SWDTeam Forums

Welcome to the SWDTeam forums. Enjoy your stay!, Thank you for being part of our community!

(Please view this) a list of what I would like in the mod

Dalek mod things I want

 
 
Note: A lot of these ideas are from Arcpheonix and 50ap5ud5. I HAD to include some of their stuff in this otherwise it wouldn't be nearly as good. Definitely check out their threads, they're awesome
 
 
Weapons and tools
 
More weapons (for instance, human Dalek hybrid gun from daleks in Manhattan which you could get by covering a UNIT rifle with dalekanium)
UNIT personnel to have a range of human guns from pistols to rifles, which you can pick up)
River songs hallucinogenic lipstick
Tissue compression eliminator 
A pen (you'll see where I'm getting with this in a second)
Sonic pen!
More sonic functions (maybe a stun blast like the doctor has attempted before but it would have an extremely slow recharge rate and would wear down the device a bit more than usual. I suggest a blast that gives the victim nausea, blindness, slowness, weakness and mining fatigue for a minute, but it takes 5 seconds to charge and a recharge rate of whatever is fair, because right now whilst it is cool it is just basically an OP red stone torch)
More sonic screwdrivers
Cloaking watch
Motorbike
Anti gravity motorbike
Sonic screwdrivers and upgraded vortex manipulators may control electronic devices
Electronic locks (act as an extra lock for a door)
Locked wooden door (redstone can unlock it, but sonic screwdrivers can't, may be opened with a key)
Some of the guns mentioned near the beginning of this should be (pistol, revolver, assault rifle, sniper rifle. Stun gun, and a super rare electricity weapon)
Throwable cybermites (cause 2 damage and nausea, weakness, and slowness for 2 minutes)
"Deadlock seal (door that is immune to sonic devices, including the sonic blaster, in fact the sonic blasted will not work near the deadlock seal, so that the walls around it cannot be comprised, it is opened via fingerprint, only opening for set people) " (Originally Suggested By 50ap5ud5")
 
"Cyberman lamps " (Originally Suggested By Arcphoenix" 

Method of obtaining weaponThe Tenth Planet Cybermen have a chance of dropping Cyberman "Lamps".

Stats in comparison to other cyber weapons:

  • It has the shortest Range
  • The wait time between shots is longer than the wait time between shots for the other CyberWeapons
  • It is the Most Deadly Cybergun Variant.
  •  
  • Ammunition: Undecided. Likely batteries or simply the durability of the weapon

Durability:

  • At the moment idk. It wears down at a different rate than the Cybergun.

How it looks when heldThe player holds the Cyberlamp two-handed, one hand on each handle and in front of himself or herself.

Enchantable: no

Note: alternatively, it could be attached to steel armour and fired by pressing a key

 

Cyber Wrist Blaster (Cyberman Gauntlet) " (Originally Suggested By Arcphoenix" 

Method of obtaining Weapon: They are dropped by Cybus/Lumic Cybermen. The chances of this are very low, however. 

Stats in comparison to other Cyber weapons: 

  • It can be fired at a much faster rate than the Cybergun.
  • It is weaker than the Cybergun.

Ammunition: Undecided. Likely batteries or simply the durability of the weapon

Durability: 

  • At the moment idk. It wears down at a different rate than the Cybergun.

How it look when a player holds this weapon: The Cyber Wrist Blaster renders over the player's arm like a gauntlet. When firing, the player points his or her arm at his or her target

Enchantable: no"

 

Laser screwdriver

Method of obtaining Weapon: Idk

Stats in comparison to other weapons: 

  • It be fired quite quickly
  • It is strong and often lethal to all players with armour weaker than iron

Ammunition: its durability, but the durability may be recharged by draining Tardis energy, temporarily stopping the Tardis

Durability: 

  • At the moment idk.

How it look when a player holds this weapon: It should be a 3D model

Enchantable: no

 

"Cyber gun " (Originally Suggested By Arcphoenix" 

Method of obtaining Weapon: They are dropped by 70s Cybermen

Ammunition: Cyberguns run on energy. When this energy runs out the Cybergun will require new batteries.

Enchantibility: None. At the moment I don;t think any of the Cyberweapons should be enchantible.

Stats in comparison to other Cyber weapons: Cyberguns are pretty Strong.

