Pest Control 2: Tower Defence

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Pest Control 2: Tower Defence

Post by 3mptylord on Sun May 16, 2010 5:39 pm

Pest Control: Tower Defence





TOWERS (scale: high - good - average - fair - poor)
Spoiler:
• Fire - good range, average speed, average damage.
Damage modifier against magical targets.

• Water - good range, average speed, average damage.
Damage modifier against melee targets.

• Air - high range, good speed, good damage.
Ineffective against flying targets.

• Earth - average range, average speed, average damage.
Damage modifier against flying targets.

• Steam - area of effect; good range.
Heals player afflictions.

• Smoke - area of effect; average range.
Repels larger and airborne pests.

• Lava - average range, fair speed, good damage.
Chance of burning targets.

• Mist - area of effect; average range.
Blinds targets.

• Mud - good range, average speed, fair damage.
Chance of slowing movement and attack speed for 60 seconds.

• Dust - good range, average speed, average damage.
Can damage Sneakers and other cloaked pests.

• Static - poor range, good speed, good damage.
Chance of paralysing targets. Amplifies the range of nearby static towers.

• Frost - fair range, fair speed, good damage.
Chance of freezing targets for 5 seconds. Frozen pests take 50% more damage.

• Poison - poor range, good speed, good damage.
Chance of poisoning (+) targets.

• Shroud1 - area of effect; fair range.
Reduces the combat stats of pests by 10%. Negates the Watcher's ability.

• Astral - triggered effect; average range, fair speed, fair damage.
Astral towers amplify the damage of nearby astral towers.

• Mind - area of effect; average range.
Reveals Sneakers and other cloacked pests.

• Chaos - area of effect; average range.
Chance of confusing pests.

• Death - area of effect; poor range.
Chance of ressurecting falling pests as allied NPCs.

• Blood2 - area of effect; poor range.
Quadruples the life-point recovery rate.

• Body1 - area of effect; fair range.
Increases the combat stats of players by 10%, and allied NPCs by 20%.

• Nature - triggered effect.
Erects a barrier between itself and adjacent towers.

• Cosmic - area of effect, poor range.
Quaruples the heartstone charge rate.

• Law - teleportation.
Law towers teleport players to other, random law towers.

Afflications and conditions;
• BLIND targets are non-aggressive (won't attack first).
• BURN afflicts periodically, inflicting damage (at an increasing rate).
• CLOAKED targets cannot be selected as targets by most towers.
• CONFUSED targets will attack both pests and allies.
• FROZEN targets cannot move.
• PARALYSIS afflicts periodically, lasting 2-3 seconds. Paralysed targets take damage as they move - NPCs won't move, so it acts as a bind. Movement commands are canceled when the paralysis splashes (so's to be fair).
• POISON afflicts periodically, inflicting damage (at a decreasing rate).

1) Each player may only set-up a single of these towers.
2) Doesn't stack with other nearby towers of the same effect.


At each the tents, monastery, port-town and watchtower is a stockpile of black-marble coloured obelisks. Take as many as you can carry (remember to leave room for other provisions if needed).

Obelisks can be set-up with a minimum of one-space between each other in a similar fashion to barricades at Castle Wars - drop! Duh-dah! Upon dropping you will given the option to charge the obelisk - display a list of the 16 available towers. If you wish not to charge the obelisk, select no. To charge an uncharged obelisk, use your heart stone on it.

Each tower requires a different amount of charge (which is stored in the heartstone). It will slowly charge by itself, but using Cosmic Altars will drastically increase this speed. The heartstone can also be used to repair towers as they take damage - but you cannot attack whilst utilising the stone.

Each of the basic elemental towers can be upgraded twice to increase damage and range.

Even a solid wall of towers isn't necessarily immune - a large wave of brawlers could easily plough through if the towers are weighted correctly.

Spoiler:

Fire
4/5 Range
3/5 Speed
3/5 Damage
Damage modifier against magical targets.
Ineffective against fire targets.


Water
4/5 Range
3/5 Speed
3/5 Damage
Damage modifier against melee targets.
Ineffective against water targets.



Air
5/5 Range
4/5 Speed
4/5 Damage
Ineffective against flying targets.



Earth
3/5 Range
3/5 Speed
3/5 Damage
Damage modifier against flying targets.


Static1
2/5 Range
2/5 Speed
3/5 Damage
Chance of paralysing targets.
Paralysis afflicts periodically - binding for 2-3 seconds.


Frost
1/5 Range
1/5 Speed
3/5 Damage
Chance of freezing targets.
Frozen targets cannot move and take 50% more damage.


Poison
1/5 Range
3/5 Speed
3/5 Damage
Chance of poisoning targets.
Poisoned targets take decreasing amounts of damage periodically.


Shroud2
2/5 Range
Reduces the combat stats of all pests in range by 10%.
Negates the Watcher's ability.


