The TARDIS, it can be a real getaway mechanic that can save you from most dangers. But how about some that you can't? Mobs that will pursue you even after you've left for another time and place? The Doctor's had to deal with them before.
Haunting will be a sort of behavior that some mobs can use. If a player takes off in his or her Tardis, the Mob will reappear nearby after a certain amount of time.
Mobs that can haunt tend to target the players who they are aggressed towards. When a mob "haunts" it attaches itself to the player and constantly tracks his or her position, no matter what dimension or how far away the player may be. If a player logs off, they will despawn, once a player respawns, they will reappear. This could be managed by having the mobs somehow connected to a player's player data, if possible. A player can only have a maximum amount of mobs haunting himself or herself, and if a new mob attempts to haunt a player, it will only attempt to attack but not pursue the player in a haunting manner. The cap for mobs that can haunt a player can be adjusted in a config, the default being 3-5. Depending on what mob it is, each can take a different amount of "haunting space" to keep a player from being overwhelmed by too many overly strong enemies. As for the tracking mechanic, each dimension can use a set number value on a sort or number line. After the player travels to a certain place, the positive value of the difference between the two numbers (of the leaving and arrival points) can be multiplied by some factor to determine how long the player has after a trip to prepare for a mob.
Some mobs will not be able to chase players through time, and very few (mostly specific bosses) would even be able to enter the Tardis. Some mobs could also have a count that goes down after each trip, after which the mob would give up pursuing the player. This would, of course, cost in Zeiton-7 over time if the player continually relies on this tactic.
I imagine Daleks like those seen in "The Chase" (mentioned by Wodaman01 on a previous suggestion), the creatures from "Family of Blood," Quantum Shades (suggested by Subdivide), and maybe even The Master or Great Intelligence could use this mechanic. I also imagine that K9 could use a similar mechanic.
Not right now. I may make a thread on a few of the mobs mentioned, but right now I'd like to hear feedback from others on this suggestion. If you have any ideas, thoughts, or opinions, just let me know in the comments.
Lore: The Family of Blood was an alien species that chased the Tenth Doctor for some time, hoping to gain a Time Lord's body. The Doctor used the Chameleon Arch to hide his scent and his memories, becoming the human named "John Smith" so that he could avoid detection until a time came at which he would either have to reveal himself or leave the town in which he was taking refuge.
As Seen in: "Family of Blood"/"Human Nature"
Appearance: Individuals of the Family of Blood will look like Minecraft Villagers, but they carry lasers and are aggressive.
Special Traits: Haunting Mechanic (space 1), Body Jumping
Behavioral Style:
Villager Form
Members of the family of the Family of Blood pursue players through Time and Space, particularly if said player is a Time Lord (if that mechanic is added). They target players and any mobs that attack them. In gas form, they possess the nearest villager. It is advised to draw family of blood out of a village if they are present. The Villager form carriers a laser gun to allow for projectile attacks.
Gaseous Form
In gas form, Family of Blood will go for the nearest village, villager, or player. If it's a villager, the gas will possess the villager and turn it into a villager Family of Blood member. If the gas goes at a player, it will attack persistently until the player dies, spawning a new body on the player's death and keeping his or her items if keepitems is turned off. The Gaseous form of a Family of Blood member relies on melee damage to attack.
Weaknesses:
In Gas Form, they can be contained or killed much quicker with the help of certain tools.
I is support.
I also have an idea for a mob that could do that...
warning if you havent seen the latest episode yet, BEWARE THE SPOILER, as this basicly explains the antagonist of the entire episode
In season 10 episode 1, the first alien they encounter is a time travelling liquid based creature
not knowing the official name i'll just call it "the pilot" like the name of the episode itself.
in the episode it Mimics the shape of a girl named heather and later the shape of a dalek for a the last scene, and it also chased the doctor and his new companion to the other side of the planet, 25 million years into the future, and back in time even longer. Although i dont know how some sort of battle would work for her because she took a dalek extermination ray directly to the chest and was unscathed.
although it didn't get INTO the tardis it followed it throughout time and space, and i think it would deserve a spot for these kind of mobs
warning if you havent seen the latest episode yet, BEWARE THE SPOILER, as this basicly explains the antagonist of the entire episode
In season 10 episode 1, the first alien they encounter is a time travelling liquid based creature
not knowing the official name i'll just call it "the pilot" like the name of the episode itself.
in the episode it Mimics the shape of a girl named heather and later the shape of a dalek for a the last scene, and it also chased the doctor and his new companion to the other side of the planet, 25 million years into the future, and back in time even longer. Although i dont know how some sort of battle would work for her because she took a dalek extermination ray directly to the chest and was unscathed.
although it didn't get INTO the tardis it followed it throughout time and space, and i think it would deserve a spot for these kind of mobs
WARNING: Contains spoilers for Series 10 Episode 1- The Pilot
As for the question of being damaged, I might think of something, although she could work similarly to the "Three Doctors" Gel Guards in that they were made damageable in the mod, even though they weren't in the source material.
As for behavior, I'm thinking that part out but I'm having thoughts of the "Sentient Oil" being able to move through most lesser-sophisticated doors and also having an ability to turn into a puddle for stealth.
WARNING: Contains spoilers for Series 10 Episode 1- The Pilot