Durability: Undecided, but they do break eventually

Based on: The Cyberguns seen in Attack of the Cybermen

 

" (Originally Suggested By Arcphoenix" 

Batteries

Type: Ammunition

Method of obtaining Ammunition: They are dropped by Cybermats or other Robotic Foes

Golden Bullets

Type: Ammunition

Method of obtaining Ammunition: They are crafted from gold nuggets

 

Gold Tipped Arrows

Method of obtaining Weapon: Crafting

Pros: Gold tipped arrows are very effective on Mondasian Cybermen. They either will always cause critical hits on them or will have a damage bonus when damaging Mondasian Cybermen..

Cons: When attacking things that are not Mondasian Cybermen, Gold tipped arrows are not as effective as normal arrows."

 

Gauntlet of Rassilon

Method of obtaining Weapon: Idk

Stats in comparison to other weapons: 

  • It be fired quite quickly
  • It is possibly the most powerful weapon in the game

Ammunition: its durability, but the durability may be recharged by draining Tardis energy, temporarily stopping the Tardis

Durability: 

  • At the moment idk.

How it look when a player holds this weapon: The gauntlet should appear on the users fist. And it should glow blue when firing

Enchantable: no

(expensive of course. It should give you another set of hearts, fire resistance, etc and the ability to shoot deadly blasts)

 

Coronet of Rassilon

Method of obtaining Weapon: Idk

Stats in comparison to other weapons: 

  • It is non-lethal
  • It has to be worn on the head

Ammunition: its durability, but the durability may be recharged by draining Tardis energy, temporarily stopping the Tardis

Durability: 

  • At the moment idk.

How it look when a player holds this weapon: like a crown

Enchantable: no

What it does: it is able to command and control players, I feel that you should shift click on a player and some options appear like, freeze, kill people, etc

 

 
 
Cybermen
 
Mondas (with regular spawning cyber tombs)
Cyber conversion chambers
Cyber stasis pods (from tomb of the cybermen)

Cybermats

Jumping Cybermat" (Originally Suggested By Arcphoenix" 

 

"Please do not have Silverfish connected to the Cybermen in ANY kind of way, meaning for them to be Cybermats.

It's just lazy and wrong to do it that way. 

Cybermats are nothing like Silverfish. The only common traits they have are appearance and the tendency to attack the player.

Silverfish after all are not made of metal (At least I think), they do not Convert species into Cybermen, they are not made by nor affiliated with the Cyberman, and just aren't from Doctor Who.

Anyway, the Details.

Creature NameCybermat
Creature's Planet of OriginIt's a bit Unknown.
Description of Creatures PlanetI'll do a bit of research. I remember reading once what they are made from
Description of Creature 

Spawning: Random

Abilities: Converting species into Cybermobs, getting into small gaps, ruining redstone circuits
Image of Creature(sketch or rough draft also acceptable):
How do you suggest we implement it in game: Will add more information soon

Weaknesses: Gold (I need to double check this) and Sonic Screwdrivers/Powerful Sonic Devices

Any other Information:

 PLEASE make an original model based on one of the Models from the show if you add these guys in. I'm pretty sure I'm not the only one who wouldn't want to see a re-textured Silverfish for this mob. And please don't just copy the SIlverfish behavior for them either. These are CYBERMATS and act like cybermats. Not Silverfish

 

The Fallen

There's currently no image for The Fallen " (Originally Suggested By Arcphoenix" 
Creature NameThe fallen (Name is Wip)
OriginThey look like Cybervillagers... But a bit different somehow... A familiarity that's almost a bit terrifying.... But you can't quite place your finger on it.
Description of Creature (Details are currently being thought up)

Spawning: They don't spawn until the day count has reached a certain number (This shouldn't be too hard right?). On that first day, they have have a much higher rate of spawning than usual.

 They Only Spawn after the Local Difficulty has reached a Certain height.

Did you know Slime Spawning is affected effected by the moon? Likewise, these guys have a higher chance of spawning on a certain moon.

 Appearance: They mostly look like random generic and overused player skins. Some are Alexes and Steves.

They are Partially converted Cybermen, but you will definitely be able to see part of their faces, a bit of their hair, and maybe a few other features.

While many use blasters/melee and other Cyberman forms of attack, it isn't unknown for some to walk around carrying modified bows or swords.

 Image of Creature(sketch or rough draft also acceptable):

Purpose of this Mob: To be freaking creepy for one. They also convey a sort of.... Feeling... And add a bit of terror.... These were just like you once, but they are cybermen now. They lost their souls and individuality too. 