Mind
3/5 Range
Reveals all cloaked pests within its range.


Chaos
3/5 Range
Chance of confusing pests.
Confused targets turn on each other.


Death
1/5
Chance of resurrecting pests who die in its range as allied npcs.


Blood3
1/5 Range
Quadruples the lifepoints recovery rate.


Body2
2/5 Range
Increases the combat stats of all players in range by 10%, and allied npcs by 20%.


Nature
1/5 Range
Erects a barrier between itself and nearby Nature towers.


Cosmic
1/5 Range
Quadruples the heartstone charge-rate.


Law
Unlimited Range
Teleports players between other Law towers.


Astral
3/5 Range
1/5 Speed
1-5/5 Damage
Astral tower empower nearby Astral powers - three direct-connections equals optimal power!


Soul
Respawn point.


Life
Defend this!


[/center]


Last edited by 3mptylord on Tue May 18, 2010 11:51 pm; edited 26 times in total

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Re: Pest Control 2: Tower Defence

Post by 3mptylord on Sun May 16, 2010 5:49 pm

Highlights from some discussion between me 'n' Ruy;
• Towers would be monoliths that are armed by players.
• Tower-types are related to runes (plus some extras).
• Loads of new types of pests.
• Players fight too - not just sitting back and watching the tower.
• Endless, or near endless, waves. In Gears of War 2's "Horde" gameplay, there was apparently some difficulty testing the last few waves as no-one could get to them. Tongue

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Re: Pest Control 2: Tower Defence

Post by 3mptylord on Sun May 16, 2010 6:04 pm

Wind - 1/3 Damage, 3/3 Range, 2/3 Speed.
Earth - 3/3 Damage, 2/3 Range, 1/3 Speed.
Water - 2/3 Damage, 2/3 Range, 2/3 Speed.
Fire - 3/3 Damage, 1/3 Range, 2/3 Speed.
Static - Chance of paralysing foes. (periodically binds for 2-3 seconds, minimal damage*)
Poison - Chance of poisoning foes.
Shroud - Chance of confusing foes. (confused foes may attack each other)
Frost - Chance of freezing foes. (after initial bind, slows target for 60 seconds)
Blood - Quadruples health restore rate.
Law - Allows players to teleport between them.

Mnd -
Body -
Chaos -
Death -
Cosmic -
Nature -
Astral -

Soul - Secondary Respawn Points
Life - Primary Respawn Point (primary objective)

Throwing out some ideas lol. Tongue

*say we have a pest called Shockers that inflict electric damage - static doesn't bind, it just 'causes damage if you move. When you get a static shock it would initially cancel any movement commands, but it's up to you to keep still.

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Re: Pest Control 2: Tower Defence

Post by 3mptylord on Sun May 16, 2010 9:33 pm



I drew a map! Smile

It's basically a check-point style Tower Defence. There's the Watchtower, which is RuneScape's answer to Sauron's Tower in Lord of the Rings (only with the Soul logo atop it); there's the Clocktower in the old port-town; the abandoned monastery; the resupply tents and the Pyramid of Life (complete with floating rock/relic thing that looks like a life rune). There's a rubbed out wall before the tents - unrub it out. I forgot to draw it back on. Below the monastery is a cliff btw, not water. Tongue

Pests would come indefinitely - the only end is when you break.

All over the battlefield would be black obelisks in various conditions (broken, tilted, on the floor, etc). These would be charged to become monoliths - our towers! Monoliths would have varying appearances - depending on tower. Grin


Last edited by 3mptylord on Mon May 17, 2010 8:21 am; edited 1 time in total

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Re: Pest Control 2: Tower Defence

Post by trixtor on Mon May 17, 2010 12:14 am

Cool!

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Re: Pest Control 2: Tower Defence

Post by 3mptylord on Mon May 17, 2010 8:21 am

Anyone got any ideas for pests? Smile

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Re: Pest Control 2: Tower Defence

Post by Dark Avorian on Mon May 17, 2010 11:16 am

Well I'm a pest.

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Re: Pest Control 2: Tower Defence

Post by 3mptylord on Mon May 17, 2010 1:10 pm

In deed. Tongue

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Re: Pest Control 2: Tower Defence

Post by Ruy112 on Mon May 17, 2010 1:27 pm

Runners of some sort, ravagers, invisible, flying? Minor boss (3 at a time) major boss (1 at a time), splatters Tongue

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Re: Pest Control 2: Tower Defence

Post by 3mptylord on Mon May 17, 2010 2:26 pm

Existing;
• Splatter, Ravenger, Brawler, Torcher, Shifter and Spinner.

Ours;
• Boomer, Bazooker, Angler, Mauler, Ticker, Runner, Jumper, Splitter, Phaser, Leecher, Watcher, Sticher...

Of course, bigger and other variation of existing. Brawlers with weapons?

What should the bosses be?

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