ARK: Survival Evolved

ARK: Survival Evolved

Pugnacia Dinos *UPDATED*
Monopoly Sep 4, 2017 @ 4:38pm
Pugnacia Recommendation/Suggestion/Concept
Pugnacia Recommendations - tl;dr i make recommendations, suggestions and made a few boss fight concepts.

Let me start off by saying that Pugnacia is by far my favourite mod I have come across, I have been using Pugnacia since it was added to the workshop.
I appreciate all that Mistrfister, and Kyream have done and will (hopefully) continue to do! It takes a lot to be able to invest so much time into something without expecting anything in return. Thank you for your constant effort.
(and Cheese! :D <3)

Anything I suggest/recommend here is just a suggestion. It is what I feel would greatly add to this already fantastic mod. If I didn't love this mod I wouldn't be putting so much thought into new concepts. I would just unsubscribe and leave it be, but I will never do that!

I apologize if this is a long list, anything I thought would be nice to see within the mod I have added, even small changes. I have tried to be as detailed as possible, but ultimately any changes (if any) are up to the Devs.

There will also be more to come. I started a rough draft the other day, but after seeing Studio Wildcard posting that the Dev kit will be updated... yesterday -.- .... I decided to rush the list and get what I could added to it for now.
I have MANY more idea's (mainly new bosses)

Note: Any posts with * means that I find it to be rather important and that in my opinion needs to be immediately added/changed. Additional *'s means the more important it is.
(THIS IS ENTIRELY MY OPINION)

If you'd prefer to read it in pastebin, here's a link! https://pastebin.com/iVQD914c

[CONFIGURATION SETTINGS]
- Tonic Cooldown timers
- ALL dino's breedable, including all primevals/pseudo bosses
(Maybe not Mistrfister? (primevals & above are not breedable, unless stated otherwise in the .ini))
- Show/Hide Wild Primal Particle effect (potentially)


[MISCELLANEOUS]
- *Reduce turning on all dino's so that they do not turn when you turn your screen to look at something.
***<Dino drops should be obtained in the inventory of the corpse, or through dino collection, not through aoe loot>
- Instant Golden Kibble
- Primeval Energy
- Unique Boss drop (The Requirements for a sacrifice)
- Potentially Primal Meat (Not sure if this is aoe looted or obtained from the body)
Reasoning: Many people like to customize the difficulty of the mod, making it harder for themselves, but by receiving aoe dino drops it is far too easy to advance or to obtain something that you did not work for.


[ARMOUR]
<Add Pugnacia Tek Suit>
- Unique colour/texture
- Dropped by Ascension Bosses, each boss can drop 1 set piece (i.e. Broodmother drops boots) but has a 30%? chance of dropping the armour piece.
Reasoning: If the Armour is dropped by Ascension bosses it would give more of a reason to fight them again, giving them more attention/use after one fight. By lowering the chance the loot will drop, the possibility of having to fight them again and not just fight them once and be done with them.


[ASCENSION ARENA]
- **Ascension Bosses need a health bar
- ***Ascension Bosses need a timer until they despawn (same as arena timer, 45 mins)
- **Ascension Bosses do NOT lose aggro
- Arena Texure improvement.
- Add texture to the bottom of the Arena. (Invisible floor/ceiling)
- Change the Arena Beacon light based on which boss is summoned
- Change the Arena Force field design/texture based on which boss is summoned. (inside only)
- Change the Arena environment (steam/floating rocks) depending on which boss is summoned.
- Additional bosses added to the Ascension Arena. (As well as added to open world)
- Rename Ascension Arena to fit the theme of multiple bosses, not just Ascension.
- Add music to the Ascension Arena Boss Fights


["REGULAR" DINO'S]
<Hell Horse>
- Additional aesthetics; possible flame mane, and hooves? Colour of flame varies dino to dino?
- *Needs special attack
- poops too much.. When in combat it poops after every attack.