 

Cyber Variants and Abilities  " (Originally Suggested By Arcphoenix" 

  • 1. The Moon Base Cybermen

  • Special trait 1 - "Plague" These Cybermen have a chance to cause a poison effect on their target. This is based on their use of a virus during TV Serial The Moon Base
  • Special trait 2- "Nothing to help you" (Name is WIP) They are notable for being one of the only Cybermen not to have a chance of dropping a weapon

 

  • 2 .Changes to the "Modern Mondan Cyberman"

  • Special Trait- "Cybermites". Their chances of Converting their victims are far higher than the chances of any other variant converting species. It may also have a chance of causing the player nausea when it attacks (idk),
  • Special Trait 2- "SuperCyberSpeed". These Cybermen move a lot faster than other Cybermen as seen in Nightmare in Silver/
  • Aesthetic Detail- Their heads can do a 180 Degree rotations to look at players behind themselves just like in the show (Creepy right?)

 

 

  • 3. Return of the "Wooden Cybermen"


  • Special Trait- Uses a Flamethrower Weapon (How on Parallel Earth or Mondas does a Wooden Cybermen Spew Fire without burning up you may ask? Idk. Ask Steven Moffat.)
  • To make coding this attack a lot easier, 50ap5ud5 suggests , "I think it might be easier for the coder to implement it using the entity summoning system used by the vanilla Blaze mob. (which summons fire)"
  • Spawning- (Being determined)
  • Drops: Wood, Flamethrower (?), Wood Planks

 

  • 4. Changes to the Cybus "Lumic" Cybermen

 

  • Special Trait 1- "I come from Parallel Earth." They lack a weakness to gold. (may  make this a different trait soon)
  • Special trait 2- "Emotional Inhibitor Chip." These Cybermen are immune to the Cerebration Mentor
  • Drops: Cyber Wrist Blaster "

 

 

 

 
Daleks
 
Dyeable Ironsides
 

Dalek puppet

Origin: they used to be normal, then the Dalek took them, human no more they do believe themselves to be human, until it happens.

Description of creature: look like normal people or villagers, until they are activated, they will try and murder or capture you. They could look like villagers, players etc. But when you get to close they activate

 

"Kaled Mutants " (Originally Quoted From: 50ap5ud5 >>)

 

 

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"

 

 
 
 
Weeping angels
 
Better weeping angel AI (I can see them move)
Weeping angels get the ability to destroy torches
Weeping ang

Nice! Thanks for crediting us! If they can help express you feedback for the mod, that's great!

This is alright, but you think you could put include this credit in the post and also specify which ideas were originally mine?

 

Mobs
 
Ood (tameable)
Slitheen (can disguise as villagers, npc's and unit)
Zygons to be able to diguise as anything
Time agents (with guns, sonic blasters and vortex manipulators. Naturally spawn in the 51st century or on chula ships. Passive but can hunt you down through time and space if you flee)
Toclafane
Give the gell guards more abilities
Weevils
The flood
 
 
 
Miscellaneous
 
More spaceships (it would be fun) (what about a chula warship as that of captain jack Harkness when we first see him. And a Dalek battlecraft)
UNIT base biome
The void
The conference call!
Handles!
Natural spawning cities like London and Victorian London that can also be spawn in. (Big city structures)
Anti weevil spray
Rifts
Seal of rassilon painting
 
 
 
Tardis
 
tardis button! (Gets all sorts of tardis designs like new ones and clara and me's Tardis+ save your tardis interior so you can redecorate another tardis with the same design, this would also help in a number of situations)
Different tardis keys in different chosen styles for different tardises (i.e. The fourth doctors key set for a certain chosen tardis)
Maybe a Tardis screen that the doctor has often has
Security (so people stop stealing my tardis in multiplayer or on lan, maybe a sensor to tell you whose in your tardis,and an inventory scanner which allows certain blacklisted items to be taken away and put into a chest. Security is important)
More detailed Tardis control panel (slants, a time rotor version as that of the original)
More Tardis interiors (1996 7/8th doctors Tardis, 9/10th doctors Tardis. Master's Tardis. Rani's tardis)
More room in the Tardis (the Tardis is supposed to be absolutely massive On the inside, so why don't we make there rooms in the Tardis, such as: bedrooms, kitchen, wardrobe, holding cell, swimming pool, library, science lab, etc, etc ,etc)
Special Tardis cloaking device
 
