I'd say a diver helmet you need to breathe underwater
https://www.google.com/search?q=dive...&bih=615&dpr=1
Diver helmets look pretty awesome!
also i'd structure your ideas more spaced out and categorized:
Example:
L120 “Deep under the ocean” campaign
On a world map 2 unlocked at level 115 when you have gotten through molten mountain.
In this campaign you need an
airtank elixir or the rare
divers helmet to breathe underwater. Without these items, after 2 minutes your health drains
1% per second.
I like the life/health drain idea because of disability to breathe underwater due to no breathing gear/maybe vanity gear.
Movement animation is slowed to make it look like you're moving underwater, as well as movement speed. Attack speed is also slowed, because animation is slowed. Movement speed buffs do not work underwater, and firebolt items don't work underwater. <——— This is unneeded because the enemies/mobs/bosses already do that and I feel like that’s enough slowness. Don’t want everyone to be to slow haha…
Features mobs such as:
Mobs for 5,000 meters deep under the ocean. Level 1 and 2. No traps yet!
- pufferfish
-shark
-stingrays
-eels
Mobs for 100,000 meters deep under the ocean. Level 3 and 4.
Traps:
- electric eel trap (shocks in 8m area)
- Jellyfish trap (stings in 6m area)
- deadly sea urchin traps!
Mobs:
-viper fish
-angler fish
-Northern stargazer fish (mobs)
-electric eels
-jellyfish
Traverse through the coral reef and the vast ocean to eventually find the underwater ancient ruins to beat final two twin bosses.
1st level Boss: Stonefish (Synanceia verrucosa) and the sea angel (the sea angel is a good fish npc) .
He drops stonefish sword (wave proc!), mythical stone shields (anti knockback), divers armor, harpoon gun, coral reef armor, etc.
When you unlock underwater sea crates, get a chance for <goblin shark and frilled shark pets>
Goblin shark pet stats: 9k damage, armor, health, 50% gold loot, 3x PVE and town speed.
Frilled shark stats: 10k damage, armor, 100% luck, 3x PVE and town speed.
Set particle effect for goblin shark: blue bubbles
Set particle effect for frilled shark: black bubbles.
New character background: Oceanic
2nd level twin bosses. Still only 5,000 meters deep: (there is two in this second level) Deep sea blob/sculpin (Psychrolutes phrictus), and the Proboscis Worm (Parborlasia corrugatus).
3rd level boss: Vampire squid. 100,000 meters deep now. Another friendly npc fish you find in level 3 is: crush the turtle. Crush the turtle spawns in “Deep under the ocean” town after you have defeated vampire squid boss. Complete crush the turtles quest to earn the turtle vanity armor with decent 3-4K stats.
4th level bosses: 100,000 meters deep in the ancient underwater ruins. Goblin shark and frilled shark. Friendly npc fish in this level called Jeff the Whale. You have to do his quest and he spawns in town after you have defeated Goblin shark and frilled shark bosses. Jeff the whale sells you shark weapons and other valuable weapons under the deep ocean.
(11/6/22) Something to add: each of these bosses should have 1-2 attacks and animations at least. With the 1st and 2nd level bosses having only 1 different type of attack per boss. Then the 3rd and 4th level bosses will have 2 different types of attacks and animations to make things more of a challenge. The twin team bosses should each have their own different types of attacks and animations per boss. Each boss has its own different types of attacks and animations. It’s going to be a lot of work but, together I believe we can do it!
Other various quests can be gotten in “Deep under the ocean” town to get certain special weapons and crafting items to craft better weapons, shield, and armor.
End of example
The sailing ship campaign and the humania campaign both kind of lead to an underwater campaign, so this idea isn't outside the realm of alterra.
I had a lot of "reused" enemies in there, I mentioned a few ways to monetize this campaign likes crates, breathing elixirs, etc. as well as new things like movement animation being slowed for enemies and players. This is to appeal to cinco & the playerbase, cinco has a way to monetize and reuse textures/models, the players get an entire new way to play the game (slow speed, slowed animation). The more of these strategies you use, the more likely the idea can actually come to fruition. This is usually the way I formulate my ideas
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