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Super Hero Squad Online

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Boss Spec - Dr. Octopus

Boss Spec - Green Goblin

Boss Spec - Loki

Boss Spec - Magneto

Boss Spec - Master Mold

Boss Spec - Mysterio

Boss Spec - Onslaught

Boss Spec - Sabretooth

Boss Spec - Thanos

Boss Spec - Ymir & Surtur

Enemy Spec - Loki's Mimics

Enemy Spec - Ultron Minion

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Space Siege

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Dungeon Siege II:
Broken World

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Boss Behavior Spec: Super Skrull

Summary

Super-Skrull is the leader of the Skrulls, a green-skinned race of aliens who have the ability to shapeshift into other humanoid shapes.  While the Super-Skrull lacks the perfect mimicry of his brethren, he has been augmented with the powers of the Fantastic Four:

However, all of Super-Skrull's powers should feel more destructive and chaotic than their "heroic" counterparts.  When he throws an object, he should do more quickly and violently than Thing.  When he shoots flames, they should feel more uncontrollable than Human Torch.  When he turns invisible, he should… well, you get the idea.

Attack 1: Flame Blast (20%) [all AI percentages are TBD]

Super-Skrull targets a random player and, from both hands, fires thin gouts of flame from each finger at them.  These 3m long flames fly out from Skrull's fingers in a fan pattern, and damage everything they touch.  As soon as they've extended three meters from Super-Skrull, they choose a random point between their current position and the edge of the arena and arc to the ground with appropriate inertia.

When a flame hits the ground, it expands into a 2m radius "pool" of lava/flame, that sticks around as an environmental hazard for 10+[0-5] seconds before dissipating.

Attack 2: Invincible "Teleport" (20%)

Super-Skrull turns invisible (using whatever effect the Invisible Woman uses) and disappears.  X seconds later, he reappears somewhere else in the room surrounded by a temporary, invulnerable force field.  Any hero within 1m of him when he reappears takes damage and is knocked backwards a few meters.

This attack will obviously need some telegraphing and effects to make it not frustrating to get hit out of nowhere – such a damage warning on the ground, or Super-Skrull briefly shimmering back into visibility right before the effect occurs.

Attack 3: Object Throw (10%)

This one's pretty simple – Super-Skrull picks up a large object from the room around him and throws it at a random player.  We should try to populate his boss arenas with objects that are only throwable by "strong" characters (i.e. heroes that have a pickup strength of 8 or greater).  Ideally, the large objects would regenerate in some fashion so that Super-Skrull can use them ad infinitum.

Attack 4: Stretchy Crush (20%)

First, Super-Skrull tries to get as far away from all heroes as he can.  We can either do this via a complicated algorithm, or just make him run to the edge of the screen somewhere in the arena.

Once he's there, his Mr. Fantastic arm turns stretchy as he raises it above his head in a "I'm preparing to hit you from above" motion.  The fist at the end of the arm turns into a giant hammer or other intimidating object.

He then brings his arm down in the manner of a falling tree, with the hammer-fist being the last thing to hit the floor.  Anyone caught under the arm when it hits the floor takes damage, with those caught under the hammer-fist taking even more damage.

Attack 5: Dancing Flames (10%)

Super-Skrull points his arms at opposite sides of the room and creates a parallel wall of flame at each end.  These walls of flame should be at least 5m long – hopefully, at least twice that – but no taller than a half-meter.  That way, they're easily jumped over by players.

Once the walls appear, they slowly move towards each other until they converge, where they cause a mini-explosion that damages all players standing on the line.

Super-Skrull is unaffected by the flames.

Attack 6: Earth Rend (20%)

This one is hard to describe.  The short version: it's a 3D version of the Hulk's secondary super move from Marvel Super Heroes vs. Street Fighter .

The long version:

Super-Skrull jams his hands into the floor and rips upwards, causing a "wave" of floor pieces to move towards the closest player.  These floor pieces do not need to visually correspond to the current environment – it can look like dirt, or stone, or whatever we like.

Anything in the path of the "wave" takes damage and is thrown into the air a bit.

Again, tough to describe (and maybe tough to picture), but click on the above link and that'll hopefully help.