 
 
Planets
 
The 51st century on the Tardis and the vortex manipulator
Big time lord structures on gallifrey
Space stations (storm cage, SS Madame de pompadour, satellite five/ game station, etc)
Travel into the time war!
More structures on skaro
The maldovarium
Venus
The shadow proclamation
The sisterhood of karn
Metebilis III
More structures on Mars (i.e pyramids and ice warrior bases)
Telos
Zygor
Sontar
 
 
 
Vortex manipulator
 
Better vortex manipulator (if you have it in your first 9 slots it appears on your wrist)
Also,if you add a nether star to the vortex manipulator. You get more abilities such as (travel anywhere, (communication between other VP users, tracking life signs, working as a sonic screwdriver) "originally edited by 50ap5ud5"

 

If you don't mind, would you be able to credit me for the Kaled mutant suggestion? I made that for Arcphoenix's post and he quoted me for it.

Just to clarify things  the better vortex manipulator wasn't  my idea, I believe it was yours. 

 

Yeah, just please have a look at what Arcphoenix said about crediting. That's all I ask. Thanks!

 One edit: Kaled Mutants were suggested by 50ap5ud5, not me.

 

 

 

 

Do you think you can use a "quote boxes"? that'd be the best way to do it. (Sorry if I'm being difficult. This is the last time I'll ask about formatting credit)

Dalek mod things I want

 
 
Note: A lot of these ideas are from Arcpheonix and 50ap5ud5. I HAD to include some of their stuff in this otherwise it wouldn't be nearly as good. Definitely check out their threads, they're awesome
 
 
Weapons and tools
 
More weapons (for instance, human Dalek hybrid gun from daleks in Manhattan which you could get by covering a UNIT rifle with dalekanium)
UNIT personnel to have a range of human guns from pistols to rifles, which you can pick up)
River songs hallucinogenic lipstick
Tissue compression eliminator 
A pen (you'll see where I'm getting with this in a second)
Sonic pen!
More sonic functions (maybe a stun blast like the doctor has attempted before but it would have an extremely slow recharge rate and would wear down the device a bit more than usual. I suggest a blast that gives the victim nausea, blindness, slowness, weakness and mining fatigue for a minute, but it takes 5 seconds to charge and a recharge rate of whatever is fair, because right now whilst it is cool it is just basically an OP red stone torch)
More sonic screwdrivers
Cloaking watch
Motorbike
Anti gravity motorbike
Sonic screwdrivers and upgraded vortex manipulators may control electronic devices
Electronic locks (act as an extra lock for a door)
Locked wooden door (redstone can unlock it, but sonic screwdrivers can't, may be opened with a key)
Some of the guns mentioned near the beginning of this should be (pistol, revolver, assault rifle, sniper rifle. Stun gun, and a super rare electricity weapon)
Throwable cybermites (cause 2 damage and nausea, weakness, and slowness for 2 minutes)
Deadlock seal (door that is immune to sonic devices, including the sonic blaster, in fact the sonic blasted will not work near the deadlock seal, so that the walls around it cannot be comprised, it is opened via fingerprint, only opening for set people) " (Originally Suggested By 50ap5ud5")
 
"Cyberman lamps " (Originally Suggested By Arcphoenix" 

Method of obtaining weaponThe Tenth Planet Cybermen have a chance of dropping Cyberman "Lamps".

Stats in comparison to other cyber weapons:

  • It has the shortest Range
  • The wait time between shots is longer than the wait time between shots for the other CyberWeapons
  • It is the Most Deadly Cybergun Variant.
  •  
  • Ammunition: Undecided. Likely batteries or simply the durability of the weapon

Durability:

  • At the moment idk. It wears down at a different rate than the Cybergun.

How it looks when heldThe player holds the Cyberlamp two-handed, one hand on each handle and in front of himself or herself.

Enchantable: no

Note: alternatively, it could be attached to steel armour and fired by pressing a key

 

Cyber Wrist Blaster (Cyberman Gauntlet) " (Originally Suggested By Arcphoenix" 

 

Method of obtaining Weapon: They are dropped by Cybus/Lumic Cybermen. The chances of this are very low, however. 

Stats in comparison to other Cyber weapons: 

  • It can be fired at a much faster rate than the Cybergun.
  • It is weaker than the Cybergun.

Ammunition: Undecided. Likely batteries or simply the durability of the weapon

Durability: 

  • At the moment idk. It wears down at a different rate than the Cybergun.

