Presuggestion
(Intro, contents, goals):
Introduction: So Skaro. It's been around in the Whoniverse for the majority of it's history. The show, and other mediums, have shown many different parts of Skaro over the the course of the show. The Doctor, himself, even finds himself in different eras of its history, such as the Thall and Kaled War as seen in Genesis of the Daleks and Magician's Apprentice. I always find lore interesting and the universe of Doctor Who itself. The suggestion is pretty big, admittedly, but the point of the thread is to hopefully suggest new additions to the mod that will make exploring other planets all the more thrilling and exciting! I hope you all enjoy the read. If you are reading, I don't recommend reading the whole thing at once. I tend to put out all the ideas I have for the purpose of a complete and detailed description of a proposition. Perhaps look at it a bit at a time if needed? Anyway, this intro has been long enough, I hope you enjoy the thread. Contents: Goals:
*Lego Dimensions Skaro is also Suggested, but should be considered separate and WIP
Old thread intro:
I suggested this some time ago in the MCF thread. I learned that there was an actual place for suggestions here, so I decided I'd move it here so that it'd be easier to find and not lost in all the random posts in the thread
My thoughts (and the thoughts of a few others)
I think it'd also be cool if Skaro had time zones. Looking at Skaro in one time and then looking at in in another, the differences are often quite glaring.
Three Eras I know of that are like this include the War-Torn Thousand Year war Skaro, The Petrified Forest prior to the Thal Uprising (As seen in "The Daleks"), and Modern Skaro (Haven't watched much of the new series but I'm referring to after the Thals learn space travel and to the planet seen in The Magician's Apprentice/Witch's Familliar)
Now, I'll go into detail on each of these Eras I suggest.
1000 Years war
Lore: A long time ago, there was once a race called the Kaleds. They lived alongside the Thals. Somehow at one point in their history the two races began a war. This war lasted generations. Skaro was torn apart by this war. People lived in Domes with both races becoming extremely militant, much of the landscape had been destroyed, and for the most part, if anything outside the domes survived through the war, it was horribly mutated due to the nuclear weapons utilized by the Kaleds and the Thals. Over the course of the war, lack of resources was causing a retrogression in the means of combat. Significant Structures: World Generation: Mobs: Bosses:
Petrified Forest Skaro
Lore: Structures: Dalek Cities Thal settlements: Lakes: Petrified Forest: Environmental Hazards: Mobs: Thals: City Daleks: Giant Electric Eel (spawns in the Lake of Mutations): Terrorkon (spawns in the Lake of Mutations):
Modern Skaro-
I don't really know too much this Skaro other than what I've seen in Magician's Apprentice and the Witch's Familiar. So. Whatever fits.
Lore:
The Thals managed to develop Space Travel and drive out the Daleks. They began a space program to see what was in the stars. Many explorations were made, and many Thals colonized elsewhere. Eventually, not a Thal remained on Skaro. Many returned to their planet or came out of their hiding places to once again take over.
I had something better here... But I lost it due to a forum error and can't really remember it.... If there's any continuity errors with what I typed, let me know
Generation:
Skaro appears to be mostly featureless desert in this Time Era.
Structures:
Dalek City:
They appear exactly like they do in the Series 9 Premier Story.
I can't remember what I originally typed before I lost what I had originally, but if it come back to me, I'll add it here.
There will Be Dalek Graveyards/Sewers below the City like in the Episode and (though not often) there's a chance a city may have Davros's health maintenance room. Whether Davros should appear here or not, personally I don't feel he should. I feel the player should be able to find a Spare Davros Chair here though.
Mobs:
Daleks:
Any Daleks the SWD Team wants to put here
Scout Snakes:
Snakes from Colony Sarff. They are able to get through 1 block high, 1 block wide openings. If they are seen, that does not necesarily mean Sarff is near since their spawn code is independant of Sarff, outside the fact that they are spawned during his Battle. They Spawn inside Dalek Cities
More details to be added once I remember them.
Bosses:
Colony Sarff: (as seen "Magician's Apprentice" and "Witch's Familiar")
Sarff sometimes Spawns in Dalek Cities, mainly the ones with the "Davros Room".
