Background story:
Kevin Clamely's wife. After trying to divorce Kevin, He decided to get revenge on his wife by sending a siren to kill her. Little did Kevin know that his wife survived the attack. The wife was bit by the Siren during the fight causing her to fall into a state of comatose. The wife's body started to change. The change caused her brain capacity to increase ten fold allowing her to remember everything that has happened to her and developed a "hive mind" that allows her to connect to mind of the specimens allowing to pin point where the specimens are.... And kill them.
Powers/Abilities
-Charging shoulder tackle: She charges at the player and hits them with her shoulder similar to a football player. She keeps moving through out the attack.
-Scream: She unleashes a scream that can detonate explosives. Similar to the siren but instead of a sphere surrounding the her. It only affects the area in front of her. Little damage to players. Used only to detonate grenades.
-High Jump: She can leap a long distance to close the gap between her and the players or to escape.
-Grab and bite: She grabs the player like the clot and bites the player. After biting the player she is locked in a chewing animation for a few seconds.
Weaknesses:
-No good ranged attack.
-Cannot turn invisible
-DOES NOT HEAL
-Always makes a sound so players can know the location of the boss
-Has a weakness to melee damage.
-Will kill specimens on her line of sight.
-A siren scream will cause her to stop for a few seconds.
Strengths:
-Powerful close range attacks.
-Resistant to damage
-Able to detect pipebombs within a few feet away from her.
-Can leap to close the distance.
-High HP
-Very fast runner. Almost as fast as an enraged scrake.
-Always on the move.
Boss behavior:
-She is only aggresive during the first "phase" of the fight and after taking some damage she changes to a defensive behavior.
-If cornered she will use the tackle to escape and run away.
-During the "aggresive" phase she will be fighting a hit-and-run style of tactic. She will hit the player and run around for a few moments then attack again. She will kill specimens around her during this phase.
-During the defensive stage she will avoid the players and she will stop killing the specimens around her. (I suggest that during this time specimens up to the siren will spawn. No scrakes, husks and FP's though)
-She will make sounds during the whole match so that the players know where she is.
-She can hear the beeps of the pipebombs allowing her to avoid the pipebombs or detonate it.
Game balance:
Since this boss is obviously very powerful, the game will take into account some variables to decide if it will allow the spawn of this boss.
-The collective damage the team acquired during the whole wave
-The speed the team cleared the waves
-The damage the team deals.
-The number of high level players in the game (minimum of level 4)
Example:
-A six player team managed only to lose 120hp and cleared the 10 waves in less than 18 mins and they have 4 level 5 players out the six then the matriarch will spawn instead of the patriach.
The variables will make sure that the players are competent enough to fight the matriarch.
I will add more this idea more in the future.
If you have something to add to my idea. Please do so. No flaming please
Enjoy guys!
Thanks to:
Wildcolt for the story info about the wife.
Kevin Clamely's wife. After trying to divorce Kevin, He decided to get revenge on his wife by sending a siren to kill her. Little did Kevin know that his wife survived the attack. The wife was bit by the Siren during the fight causing her to fall into a state of comatose. The wife's body started to change. The change caused her brain capacity to increase ten fold allowing her to remember everything that has happened to her and developed a "hive mind" that allows her to connect to mind of the specimens allowing to pin point where the specimens are.... And kill them.
Powers/Abilities
-Charging shoulder tackle: She charges at the player and hits them with her shoulder similar to a football player. She keeps moving through out the attack.
-Scream: She unleashes a scream that can detonate explosives. Similar to the siren but instead of a sphere surrounding the her. It only affects the area in front of her. Little damage to players. Used only to detonate grenades.
-High Jump: She can leap a long distance to close the gap between her and the players or to escape.
-Grab and bite: She grabs the player like the clot and bites the player. After biting the player she is locked in a chewing animation for a few seconds.
Weaknesses:
-No good ranged attack.
-Cannot turn invisible
-DOES NOT HEAL
-Always makes a sound so players can know the location of the boss
-Has a weakness to melee damage.
-Will kill specimens on her line of sight.
-A siren scream will cause her to stop for a few seconds.
Strengths:
-Powerful close range attacks.
-Resistant to damage
-Able to detect pipebombs within a few feet away from her.
-Can leap to close the distance.
-High HP
-Very fast runner. Almost as fast as an enraged scrake.
-Always on the move.
Boss behavior:
-She is only aggresive during the first "phase" of the fight and after taking some damage she changes to a defensive behavior.
-If cornered she will use the tackle to escape and run away.
-During the "aggresive" phase she will be fighting a hit-and-run style of tactic. She will hit the player and run around for a few moments then attack again. She will kill specimens around her during this phase.
-During the defensive stage she will avoid the players and she will stop killing the specimens around her. (I suggest that during this time specimens up to the siren will spawn. No scrakes, husks and FP's though)
-She will make sounds during the whole match so that the players know where she is.
-She can hear the beeps of the pipebombs allowing her to avoid the pipebombs or detonate it.
Game balance:
Since this boss is obviously very powerful, the game will take into account some variables to decide if it will allow the spawn of this boss.
-The collective damage the team acquired during the whole wave
-The speed the team cleared the waves
-The damage the team deals.
-The number of high level players in the game (minimum of level 4)
Example:
-A six player team managed only to lose 120hp and cleared the 10 waves in less than 18 mins and they have 4 level 5 players out the six then the matriarch will spawn instead of the patriach.
The variables will make sure that the players are competent enough to fight the matriarch.
I will add more this idea more in the future.
If you have something to add to my idea. Please do so. No flaming please
Enjoy guys!
Thanks to:
Wildcolt for the story info about the wife.
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