How it look when a player holds this weapon: The Cyber Wrist Blaster renders over the player's arm like a gauntlet. When firing, the player points his or her arm at his or her target

Enchantable: no

 

Laser screwdriver

Method of obtaining Weapon: Idk

Stats in comparison to other weapons: 

  • It be fired quite quickly
  • It is strong and often lethal to all players with armour weaker than iron

Ammunition: its durability, but the durability may be recharged by draining Tardis energy, temporarily stopping the Tardis

Durability: 

  • At the moment idk.

How it look when a player holds this weapon: It should be a 3D model

Enchantable: no

 

Ccyber gun " (Originally Suggested By Arcphoenix" 

Method of obtaining Weapon: They are dropped by 70s Cybermen

Ammunition: Cyberguns run on energy. When this energy runs out the Cybergun will require new batteries.

Enchantibility: None. At the moment I don;t think any of the Cyberweapons should be enchantible.

Stats in comparison to other Cyber weapons: Cyberguns are pretty Strong.

Durability: Undecided, but they do break eventually

Based on: The Cyberguns seen in Attack of the Cybermen

 

" (Originally Suggested By Arcphoenix" 

Batteries

Type: Ammunition

Method of obtaining Ammunition: They are dropped by Cybermats or other Robotic Foes

Golden Bullets

Type: Ammunition

Method of obtaining Ammunition: They are crafted from gold nuggets

 

Gold Tipped Arrows

Method of obtaining Weapon: Crafting

Pros: Gold tipped arrows are very effective on Mondasian Cybermen. They either will always cause critical hits on them or will have a damage bonus when damaging Mondasian Cybermen..

Cons: When attacking things that are not Mondasian Cybermen, Gold tipped arrows are not as effective as normal arrows."

 

Gauntlet of Rassilon

 

Method of obtaining Weapon: Idk

Stats in comparison to other weapons: 

  • It be fired quite quickly
  • It is possibly the most powerful weapon in the game

Ammunition: its durability, but the durability may be recharged by draining Tardis energy, temporarily stopping the Tardis

Durability: 

  • At the moment idk.

How it look when a player holds this weapon: The gauntlet should appear on the users fist. And it should glow blue when firing

Enchantable: no

(expensive of course. It should give you another set of hearts, fire resistance, etc and the ability to shoot deadly blasts)

 

Coronet of Rassilon

Method of obtaining Weapon: Idk

Stats in comparison to other weapons: 

  • It is non-lethal
  • It has to be worn on the head

Ammunition: its durability, but the durability may be recharged by draining Tardis energy, temporarily stopping the Tardis

Durability: 

  • At the moment idk.

How it look when a player holds this weapon: like a crown

Enchantable: no

What it does: it is able to command and control players, I feel that you should shift click on a player and some options appear like, freeze, kill people, etc

 

 
 
Cybermen
 
Mondas (with regular spawning cyber tombs)
Cyber conversion chambers
Cyber stasis pods (from tomb of the cybermen)

Cybermats

 

Jumping Cybermat" (Originally Suggested By Arcphoenix" 

 

 

"Please do not have Silverfish connected to the Cybermen in ANY kind of way, meaning for them to be Cybermats.

It's just lazy and wrong to do it that way. 

Cybermats are nothing like Silverfish. The only common traits they have are appearance and the tendency to attack the player.

Silverfish after all are not made of metal (At least I think), they do not Convert species into Cybermen, they are not made by nor affiliated with the Cyberman, and just aren't from Doctor Who.

Anyway, the Details.

Creature NameCybermat
Creature's Planet of OriginIt's a bit Unknown.
Description of Creatures PlanetI'll do a bit of research. I remember reading once what they are made from
Description of Creature 

Spawning: Random

Abilities: Converting species into Cybermobs, getting into small gaps, ruining redstone circuits
Image of Creature(sketch or rough draft also acceptable):
How do you suggest we implement it in game: Will add more information soon

Weaknesses: Gold (I need to double check this) and Sonic Screwdrivers/Powerful Sonic Devices

Any other Information:

 PLEASE make an original model based on one of the Models from the show if you add these guys in. I'm pretty sure I'm not the only one who wouldn't want to see a re-textured Silverfish for this mob. And please don't just copy the SIlverfish behavior for them either. These are CYBERMATS and act like cybermats. Not Silverfish

 

The Fallen

There's currently no image for The Fallen " (Originally Suggested By Arcphoenix" 
Creature NameThe fallen (Name is Wip)
OriginThey look like Cybervillagers... But a bit different somehow... A familiarity that's almost a bit terrifying.... But you can't quite place your finger on it.
Description of Creature (Details are currently being thought up)

Spawning: They don't spawn until the day count has reached a certain number (This shouldn't be too hard right?). On that first day, they have have a much higher rate of spawning than usual.