In Battle, Sarff will glide around the room. As he does, Scout Snakes will spawn around the room to attack the player, the number spawned per "gliding phase" tends to increase as the battle progresses. In his second behaviour, he will "unravel" himself into the large snake and a few other snakes. These snakes are considered part of Sarff. They keep the same health throughout the battle. They are bigger than and do more Damage than Scout Snakes. The Big snake himself deals the most damage with attacks and goes on a full violent offensive trying to get the player in this phase. He is much weaker defensively however (or maybe stronger... Not sure yet). At the end of this phase, all the snakes will go back to Sarff, he will return to his human form, and he will resume his gliding attack pattern
(Information lost due to a forum error. Will be readded)
No specific Time Era:
Mobs: The Slyther (Dalek invasion of Earth) A really large and hideous beast native to Skaro. Used by Daleks, notably the Supreme. They have thick skin, are aggressive, and have tentacles This will either be a miniboss or a really tough mob Varga Plant (Mission to the Unknown)- A mobile cactus like creature that poisons on contact. Victims slowly lose their minds, becoming hostile, and eventually become varga In the Mod, Varga would have a similar effect. They tend to attack anything that moves if it's not a Varga. If it's a non-Robotic mob, not a mostly robotic life form, not a Pure bones Mob, and not a Varga, a Varga has a chance to apply a status effect to who/whatever it attacks, including players. For Mobs and players, they only have a certain amount of time to be cured before the Varga infection takes over the mind and turns the victim into a Varga (In the case of a player, this is Death). When a player is infected, the infection goes in stages, each gaining effects and strengthening previous ones, and each has it's own duration. Stage 1 is weakness, Stage 2 Causes more weakness, Stage 3 is dizziness, Stage 4 Is a worsening of all the other stages and adds slowness, 5 brings the player hunger and a slight bit of mining fatigue, 6 is when the player is just about to die. Nausea will be horrible and the player will have strength instead of instead of weakness, by stage 7 you have become a Varga, and that will actually be your death message. "The Varga Infection has taken over <Player's Name>'s Mind" or " is now living with thorny Space Plants". (I had a much better version of these stages before I lost the data. I'll redo this soon. Just consider it an example) Kaled Mutants Original Quote To add onto your Dalek sewers idea, maybe there could Kaled mutants throughout the city. I've heard about this suggestion multiple times so I thought might make the ideal more organised.(See below) Kaled Mutants Spawning: Could spawn on walls/ceiling of Dalek City sewers or on the ground, sprawled near Deactivated Dalek travel machines. For both scenarios only some will be active and ready to attack the player. The rest are inactive ones, which will be a similar type of entity like the Deactivated Daleks Behaviour: (For active Kaled mutants) When moving, will hop like Slimes. Attacking style: When attacking, it will perform something similar to the Spider jump attack. They will usually attack the player when he/she is close enough for its melee attack. It could cause suffocation damage to the player if he/she is being attacked (on Hard mode) and hinder the player's view as if he/she is in a wall. In Easy/Normal mode maybe it give the player only the blindness status effect.\, nothing else. If multiple are present and are attacking the same player, they will pile on top of the player and the higher number can inflict the Slowness or Mining fatigue status effect. (I'll have to think about using either slowness or Mining fatigue). A single Kaled mutant does little damage (half a heart). That way it will be easier for a player to handle a single mutant, but will have trouble with multiple.( As the damage will accumulate). See the image: https://en.wikipedia.org/wiki/Dalek#/media/File:Dalek_attack.jpg Will be organise idea in a better format later.
Thread continues in next reply
Dalek Travel Machines:
Like Ironside, these travel Machines must be made from parts. You can get these parts as a chance drop by right clicking on a Deactivated Dalek [After Control is put out, all the Daleks within the city become a different kind of entity. This also means that you can't get parts from deactivated Daleks unless Control is shut off.] Daleks disappear when clicked on. When you craft a Travel Machine, it becomes a spawn item. Right click on a block to spawn your travel machine. You can ride around in it, shoot stuff, make "EXTERMINATE" sound effects, and all that cool stuff. First Person also gets a Dalek Eye effect. Dalek Travel machines are not designed to be easily transportable. If you break it because you want to carry it around in your inventory, it breaks like a boat in vanilla and only gives back a fraction of the crafting materials. Yeah this is a bit against the player, but where would the fun be if everything was easy? Especially with powerful things like a Travel Machine and high level weapon/armor enchantments.
