[Image: http://i54.tinypic.com/wqvko.png]
You know what I think would be cool? Having a timed dungeon where the goal of the dungeon is to defeat as many monsters as you can within a set time limit. As you progress through the dungeon, the monsters get harder and tougher. And once you hit the time limit, one of two things could happen.
- All the monsters in the current room are desummoned and you get a chance to fight a random boss (in the next room) depending on how many monsters you defeated. Bosses get harder the more monsters you defeat. Then after defeating the boss, you can go to the reward room and claim your prize.
- The player is teleported straight to the end chest and the reward they get changes based on how well they did in the dungeon.
A couple additional things that would make this dungeon more interesting:
- The will be no goddess status in this dungeon and you will not be able to use Nao to rez in spot (similar to Albey), so your party loses their right to earn any prizes if everyone dies
- All the monsters will spawn upon opening the chest in a room, hitting an orb or through whatever mechanism that spawns to generate the mobs. This will give party members time to heal their party members and set up any prep work needed for the next wave of monsters
- The monster spawns are completely random, so with the general trend of progression in mind, the monsters you fight will become increasingly difficult as you progress. However, the monster you fight can come from anywhere including foxes, wolves, bears, sprites, werewolves, goblins, skeletons, nightmare humanoids and whatever monster that can come from a, well anywhere. This also means that each wave of monsters will different every time you do this mission, adding a little bit variability to this dungeon.
- A counter on the top of your screen will keep track of how much experience you've earned from monsters you've defeated and how many rooms you've cleared out. These two values will then be combined at the end to determine what prize you've won. This will give you the chance to skip rooms if you wish to (for orb spawning rooms), but at the expense of missing out on monsters you've killed
- The dungeon may also keep track of the player's overall success in the dungeon so that it can introduce harder monsters without overwhelming the participants.
- There will be no corridors going from one room to the next, so you can't get lost during the run and it helps you place more focus on fighting rather than wandering around aimlessly.
I'd sooooooo love having this in Mabi. Don't you guys agree?
:thumb: