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[Dalek mod Suggestion] Skaro Time Zones [Time Zones]

Presuggestion

(Intro, contents, goals):

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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:

  • This suggestion will cover three eras of Skaro in chronological order:
    • Thousand-Year War Skaro
    • The Petrified Forest Skaro (set prior to the Thal Uprising)
    • Modern Skaro 
      *Lego Dimensions Skaro is also Suggested, but should be considered separate and WIP
  • This suggestion will cover Mobs, Structures, and land terrain of each time zone
  • This suggestion will also mention special items and gear players can get from exploring the planet

 

Goals:

  • To provide more time travel options to the Dalek Mod's Tardis
  • To add new dungeons to explore, mobs for players to fight, and new experiences.
  • To suggest a few other minor things such as Dalek Travel machines and a possible spawning location for Davros

 

Old thread intro:

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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

 

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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:

  • Kaled Domes (Sometimes the Kaled domes may have a Kaled Mutant Nursury. This only has a chance of happening however if the Dome happens to Generate with Davros in it) 
  • Thal Domes
  • Handmine Minefields

  • Land Mine Minefields

  • Barbed Wire Fences (Generates randomly sometimes. It may be together, or in wreckage)
  • Scientific Elite Shelter (I forget what this is called.... I need to recheck)

 

World Generation:

  • Take your stereotypical Desert or war torn planet.  
  • Various rock structures, cliffs, plateus, hills, etc.
  • Most of the Terrain is scarred and battle torn. You may  find craters, bits of barbed wire, destroyed bases (that may have goodies inside).
  • There would also be canyons and stuff like that

 

Mobs:

  • Mutos: Men or beasts. It's unknown what they are or what they once were. All you need to know is that it's a good idea to keep away.                       There would be humanoid mutos, Bivalve Mutos (as seen in Genesis of the Daleks), and whatever creature SWD may want to put in to represent them. They are found outside of the Domes. They sometimes fight eachother but not often. They will attack any non Mutos on sight.

 

  • Kaleds: They spawn inside the Kaled Domes, Kaled Army Camps, Kaled Outposts, and sometimes in random locations in the Desert. If they Spot any Thals they will chase them down and attack them. The same goes with players and mutos. They usually only attack mutos when in a certain radius. The ones wandering about the Desert have a small Chance of being friendly. Of course, this doesn't mean the other Kaleds won't want to shoot you if they see you approaching with a Kaled allied with you. 

 

  • Thals: Take the Kaled Description and swap names for each mention of the races

 

  • Kaled Mutant: See the note added by Kaled Dome as well as the quote from 50ap5ud5 below, under Kaled Mutant

  • Giant Clams:
  • i

 

Bosses:

  • Davros: He may spawn sometimes in Kaled Domes. Details are up to SWD though.


 

Petrified Forest Skaro

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Lore:

  • Many, many years, generations in fact, have passed since the war between the Kaleds and the Thals. The Kaleds (Or should I now say, the Daleks) have their own city and the Thals live in their own Settlements. The Thals had become a sort of pacifist tribal race. They had not suffered the effects of radiation that much so they still looked humanoid. The Kaleds, well, no one knows really. They don't come out of their city, so no one knows what has become of them. We, the Whovians outside the Fourth Wall, of course know what has become of them, The Kaleds are no more. Many of them had been killed by or were mutated into a sort of Cephalod creature, the Kaled Mutant. These Kaled Mutants installed themselves in a kind of Travel Machine, together, we know them as the Daleks. The Daleks were some of the greatest minds in the cosmos, however they only cared for themselves. They were heartless and knew no emotions outside of hatred, self improvement, arrogance, and ambition. At the time, both races were preoccupied with their own survival. The Thals never communicated with the Daleks, likely because they were too unsure if they should. The Daleks on the other hand, they just didn't care.
  • This is Skaro a few years or months before The First Doctor's arrival on Skaro as seen in "The Daleks" and the Thal Uprising that occured soon after.

 

Structures:

 

Dalek Cities

  • Sliding Doors and other Futuristic stuff. Not much to say here if you've seen the serial.

 

  • Rooms:

 

  • There would be a control Center, like in the show. This control Center causes a "guardian effect" on much of the building. This gives the player mining fatigue and he or she may not break any blocks until the control center is shut down. In addition, when this Center is shut down, all the Daleks within a set radius from the center of the City will Power Down. 
     
  • There would also be hallways (lots of hallways), and a city would have 3-5 levels (There's always at least a ground level floor and an underground floor, with additional levels going higher above ground or deeper into the ground.

  • There would be large walls around a city. Typically getting in may be a bit difficult. It's possible to get inside without attracting attention, but you should be careful.

  • Inside the walls, the player would look around seeing many buildings. Many would be connected, but some might be isolated from others. Some buildings are connected by hallways, either at ground level or below.

  • Inside the buildings is where the majority of Daleks spawn. It's a tough place to get around in, but if you can get access to some of the chests in their storage rooms, you'll find your fighting was worth it. The rooms in a building are usually from a random preset. All cities have at least 1 cell, 2 Laboratories, 3 Loot rooms (each with 2-5, and if you're lucky 6-9 Chests).

  • All Cities have exactly one control center.

  • The Daleks of these cities are notable because they only function within a City and when on Dalek City Blocks (with nothing on the block), and when the control center shuts down, they all go lifeless. If the player wishes, he or she may may take the Travel Machine of one of these Daleks, however it will only function on a Dalek City Block. (see Dalek Travel Machines for more)
     

 

Thal settlements:

  • Housing mostly looks tribal. 
  • You can find Anti-Radiation pills in chests about the village. They will leave an until death status effect that will make you immune to Skaro's radiation. (Remember, Radiation and Acid Rain aren't the same thing. This will not prevent your skin from being detroyed whatever era of Skaro is currently in the Dalek Mod ) 

Lakes:

  • Don't go swimming here unless you want to die. It's full of Deadly Mutations.

 

Petrified Forest:

  •  Has unique petrified wood and a number of Petrified creatures. You may acquire these creatures if you use a silk pick. Otherwise they drop as a "crumbly pieces" junk item.

 

 

Environmental Hazards:

  • Radiation is constanly in the air. You will be harmed without protection.

 

Mobs:

 

Thals:

  • Thals are Passive and Spawn in Settlements in the Petrified Forest. They are a kind people, and though they do not have much, they share what little they do have. They do not believe in violence and will not fight, even when under attack.
  • If you don't have a Radiation suit, they may give you a timed anti-radiation pill. You can trade with them. If you take from their crops, chests, or harm any of them, all the Thals in a settlement will avoid you and refuse to trade with you.

  City Daleks:

  • Information is already stated Dalek Travel Machines and Dalek Cities. There's not much else to say.

Giant Electric Eel (spawns in the Lake of Mutations):

Terrorkon (spawns in the Lake of Mutations):


 

Modern Skaro-

 

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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:

 

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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

 

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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)-

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Blocks:

 

Toxic Waste:

 

Details Coming soon

 

 

Mobs: 

 

Daleks:

 

Any Daleks the SWD Team wants to put here

 

Significant Structures: 

  • Dalek Cities
  • Giant Dalek Statues

 

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 smile 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 surprised

wow , i think it takes hours to write all of this surprised

 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

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