[BOSSES]
The idea of these changes would be to remove the basic "you attack, it attacks, you attack, it attacks, I heal. Repeat." It would add a (small) change of approach to the fight.
<Third Trike>
- Drastically reduce Health Regen.
- Separate the Tapejara Ghost spawn from the minion 1 & 2 spawn.
- Increase Minion 1 & 2 move speed. (Minion Trikes)
- Increase Minion 1 & 2 damage. (Minion Trikes)
- Drastically increase Tapejara Ghost damage.
Explained: Fighting would stay the same, except when Minion 1 & 2 are spawned, the damage you receive greatly increases, once they despawn you can go back to the original fight, but when the Tapejara Ghost's spawn, they do massive damage, which would cause you to run from the Third Trike so that you do not have to deal with both his damage and the Tapejara Ghost damage. The reduced health regen on the Third Trike is important if the Tapejara Ghost's are buffed, the boss heals too quickly if you run from them.

<Spine Breaker, The End of All Hope>
The idea of this change would increase the chances of being caught by the Death Ball, and requiring you to pay more attention to when it is used so that you must turn and run when it is activated. If you are too slow, you will not make it out.

- Aoe that slightly reduces Movespeed when Death Ball is used.

Spinebreaker is an amazing boss and needs little to no adjustments in my opinion. The only thing I found too easy about him is avoiding his Death Ball. That by far is the scariest ability he has, but i've found you can just back up while fighting him you avoid his death ball without trying.


[FUTURE BOSS IDEA'S]
<Ember Phoenix>
- Wild Spawn
- Increased Size
- Additional Aesthetics
- Is not Aggro'd unless attacked, but takes a lot longer to lose aggro.
- Constantly creates a MASSIVE heat wave around it (Come prepared! See [POTIONS] at the bottom)
- Lower Health other bosses
- Low Health Regen, but if set on fire, gains health.
Attack 1: Basic Peck/Bite
Attack 2: Fireball - Small base damage, upon impact it creates a fireball/cloud that does constant mass damage to whatever is inside. (No burning effect, just damage. (Similar to vanilla, but a much large ball/cloud))
Attack 3: Fiery Dash - Dashes forward and causes high damage and a long burning effect (Similar to vanilla Phoenix dashing)

Upon Death, the Phoenix dies and another rises from the "ashes" (Spawns the "Risen Phoenix")

<Risen Phoenix>
- Does NOT Aggro unless attacked, same as the "Ember Phoenix" ????
- New colours. (Blue body, lighter blue feathers, and blue flames. Potentially flames change colours?
- Health is 2x the "Ember Phoenix"
- MUCH higher damage
Attacks: The same as the "Ember Phoenix", but causes more damage.
Additonal Attack: Stops moving, creates a fire "barrier" around the entire phoenix. Anything within this barrier receives massive damage, and any damage dealt to the "Risen Phoenix" during this time will heal them. 100% damage is converted to health.
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<OVERSEER> (The new final Ark Boss)
- Add to the "Ascension" Arena
- Increase size
- Add more transformations? (Possibly)

ATTACK DESIGN
//STAGE 1: 100% - 75% hp (Max health similar to Spinebreaker)
- Remains as the initial form (Implant Thing)
- Does not move/roam while in this stage
- 0% Health Regen
-Potentially every 1% less boss hp = 1% more damage the boss does
Attack 1: Fires laser beams outwards and up, the same as the vanilla boss
Attack 2: Deploys shield, when shield is deployed defense Units are spawn. Once all Defense units are destroyed (or a 2 minute timer) the shield is deactivated.
(Overseer takes 0 damage while shield is deployed. Defense units = Droideka things.)
\SEE [OVERSEER MINIONS] BELOW FOR MORE DETAIL ON DEFENSE UNIT/

//STAGE 2: 75% - 50% HP
- Transforms into Broodmother (Potentially moves locations)
- Capable of movement (slow)
- Slight Health Regen
- 25% more damage than Stage 1 (Alternatively every 1% less boss hp = 1% more damage the boss does)
Attack 1: Basic bite?
Attack 2: Shoots webs (same ones from vanilla boss fight) Does mild damage, but slows your dino's movespeed
Attack 3: Shoots "poison" balls (Same from vanilla boss fight) Does high damage, but also spawns Araneo where the projectile ends.
\SEE [OVERSEER MINIONS] BELOW FOR MORE DETAIL ON ARANEO MINION/

//Stage 3: 50-25% HP
- Transforms into Dragon
- Movement speed normal
- Slightly higher health regen than Stage 2
- 50% more damage than stage 1 (Alternatively every 1% less boss hp = 1% more damage the boss does)
Attack 1: Basic Bite, high damage
Attack 2: Fire Breath, burning effect, and renders mounts unable to fly (Forces them to land)
Attack 3: ??? Possible Meteors, but I don't want to take away from the Elemental Titanosaur.

