Pest Control 2: Tower Defence
+2
trixtor
The Empty Lord
6 posters
The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Activities
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Pest Control 2: Tower Defence
First topic message reminder :
• 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.
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.
• 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:
[/center]
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!
Last edited by 3mptylord on Wed May 19, 2010 9:51 am; edited 26 times in total
Re: Pest Control 2: Tower Defence
Ideas for alternate effects would be appreciated.
Also - full list of combo effects.
Re: Pest Control 2: Tower Defence
What about my ideas? We need an astral tower as well btw. I'm thinking horrible recharge rate, good range and insane damage. Like Pk Starstorm from Earthbound (and Super Smash Bros. Brawl).
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Pest Control 2: Tower Defence
I wasn't too sure about the lava one.
And I wasn't sure if "astral" is mainstream enough.
And I wasn't sure if "astral" is mainstream enough.
Re: Pest Control 2: Tower Defence
Fine, special for people who beat lunar diplomacy?
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Pest Control 2: Tower Defence
I've put Astral! I can't remember what game I'm thinking of... one of the Red Alerts I think. It's like an electric tower that gets more powerful the more towers its connected to. So having clusters of them = lots of damage from each!
Re: Pest Control 2: Tower Defence
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On the forums it's not so elongated.
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On the forums it's not so elongated.
Re: Pest Control 2: Tower Defence
You need to post info for all the new pests as well.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Pest Control 2: Tower Defence
Me and Ruy are currently discussing them. Any ideas wouldn't go a miss.
Brawlers
Defilers
Ravagers
Shifters
Spinners
Splatters
Torchers
Spawners
Runners
Sneakers
Watchers
Anglers
Jumpers
Tickers
Bazookers
Boomers
Maulers
Stichers
Spikers
Cutters
Choppers
Prowlers
Bouncers
Fowlers
Brawlers
Defilers
Ravagers
Shifters
Spinners
Splatters
Torchers
Spawners
Runners
Sneakers
Watchers
Anglers
Jumpers
Tickers
Bazookers
Boomers
Maulers
Stichers
Spikers
Cutters
Choppers
Prowlers
Bouncers
Fowlers
Re: Pest Control 2: Tower Defence
Short description much?
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Pest Control 2: Tower Defence
So far....
Pest Control: Tower Defence!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pest Control: Tower Defence (known simply as PC2, or TD) is a co-operative members-only activity. Players must hold off hordes of pests for as long as possible, while at the same time trying to keep their strategic points up and functional. The activity is played in aid of the Void Knights - whose aim is to quench the influx of monsters. Please note that this is a "Safe" activity. If you die, you will keep your items (although you will lose any activity items you may have gathered - such as bandages). Players will be shown a respawn interface detailing any available respawn points in addition to leaving the current game. Life points, prayer points, the special attack bar, and run energy are restored for the beginning of each game. The minigame has a single lander, however the player a "Veto flag" which allows them to set preferences for game type.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
Requirements
¯¯¯¯¯¯¯¯¯¯¯¯
Skills.
The only requirement to participate in a game of Tower Defence is to have a combat level of 40 or above (the minimum required level to board the lander). The Intermediate difficult requires a minimum combat level of 70, and to join a Veteran game a player must have a combat level of 100 or higher. As with Pest Control, it's likely that players will advertise high-levelled worlds to their fellow players in the hope to win a higher percentage of games in a shorter amount of time. However, the veto flag was design to remove the need for this as well as allowing casual gamers to just 'get on with it'.
Participation.
In order to receive commendation points, a player must acquire 1000 Zeal. This is acquired by inflicting 1000 damage - either in direct combat, or through the towers. Zeal can also be acquired by supporting your allies - by healing, teleporting, etc. Some towers, such as the Nature Tower, are unable to earn Zeal.
Players.
