Bosses are all about their tricks. I remember in one rpg (Miniboss rpg???) where the boss was a sunken that teleported to 4 spots close together so you constantly had to walk all the way to it. Bosses vary in all shapes and sizes, from living buildings, to all-powerful mages, to even just a large swarm of weak units. Bosses sometimes even have their own storyline too.
(LoZ: Link to the Past. There was a story about a cottage that used to be a former gang hideout for the leader named Blind, who hated the light. You find him in the Dark World of Hyrule disguised as a maiden in distress, but is actually a hideous beast.)Typically, most bosses have goons that are either with him at the start, or come to help him later. Since this is the most common form of secondary attack for bosses in SC, we have long used the cliched term "boss spawns" or just "spawns". From my recollection of bosses on SC & BW that I have faced, about 95% of them only have this as their
only special
attacking ability.
(Everarcha 1-2, where you face the Time mage, tipped the percentage scale.) Some bosses have large defense barriers, such as having to destroy all the generators before you can attack the main machine.
How the heck does this have to do with anything tdnfthe1's search for boss concepts? Well need to know what is
old before we can look for something new. The first paragraph was to show how bosses are like and what is considered to be a "boss". The 2nd paragraph shows the repetition of bosses on SC.
Now on to the concepts!
Impact damage You're fighting a stupid bully who always picks on you at school. Both of you are giving jabs and hooks, and both are getting in a couple hits. Then, *WHAM*, he does a low blow to your stomach. It may do the same physical damage as any other punch, but hitting the stomach knocks the wind right out of you. You fiercely try to keep consciousness, because you know if you get knocked unconscious, you're a goner.
Why not put this in SC bosses?You see, since you cannot detect hp by using the actual hp the unit is given, it has hard to have an action in triggers do a set hp % for special attacks, because the attack might actually RAISE hp instead of lowering it! If you have 100/500hp (20% hp) and you get hit by a triggered attack that is supposed to lower your hp to 55%, your hp is going to go up (way up!). Therefore, I suggest an Impact damage meter. Some attacks do not affect your hp directly, but instead makes you lose a part of your "bar hp" or "impact meter". If it goes to 0, you get knocked unconscious (which basically means the same as dead if you're being attacked). If a vulture in real life were to ram into you, I would think you would get hurt... a lot. With our impact meter, you can simulate the "mental damage" you would take. Actually, I plan to use an impact meter for a boss I'm making for this thread. I hope I actually pull through and finish it!