the Base damage equal to the killed troop's Power value.

This boss is meant to be an optional post-Wave 3 fight in which The Hive sits (and remains) in the first zone of each enemy lane. 6 copies of The Hive card/token could be included in each game to visually represent this (this accounts for the 5-6 player addition as well). The encounter is supposed to create a race to beat the clock. The more troops that fall, the more difficult the fight is. Base damage is done slowly to show how massive the threat is and to give the encounter a sense of urgency.

The Power and Health were derived from having glanced over the enemy cards shown in Korsheth's post above and could be playtested/manipulated to work. The idea behind having variable Health/Power values is to allow scaling. The fight should not be trivialized by having fewer/more players, nor should it be any more difficult.

As for the theme, I was picturing a full on, Charybdis-style representation of the Xenosathem Hive bursting from the mining area to devour the Base. Here is a picture to help visualize my conceptualization of the beast.
http://www.fantastique-arts.com/photos/5746.jpg

Now, this theme can also be manipulated to fit the needs of the game designers. The boss might not represent a living embodiment of The Hive, but instead a large behemoth of a worm, sent from The Hive as a final champion, or just about anything large enough to fit the mechanics (and visual conceptualization) above.

The scaling for players won't work for the base value you gave, possibly could work if modified in some other way.
If anyone plays this monsters single player, it would be a 1/10... Virtually no threat
6 player, 6 / 60 that hits the base every turn ( Minimum 12 damage to base, I would think. Upwards of 36, not including the retribution damage of killing your troops along the way slapping you again, then healing. I'm pretty sure that would turn out a good 50-60 damage to your base... )
Also, what happens when a player runs out of troops (didn't have enough to fill lane), and it smacks the base? Normally it would just go away... In this scenario I image some of the other players are still fighting it. Would it just get extra free attacks on the base?
 

Ramsay

New member
Ability --- Reveal: Each player burns the first xenosathem in their discard.

Onslaught gains the ability of a wave 1/2/3 creature for each 1/3/6 xenosathem burned.

So basically, a creature that gains mutations based on how much and the quality of xenosathem it ate. And after looking at the abilities of the creatures, while frightening, if you made sure Onslaughts P and H were not too ridiculous gaining abilities would not be OP I don't think. It's weaker than gaining boss abilities as suggested, and it randomizes the boss a bit. On top of that, it's ability when revealed is painful and thematic I think.

Also the text for the ability isn't too wordy or complicated, which I think could be important.

I think a Higher power value (5-10) and a reasonable health value ( 6-12) would make this viable and scary as a boss.

or

the When Revealed, could also state, "Onslaught gains +1 power and health for each burned." In which case I would recommend power 4, health 6, the max would be 8/10 which is good for a boss, a bit thick on health but reasonable. Though that would total like, 30 words, which is lots, but not horrible, as some creatures have more than that.
 
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Korsheth

New member
Ability: When onslaught kills a troop, burn that troop and place a wave 2 creature in your deck and shuffle. When you draw this creature, play it in addition to the wave.

I was thinking something similar to this as well, importing monsters into the players deck and having them show up over time.
I really think this should be an expansion boss if not Onslaught.

It could be a Lobotomize/Hypnotize ability that burns the troop from your deck and replaces it with a Militia Troop alternatively
 
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