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Scorched Earth Completion Suggestions


ArkGuy1201

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In the ARK ending sequence, you get shot out of the observation deck and into space, where you're eventually beamed into another Ark, which can obviously be seen to be Scorched Earth. With Abberration upcoming, and being the next location in the storyline, I believe that Scorched Earth will need to have an ascension, as well as a way to get to that point, in order for the story to make sense. Here are my suggestions, listed in order of when they will likely come into play (e.g. ascension will be at the end, while new artifact caves will be closer to the beginning, etc.)

Firstly, some new creatures and changes to already existing ones:

A giant tarantula.

These guys, despite in the real world being the biggest of spiders, will actually be smaller than the araneo. They also do not give torpor or shoot webs. However, they are not to be looked over. These tarantulas will set themselves up as a trap, very similarly to the purlovia. When they attack, they will stun the player for a much shorter time period than that of the purlovia, but will also apply the web effect. When lying in wait, webbing can be seen over where the tarantula is hiding, making them slightly easier to deal with. They can also lunge towards the player in a similar manner to the troodon when above ground. These guys are tameable, but are not rideable, and spawn in caves. These guys come into play more later...

An alpha thorny dragon. His only purpose is to be used for tribute later, and simply function as any alpha would.

Finally, the rock elemental will drop his skull as a tribute item, and the phoenix will drop a feather/ashes

Secondly, new caves are needed. One thing that struck me is there is no cave on SE with lava being a primary threat, so that is definately to be considered. Another idea is a water cave, which would be an incredibly unique location on Scorched Earth, with kapros, titanoboas, a pirahnas making up most of the cave's threats. Finally, a most in defiance to the Scorched Earth surface, would be a cold cave. Not an ice cave, but a cave where frost is a greater threat. This cave would be home to wolves, sabers, and thylas. There would need to be some other caves, but these were my best ideas.

Now onto the bosses

The first boss would be a tarantula boss. I said these guys would come into play. The tarantula broodmother would be found in an underground arena. Its attacks would be much different from the araneo broodmother. Its first attack would be a bite, which unlike the smaller counterpart, does apply torpor. The second attack would be a roar, which applies a short fear effect or a long stun effect, while also summoning buried tarantulas around the arena. The final attack would be a venom spit, which resembles the spit of the poison wyvern. This spit moves rapidly, and is an extremely effective anti-air weapon, seeing as you can bring flyers into arenas on Scorched. The tarantula broodmother will also be able to poop out tarantulas in a similar manner to the broodmother. To access this arena, it would require 3 artifacts, and a varying number of poison wyvern talons and deathworm horns depending on difficulty. If the hive, a creature in the devkit, was intended to be a boss, it could be used as a substitute for this or the final boss, though I doubt it was intended to be one.

The second boss would be the manticore, which will remain exactly the same.

The final boss will be the dragon, as it already has the fire theme going for it. However, this is not the same battle. While the dragon boss itself is the same other than slightly increased damage and health, its arena has changed quite a bit: Here, it heavily resembles the world scar and has a constant heatwave effect in the alpha fight. And, rather than summoning hostile pteranodons and dimorphs, this dragon summons hostile phoenixes and fire wyverns (If the manticore can summon rock elementals and deathworms, this guy is just fine summoning wyverns and phoenixes). To access this arena, you need 4 artifacts, and a varying number of fire wyvern talons, rock elemental skulls, and phoenix feathers/ashes, depending on difficulty. In addition, the alpha battle require you to be level 105, requiring you to have ascended once on the island to fight it. The dragon here will be called the flaming dragon, to distinguish it from the island dragon. This is mostly so that the trophies of each dragon can be easily distinguished. And alternative would be some visual differences, such as more spikes, fire spewing out of pores on body, etc. Again, the hive could replace this, but this is not likely.

Then there are tekgrams. New tek items exclusive the Scorched Earth will be the wyvern tek saddle, which is already in the devkit, a rock elemental tek saddle, which rather than applying a a cannon like every other tek saddle, gives the elemental the ability to super punch like the tek gauntlets, yes you heard me, super punching golems, and finally a tek cluster grenade, which functions like the cluster grenade, while also providing more damage AND setting everything in the explosion on fire. 