Skaro As Portrayed in Lego Dimensions (Details coming Soon)-
Blocks:
Toxic Waste:
Details Coming soon
Mobs:
Daleks:
Any Daleks the SWD Team wants to put here
Significant Structures:
More details coming soon
For more details on mobs, see this thread
https://swdteam.co.uk/forum?p=thread&tid=562&page=1
Well, I think I managed to rewrite most things almost as good as they were originally. I'll update it if anything comes back to me
Really interesting! I love it! It's so detailed in every little part, the layout is perfect too!
To add onto your Dalek sewers idea, maybe there could Kaled mutants throughout the city. I've heard about this suggestion multiple times so I thought might make the ideal more organised.(See below)
Kaled Mutants
Spawning: Could spawn on walls/ceiling of Dalek City sewers or on the ground, sprawled near Deactivated Dalek travel machines. For both scenarios only some will be active and ready to attack the player. The rest are inactive ones, which will be a similar type of entity like the Deactivated Daleks
Behaviour: (For active Kaled mutants) When moving, will hop like Slimes.
Attacking style: When attacking, it will perform something similar to the Spider jump attack. They will usually attack the player when he/she is close enough for its melee attack. It could cause suffocation damage to the player if he/she is being attacked (on Hard mode) and hinder the player's view as if he/she is in a wall. In Easy/Normal mode maybe it give the player only the blindness status effect.\, nothing else.
If multiple are present and are attacking the same player, they will pile on top of the player and the higher number can inflict the Slowness or Mining fatigue status effect. (I'll have to think about using either slowness or Mining fatigue).
A single Kaled mutant does little damage (half a heart). That way it will be easier for a player to handle a single mutant, but will have trouble with multiple.( As the damage will accumulate).
See the image: https://en.wikipedia.org/wiki/Dalek#/media/File:Dalek_attack.jpg
Will be organise idea in a better format later.
For Dalek ships, I wonder if the Time War Dalek model is coming back; I loved that model's black accents. They were the original mobs that spawned in the crashed Dalek ship dungeons on Skaro
To add onto your Dalek sewers idea, maybe there could Kaled mutants throughout the city. I've heard about this suggestion multiple times so I thought might make the ideal more organised.(See below)
Kaled Mutants
Spawning: Could spawn on walls/ceiling of Dalek City sewers or on the ground, sprawled near Deactivated Dalek travel machines. For both scenarios only some will be active and ready to attack the player. The rest are inactive ones, which will be a similar type of entity like the Deactivated Daleks
Behaviour: (For active Kaled mutants) When moving, will hop like Slimes.
Attacking style: When attacking, it will perform something similar to the Spider jump attack. They will usually attack the player when he/she is close enough for its melee attack. It could cause suffocation damage to the player if he/she is being attacked (on Hard mode) and hinder the player's view as if he/she is in a wall. In Easy/Normal mode maybe it give the player only the blindness status effect.\, nothing else.
If multiple are present and are attacking the same player, they will pile on top of the player and the higher number can inflict the Slowness or Mining fatigue status effect. (I'll have to think about using either slowness or Mining fatigue).
A single Kaled mutant does little damage (half a heart). That way it will be easier for a player to handle a single mutant, but will have trouble with multiple.( As the damage will accumulate).
See the image: https://en.wikipedia.org/wiki/Dalek#/media/File:Dalek_attack.jpg
Will be organise idea in a better format later.
Genius. I'll quote this in the main post
I now feel like the main post is in a perfect format. I am now happy lol
I played Doctor Who Pack for Lego Dimesions recently. Is it just me or does the Skaro look completely unique there?
I'm considering adding it to the suggestion
I've added a section for Lego Dimensions Skaro. I'll start adding details once I find the time to play through the level again
I'm trying to remember. What was it that the Sonic did in Magician's Apprentice/Witch's Familiar that allowed Davros to escape the Handmine Field again?
I think I'll redo most of this post. The mobs aren't in the same Format I usually do
wow , i think it takes hours to write all of this
wow , i think it takes hours to write all of this
Well, these suggestions never happen in a day. They grow and evolve over time. But on first posting, yeah. It can take that long
I've added more details to Lego Dimensions's Portrayal of Skaro as well as a few more mobs in places
would like to say the LEGO Dimensions Skaro kind of looks like the DW adventure games skaro