A game of Tower Defence can be played by 5 up to 100 players. Multiples games may be played at once by many groups. Anyone who wishes to play must board the lander. If the lander fills with 25 players, the game will begin automatically. Otherwise, players must wait 5 minutes for the game to begin. Players will be added to existing games until they are full. Players preferences set on the veto flag will affect the games they will be added to.
Restrictions.
Pets and the Dwarven Multicannon are not allowed on the island. Familiars may not be used during the minigame.
Location.
To start playing Tower Defence, you must go to the Void Knights' Outpost.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
The Outpost
¯¯¯¯¯¯¯¯¯¯
The Outpost would remain mostly unchanged by the inclusion of the new activity. The locations of the Bank and Anvil would be switched, with entrances to the bank being west and south. The wall surrounding the south-western side of the island would be removed (north as far as the existing location of the anvil). A new, fourth 'lander' would be placed north of the Veteran lander.
The Veto Flag
¯¯¯¯¯¯¯¯¯¯¯¯
The Veto Flag is an item that players are given upon boarding the lander - requiring a minimum of one free inventory space or wielding no weapon. It can be equipped or held in the inventory. The veto flag will be removed from the players possession should they exit the lander or enter a game - there is no way to take the veto flag from the lander.
Operating the veto flag will present an array of controls that a player may utilise to create their perfect game. Be advised that each option will limit the games you can join and may potentially restrict you from joining games with all the active players in that world. The veto flag will remember all previously selected options. The flag allows players to select their desired game type - which will affect the appearance of the flag - and opt for the game difficulty. The game types are Quickplay, Extermination, Warzone and Horde. The difficulties are Quickplay, Novice, Intermediate and Veteran.
There is an additional toggle labelled "Clan only". This will limit you to joining games with players who are in the same clan channel. For this game mode, only the clan leader's selected game-type will take precedence - however the difficulty is based on the lowest selected difficulty.
In the event everyone has quickplay set (for either or both options) they are randomly selected by the engine. For difficulty it's based on the lower quartile of the average combat level, whilst game type is entirely random.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
Winning
¯¯¯¯¯¯¯
Winning a game of Tower Defence varies depending on game type.
• In Warzone players must hold the island for 30, 45 or 60 minutes from continuing waves of pests.
• In Horde players must hold the island for 50, 75 or 100 waves.
For these two types; losing happens when all four strategic points are destroyed before the end-game requirement.
• In Extermination players only have a single respawn and their total lifepoints is multiplied by 20, 10 or 5. To win they must hold the island for 10 minutes against a never-ending onslaught of pests. Once a player is defeated they have the option to spectate (as a ghost) or exit. In this mode, only the final strategic point and the wall stand between the pests and victory. You lose if all players are defeated, or the Pyramid of Life is destroyed.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
The Map
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_______________________###________
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_______________#######$$$$$$####______________________________
___________###########$$$$$$#####____###________________##____
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____############################____####################____
____############################____###P#############P###____
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____########__##########______________########$$#########____
_____________@@@@@@_______________####################____
_######################______________#####P########P######____
_#####################________________##_#############__##____
_###################______________________#___________________
_###################________________________________??????____
_##########$$$$$$####___________________________????????????__
_######?#####$$$$###_____________________??????????P###??????_
_######???#########?????______________???????P##???#####?????_
_########???????????????????___??_??????????####????#########_
__###############????????????????????##########??????#########
__################??????????????????#########???????##########
___#################???????????????#######?????##############_
___#####################??????????########?###############___
__#######################???????P#######################____
_########################??????#######$$################____
_##########################???#######$$$$############____
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_##########################################________
__P#####################################________
______D__#############################________
___DDDD_____________________________________
D = Docks, $ = Strategic Points, @ = Wall, ? = Impassable terrain, P = Portal
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
Pest Control: Tower Defence!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pest Control: Tower Defence (known simply as PC2, or TD) is a co-operative members-only activity. Players must hold off hordes of pests for as long as possible, while at the same time trying to keep their strategic points up and functional. The activity is played in aid of the Void Knights - whose aim is to quench the influx of monsters. Please note that this is a "Safe" activity. If you die, you will keep your items (although you will lose any activity items you may have gathered - such as bandages). Players will be shown a respawn interface detailing any available respawn points in addition to leaving the current game. Life points, prayer points, the special attack bar, and run energy are restored for the beginning of each game. The minigame has a single lander, however the player a "Veto flag" which allows them to set preferences for game type.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
Requirements
¯¯¯¯¯¯¯¯¯¯¯¯
Skills.