//Stage 4: 25-1% HP
- Transforms into Gorilla
- Movement speed Slow-Medium (Not too fast)
- Health Regen is higher than Stage 1, but lower than Stage 2
- 75% more damage than stage 1 (Alternatively every 1% less boss hp = 1% more damage the boss does)
Attack 1: Basic attack, high damage.
Attack 2: Spin, does low damage but does an aoe knockback (decent distance)
Attack 3: Rock throw, explodes upon impact (aoe damage), if hit it does a massive amount of damage.

//STAGE 5: 0% HP - Upon Death
<Vengeful Overseer> spawns with 100% HP
- Initial Boss transformation (Implant thing)
- Boss Colours have changed. Darker/ "Scarier"
- Capable of movement (similar to vanilla boss fight between phases)
- Slight Health Regen (Only while shield is active)
- 100% more damage than Stage 1 (Double the damage) OR balanced to do MASSIVE damage, VERY difficult
Attack 1: Fires laser beams outwards and up, the same as the vanilla boss. Beams colours are changed (Black and Red?)
Once the beams reach the top, explosions go off in the location the beams had traveled.
OR at the tip/end of the beam at the lowest point (start) and the highest point (end) but still after the beams have finished.
Attack 2: Deploys shield, when shield is deployed Defense Units are spawn. Once all Defense units are destroyed (or a 2 minute timer?) the shield is deactivated.
Overseer can still move and use additional attacks during this time.
Additionally the Attack Drones spawn during this time
Attack 3: Aoe Pulse that forces flyers to land, and causes slow movement speed for a short duration
\SEE [OVERSEER MINIONS] BELOW FOR MORE DETAIL ON DEFENSE UNIT & ATTACK DRONE/

[OVERSEER MINIONS]
<Stage 1 & 5 DEFENSE UNIT>
- Stuns Dino's (dino can not be used during Defense Unit Fight)
- Does mild damage to players. Does NOT stun players. (Possible 2 types of Defense Units, 1 that stuns, 1 that deals damage to the player and does not target dino's?)
(Creates unique approach to fighting a boss, it forces you off your dino so that there is a player aspect to the fight, it also requires you to bring good armour and weapons.)
<Stage 2 ARANEO MINION>
- High health
- Decent damage
- Inflict mass torpor
- Relatively high movement speed
(Damage from Broodmother AND Araneo could not be sustained, causes you to run from the Broodmother and deal with the Araneo. While doing so, the Broodmother is slowly Regening Health. Also requires you to bring Health potions AND Torpor potions.)
<Stage 5 ATTACK DRONE>
- Deals low damage to the player (even while on a dino)
- Has a high rate of fire
- Low - Medium Health (Can be destroyed with a strong weapon within a few hits)
- Spawns in large groups
- Always try to float away from you, exactly as vanilla Attack Drones do.
(Though low in damage, Attack Drones spawn in large numbers and have a high rate of fire. If they aren't dealt with quickly, they can overwhelm you.
Their damage adds up with large numbers and their rate of fire, but can easily be killed with a strong ranged weapon)
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Additional Boss Idea's to come. (I have a few more)
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[POTIONS]
<Inferno Resistance>
- Temporary MASSIVE Hyperthermia insulation (Purpose: Phoenix Boss)
- Lasts for 12 seconds?
- Cooldown is 15 seconds
<Player Health Potion>
- 2 Variations, 25% & 50% health restored. (Purpose: General use, and Overseer fight)
Last edited by Monopoly; Sep 4, 2017 @ 5:29pm
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Showing 1-3 of 3 comments
Monopoly Sep 4, 2017 @ 4:44pm 
Oh.. also a few things i'd like for convenience lol
Skeletal dino's and sacrifices added to the Guide Book.

Also.. unique dino tags for all tiers please >.< manually removing and adding them to a spawner can be brutal.
farm_landon Sep 4, 2017 @ 6:34pm 
Wow, you put of thought into this
Monopoly Sep 4, 2017 @ 6:43pm 
I love the mod and love the development of mods. I am not skilled enough in the Devkit to create content like this, so i'm pitching idea's to the Devs of my favourite mod :P
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Showing 1-3 of 3 comments
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