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ZombieKicker7

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Everything posted by ZombieKicker7

  1. Context While playing Grounded 2, I noticed some bugs seem to be part of related species groups. For example: Attacking a Stinkbug causes nearby ****roaches to become hostile. Attacking a Ladybug triggered aggression from a nearby Butterfly. This inspired two separate armor system ideas. These are independent — either could be implemented on its own. Option 1: Mixed Armor Set Bonuses Currently, wearing 3 pieces of the same armor grants a full set bonus. The suggestion is to add secret synergy bonuses when wearing specific mixed armor combinations. Wearing 1–2 pieces from related bug families (e.g., 1 Ladybug + 2 Butterfly) could trigger unique passive bonuses. Bonuses are only unlocked through specific armor combinations, encouraging experimentation. Keeps set mixing viable without breaking full-set benefits. No specific bonus ideas yet, just the base system concept. Option 2: Familial Team Set Bonuses If multiple players in a group wear full armor sets from bugs in the same insect family, they unlock team-based passive bonuses. Example: One player in Orb Weaver armor, another in Wolf Spider — both receive a shared bonus. Bonuses scale based on the number of players and whether their sets fall under the same bug category. Adds value to multiplayer coordination and set variety. Dev Notes Bonuses could be subtle (minor resistances, shared regen, etc.) to stay balanced. Promotes deeper armor crafting, team coordination, and experimentation. Does not interfere with existing full set mechanics. Just a system-level concept, no mechanics nailed down, mainly to explore ways armor sets could interact beyond individual bonuses. Thank you for reading to the end and considering this idea. I will be posting more suggestions. I love Grounded and Grounded 2, STAY TINY!
  2. Idea: Add a new category of combat mutations called Fighting Stances, unlockable styles inspired by specific bugs. Each stance slightly alters how players fight and gives unique bonuses. Only one stance can be active at a time. System Overview Fighting Stances are unlocked by: Collecting gold cards for a group of related bugs Completing a challenge or ritual (e.g., eating a food, fighting a mini-boss, visiting a location) Each stance includes: A passive bonus A special combat trigger A unique attack animation set (can be minimal or visual-only to reduce dev strain) New “Stances” tab added under the mutations menu Stances are exclusive — only one can be equipped at a time Example Stances Spider Stance (rogue/agile style) Unlock: Gold cards for Orb Weaver, Wolf Spider, Tarantula Ritual: Eat a special spider dish at a web-covered shrine Special: On a successful dodge, the next attack triggers a 3-hit combo (like enraged Black Widow) Passive: Chance to apply poison on all attacks Animation: Low, stabbing, skittering movements Mantis Stance (fighter/tactical style) Unlock: Gold card for Mantis + 1 other mantid Ritual: Duel a spirit version of the original Mantis boss in a hidden location in the wall of the park. Special: Perfect block chains add stackable bleed. Attacking right after a perfect block triggers a counterattack with a small crit chance Passive: Slight crit boost; increased Poison Coating effectiveness Animation: Fast, slicing forearm-like strikes Dev Notes Animation needs can be kept minimal at first — reusing or slightly altering existing ones works Adds purpose to gold card collection and biome exploration Gives players soft class identity without adding gear complexity Future styles could include (Bruiser/Tank), Butterfly (Mage), and Something flying for Archer, (maybe just literally kung fu for fist that would be cool) Easily balanced since it’s isolated from weapons and armor Why It Works Gives long-term players more depth Encourages bug study and full biome exploration Fits the theme and tone of Grounded 2’s world Can be expanded slowly without major system overhauls Thank you for reading to the end and considering this idea. I will be posting more suggestions. I love Grounded and Grounded 2, STAY TINY!
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