 They Only Spawn after the Local Difficulty has reached a Certain height.

Did you know Slime Spawning is affected effected by the moon? Likewise, these guys have a higher chance of spawning on a certain moon.

 Appearance: They mostly look like random generic and overused player skins. Some are Alexes and Steves.

They are Partially converted Cybermen, but you will definitely be able to see part of their faces, a bit of their hair, and maybe a few other features.

While many use blasters/melee and other Cyberman forms of attack, it isn't unknown for some to walk around carrying modified bows or swords.

 Image of Creature(sketch or rough draft also acceptable):

Purpose of this Mob: To be freaking creepy for one. They also convey a sort of.... Feeling... And add a bit of terror.... These were just like you once, but they are cybermen now. They lost their souls and individuality too. "

 

"Cyber Variants and Abilities  " (Originally Suggested By Arcphoenix" 

  • 1. The Moon Base Cybermen

 

  • Special trait 1 - "Plague" These Cybermen have a chance to cause a poison effect on their target. This is based on their use of a virus during TV Serial The Moon Base
  • Special trait 2- "Nothing to help you" (Name is WIP) They are notable for being one of the only Cybermen not to have a chance of dropping a weapon

 

  • 2 .Changes to the "Modern Mondan Cyberman"

 

  • Special Trait- "Cybermites". Their chances of Converting their victims are far higher than the chances of any other variant converting species. It may also have a chance of causing the player nausea when it attacks (idk),
  • Special Trait 2- "SuperCyberSpeed". These Cybermen move a lot faster than other Cybermen as seen in Nightmare in Silver/
  • Aesthetic Detail- Their heads can do a 180 Degree rotations to look at players behind themselves just like in the show (Creepy right?)

 

 

  • 3. Return of the "Wooden Cybermen"

 

  • Special Trait- Uses a Flamethrower Weapon (How on Parallel Earth or Mondas does a Wooden Cybermen Spew Fire without burning up you may ask? Idk. Ask Steven Moffat.)
  • To make coding this attack a lot easier, 50ap5ud5 suggests , "I think it might be easier for the coder to implement it using the entity summoning system used by the vanilla Blaze mob. (which summons fire)"
  • Spawning- (Being determined)
  • Drops: Wood, Flamethrower (?), Wood Planks

 

  • 4. Changes to the Cybus "Lumic" Cybermen

 

 

  • Special Trait 1- "I come from Parallel Earth." They lack a weakness to gold. (may  make this a different trait soon)
  • Special trait 2- "Emotional Inhibitor Chip." These Cybermen are immune to the Cerebration Mentor
  • Drops: Cyber Wrist Blaster "

 

 

 

 
Daleks
 
Dyeable Ironsides
 

Dalek puppet

Origin: they used to be normal, then the Dalek took them, human no more they do believe themselves to be human, until it happens.

Description of creature: look like normal people or villagers, until they are activated, they will try and murder or capture you. They could look like villagers, players etc. But when you get to close they activate

 

"Kaled Mutants " (Originally Suggested By 50ap5ud5)"

 

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"

 

 
 
 
Weeping angels
 
Better weeping angel AI (I can see them move)
Weeping angels get the ability to destroy torches
Weeping angels to toy with their prey (able to take the form of statues. And you with their prey, such as the Angels do. Along with this, make there a variety of decorative statues that can be put down and that the Angels may disguise into. They should also be able to regenerate health when killing a victim or destroying a torch)
 
 

<div style="color: #454545; font-family: UICTFontTextStyleBody; font-size: 17px; text-decoration: -we

 

Well, I meant like this: 

 

 "Kaled Mutants " (Originally Suggested By 50ap5ud5)"

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"

 

Again, Sorry if I'm being difficult

 

Well, I meant like this: 

 

 "Kaled Mutants " (Originally Suggested By 50ap5ud5)"

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"

 

Again, Sorry if I'm being difficult

 

 Do you like, do links?

You must be logged in to post.