Finally, there is the tek cave. It is located within the world scar, so preparing to get in will be difficult. The requirements to get in are boss trophies, alpha wyvern fire glands, alpha deathworm mandibles, and alpha thorny dragon quills. The gamma cave will require level 105, the beta cave 110, and the alpha cave 115, requiring at least one ascension on the island to ascend here. The cave starts similarly to the island tek cave, with the exception being a lack of creatures that are not present on the map, and the presence of rock elementals, fire wyverns, alpha wyverns, mantises, thorny dragons, and alpha thorny dragons. However, eventually the cave branches off in three directions: a heatwave cave, a sandstorm cave, and an electric storm cave. The heatwave cave will give the heatwave effect, as well as administer heat stroke at a rapid pace, while also having an abundance of all types of wyverns, vultures, mantises, hostile phoenixes, and several normal creatures. It will also have tons of lava falls. The sandstorm cave will be flat and straightforward, but will, of course, apply the sandstorm effect. This cave holds deathworms, mantises, rock elementals, thorny dragons, vultures, and several other dune residents. The final cave will be the electrical storm cave, which is filled with dangerous falls, storm clouds, and, of course, the breaking of technology. In here, lightning wyvern, rock elementals, and mantises, along with other creatures, spawn in abundance.

Finally, at the end of the cave is the teleporter to the observation deck. Here, you learn how the overseer created creatures that come straight out of fiction, and what the motive of creating an extreme desert even was. Finally, you fight the overseer yet again. This time, however, he transforms into Scorched Earth bosses. Other than the initial encounter, every time the overseer reforms into his rhombus form, he starts a random form of weather in the room. If he starts an electrical storm, it will persist through the guardian stage, but during all it no minions will be summoned, to balance out the lack of tek or any advanced weaponry. On gamma difficulty, he doesn't start any weather, and on alpha difficulty, upon half health starts heatwave and sandstorm for the rest of the battle, and the final fourth activates electrical storm while summoning minions in spite of it. Upon his defeat, you ascend once more. The ascension animation plays out normally, until you come to a grinding halt in space. All around you, even on your specimen implant, lights are flashing red. Then, you plunge straight down into Abberration.

I really hope that these suggestion, at least in part, are taken into consideration, as it could really improve both Scorched Earth and the future of Ark's story.

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  • 4 months later...

i think they should do some map changes.

- Make mountains from red to blue obi smaller cuz lets be honest none is in the mountains (exept like 2 base spots) they take up space where something cooler should be. I think that wyvern trench should be put to the middle of the remaining mountains so you can t build wyvern traps so its harder to get them and by making it smaller there would be more resources packed there and they would make you come to there. Also make an alpha tribe base location there like on ragnarok that spiral. It would make tribes fight over who ll live there.

- They should put all the desert on the same part of the map ( like in botomn of the map) rather then having not very wide desert. It would make you go deeper in the desert for loot drops (and if they would move a cave to there) that would make it more dangerous cuz you are in deep desert and away from water. Also a good thing would be that sandstorms would start on the part of the map that desert is on and slowly making its way to the other parts of the map.

- Add canyons to the damn map. I feel it would be so much better if there would be canyon ways connecting the whole map and could make a good place for starter bases (cuz now there arent realy any hidden spots on the map)

And for the biggest change :

- make a cave that is similar to the center cave so it makes it kinda something that prepares you for aberration, have wyverns in there so its not easy to get to or live there. at the botomn have like a tiny tunnel (where on the end of it it would be a crack that you can t get thrugh only see thrugh) and behined it have the element ore. That would give explenation to the whole rockwell thing where in one of his explorer notes he say that he found element in the cave on scorched earth.

non map stuff :

-Add new dinos - Gorgonopsid, rattlesnake,... Also some more island creatures. I don t see why Oviraptor, allo, compy,... aren t on the map.

-fix weather - Make it so when storms hit there are some negative effects but don t stop us from playing or make a use for the storm (like on aberration the earthquake makes everything shake but its usefull cuz it gives you items) make it so in lightming storm lightming wyvern eggs would hatch quicker bt not make it too op. Something like that would be cool cuz then you have things to do when its storming and not juststang the afk in the game until storm passes. Also remove damnage to the generator. it makes the map that much more of a thing you must do instead of want to. That doesn t make map harder only more anoying.

- New caves and new bosses. I think that would give more content and people wouldn t get as bored so fast. Also put them in sneaky locations like some caves are on ragnarok.

- We need more alphas like Alpha thorny, raptor, rex, mantis. This would make farming tools actually possible and for lvl-ing.

- new resources, tools, weapons.

If only some of this changes would happen it would make players come back to scorched earth and stay on here. Map has so much potencial but you have to use it. Devs told us the would update the dlc with new content only for it. Say what you think.

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