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Pest Control 2: Tower Defence

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Pest Control 2: Tower Defence Empty Pest Control 2: Tower Defence

Post by The Empty Lord Mon May 17, 2010 3:39 am

Pest Control: Tower Defence

Pest Control 2: Tower Defence Pest_d10

Pest Control 2: Tower Defence Fire_Rune Pest Control 2: Tower Defence Water_Rune Pest Control 2: Tower Defence Air_Rune Pest Control 2: Tower Defence Earth_Rune Pest Control 2: Tower Defence Steam_rune Pest Control 2: Tower Defence Smoke_rune Pest Control 2: Tower Defence Lava_rune Pest Control 2: Tower Defence Mist_rune Pest Control 2: Tower Defence Mud_rune Pest Control 2: Tower Defence Dop Pest Control 2: Tower Defence Static10 Pest Control 2: Tower Defence Frost_10 Pest Control 2: Tower Defence Poison11 Pest Control 2: Tower Defence Dark_r10
Pest Control 2: Tower Defence Mind_Rune Pest Control 2: Tower Defence Chaos_Rune Pest Control 2: Tower Defence Death_Rune Pest Control 2: Tower Defence Blood_Rune Pest Control 2: Tower Defence Body_Rune Pest Control 2: Tower Defence Nature_Rune Pest Control 2: Tower Defence Cosmic_Rune Pest Control 2: Tower Defence Law_Rune Pest Control 2: Tower Defence Astral_Rune Pest Control 2: Tower Defence Soul_Rune Pest Control 2: Tower Defence Life_r10
TOWERS (scale: high - good - average - fair - poor)
Spoiler:
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:


Last edited by 3mptylord on Wed May 19, 2010 9:51 am; edited 26 times in total
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Mon May 17, 2010 3:49 am

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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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Mon May 17, 2010 4:04 am

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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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Mon May 17, 2010 7:33 am

Pest Control 2: Tower Defence Small10_1024x768

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 6:21 pm; edited 1 time in total
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by trixtor Mon May 17, 2010 10:14 am

Cool!
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Mon May 17, 2010 6:21 pm

Anyone got any ideas for pests? Smile
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by Dark Avorian Mon May 17, 2010 9:16 pm

Well I'm a pest.
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Mon May 17, 2010 11:10 pm

In deed. Tongue
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by Ruy112 Mon May 17, 2010 11:27 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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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Tue May 18, 2010 12:26 am

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? Pest Control 2: Tower Defence 3079

What should the bosses be?
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by Ruy112 Tue May 18, 2010 12:56 am

Larger versions of existing pests? Or something similar to the riftsplitter and planefreezer from Dungenoneering?
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Tue May 18, 2010 3:42 am

Larger versions generally - not just as bosses! Grin

I'm sure we could easily come up with new bosses. Smile
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Post by trixtor Tue May 18, 2010 6:16 am

We need something that is immune to noramal types of damage. We also need combination towers.
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Tue May 18, 2010 6:17 am

If Wind, Fire, Water and Earth have more effecty-types, then combinations can easily be that - combination. Smile
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Post by trixtor Tue May 18, 2010 6:30 am

I was thinking that the combination towers could have their own, special, effects. Lava could create a trench within ten walking spaces of the monoliuth, mist could cause monsters to become non-agressive (while you're inside the area blanketed by it, mud could slow down the enemies, dust could cause them to take repeated damage, smoke could force them away from the area around the monolith and steam could remove status's (or is that "stati?") like poison from a player.
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Tue May 18, 2010 6:35 am

Maybe Smile
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by TATORZ Tue May 18, 2010 8:01 am

It needs to be more strategy for sure Grin

More stuff you can do to win in a different way every time.
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Post by The Empty Lord Tue May 18, 2010 8:11 am

Pest Control 2: Tower Defence Tower_10
Lol, I forgot pngs are transparent. Tongue

• Dashed white line is the route the pests want to take.
• The portal within the port-town opens after the pests have taken the monastery. Other portals could open at set points.
• The black splots are obelisks. It kinda looks weird on the map, but I imagine it'd be like running through a forest of black-marble tree trunks. Of course - their appearance changes depending on tower.

*attempts to reason the island*
I'd say the island was hit by a meteorite of kinds that left the obelisks like shrapnel. A small town was set up to study them, but it was abandoned when the towers weren't sources of anything (we're power-hungry, and they only drained resources). The pyramid, though I haven't shown it, would be surrounded by obelisks and would appear to be the main meteorite... some sort of ship? Wink The pests invaded there at the SAME time as the other island... the reason we're only hearing about it now is a programming hold-up, not anything explained by lore. Tongue
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Post by trixtor Tue May 18, 2010 10:30 am

Lol at the last sentence, and this looks like something jagex would do.
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Post by TATORZ Tue May 18, 2010 12:58 pm

^ agrees with the above statement ^
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Pest Control 2: Tower Defence Empty Re: Pest Control 2: Tower Defence

Post by The Empty Lord Wed May 19, 2010 2:26 am

All players are given a Heartstone, an empowerment tool, by the Void Knights. This stone is powered by life energies and can when held against obelisks will 'cause them to change as willed by the user - each specific tower requires a different amount of charge. On screen is a counter that displays the charge inside your counter. When you spawn you automatically receive 100 charge, and it will increase slowly as you play. To faster increase the Heartstones charge - stand in the radius of Cosmic Tower. This effect stacks with other Cosmic Towers - so if you build a little farm somewhere that's convenient you have yourself a little recharge hub.

When you click to use your heartstone on an obelisk the player will hold it out against the black surface and a charge bar will appear above the tower. This will fill up and the tower will glow slightly. Other players can hold their heartstones too to speed up the rate the obelisks charge. The first player will receive an interface that they can use to select the desired tower at any time (once the correct charge is sacrificed).

Towers are fairly resilient but you can heal them by holding the heartstone against it's surface and sacrificing charge to repair.

The only towers not constructed by the player, and cannot be constructed, are the Life Tower (the pyramid) and the three Soul Towers (watchtower, clocktower and monestary). They can still be repaired - but once destroyed they are lost.


Last edited by 3mptylord on Wed May 19, 2010 2:30 am; edited 1 time in total
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Post by The Empty Lord Wed May 19, 2010 2:30 am

You know what - I've changed my mind. Tongue

The Obelisks are on a table and they can take as many as they can fit in their inventory (leaving room for provisions obviously). These are set-up like barricades and the player gets the option to choose when setting up the tower - players still require resource in order to build the towers. Players can give each other resource by using their heartstone on each other.

Towers cannot be placed any closer than a 2 block gap - so TOWER-space-TOWER-space-TOWER is fine.

Players could in theory cover 1/4 of the accessible map with towers - but that doesn't guarantee any victory. If you get a big wave of brawlers and you've got nothing good at taking them out then they'll just slowly destroy a path through the obelisks.
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Post by The Empty Lord Wed May 19, 2010 4:36 am

I've updated post one. Smile
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Post by TATORZ Wed May 19, 2010 7:06 am

Cool.
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Post by The Empty Lord Wed May 19, 2010 7:18 am

Smile

Ideas for alternate effects would be appreciated. Grin

Also - full list of combo effects. Tongue
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