The only requirement to participate in a game of Tower Defence is to have a combat level of 40 or above (the minimum required level to board the lander). The Intermediate difficult requires a minimum combat level of 70, and to join a Veteran game a player must have a combat level of 100 or higher. As with Pest Control, it's likely that players will advertise high-levelled worlds to their fellow players in the hope to win a higher percentage of games in a shorter amount of time. However, the veto flag was design to remove the need for this as well as allowing casual gamers to just 'get on with it'.
Participation.
In order to receive commendation points, a player must acquire 1000 Zeal. This is acquired by inflicting 1000 damage - either in direct combat, or through the towers. Zeal can also be acquired by supporting your allies - by healing, teleporting, etc. Some towers, such as the Nature Tower, are unable to earn Zeal.
Players.
A game of Tower Defence can be played by 5 up to 100 players. Multiples games may be played at once by many groups. Anyone who wishes to play must board the lander. If the lander fills with 25 players, the game will begin automatically. Otherwise, players must wait 5 minutes for the game to begin. Players will be added to existing games until they are full. Players preferences set on the veto flag will affect the games they will be added to.
Restrictions.
Pets and the Dwarven Multicannon are not allowed on the island. Familiars may not be used during the minigame.
Location.
To start playing Tower Defence, you must go to the Void Knights' Outpost.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
The Outpost
¯¯¯¯¯¯¯¯¯¯
The Outpost would remain mostly unchanged by the inclusion of the new activity. The locations of the Bank and Anvil would be switched, with entrances to the bank being west and south. The wall surrounding the south-western side of the island would be removed (north as far as the existing location of the anvil). A new, fourth 'lander' would be placed north of the Veteran lander.
The Veto Flag
¯¯¯¯¯¯¯¯¯¯¯¯
The Veto Flag is an item that players are given upon boarding the lander - requiring a minimum of one free inventory space or wielding no weapon. It can be equipped or held in the inventory. The veto flag will be removed from the players possession should they exit the lander or enter a game - there is no way to take the veto flag from the lander.
Operating the veto flag will present an array of controls that a player may utilise to create their perfect game. Be advised that each option will limit the games you can join and may potentially restrict you from joining games with all the active players in that world. The veto flag will remember all previously selected options. The flag allows players to select their desired game type - which will affect the appearance of the flag - and opt for the game difficulty. The game types are Quickplay, Extermination, Warzone and Horde. The difficulties are Quickplay, Novice, Intermediate and Veteran.
There is an additional toggle labelled "Clan only". This will limit you to joining games with players who are in the same clan channel. For this game mode, only the clan leader's selected game-type will take precedence - however the difficulty is based on the lowest selected difficulty.
In the event everyone has quickplay set (for either or both options) they are randomly selected by the engine. For difficulty it's based on the lower quartile of the average combat level, whilst game type is entirely random.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
Winning
¯¯¯¯¯¯¯
Winning a game of Tower Defence varies depending on game type.
• In Warzone players must hold the island for 30, 45 or 60 minutes from continuing waves of pests.
• In Horde players must hold the island for 50, 75 or 100 waves.
For these two types; losing happens when all four strategic points are destroyed before the end-game requirement.
• In Extermination players only have a single respawn and their total lifepoints is multiplied by 20, 10 or 5. To win they must hold the island for 10 minutes against a never-ending onslaught of pests. Once a player is defeated they have the option to spectate (as a ghost) or exit. In this mode, only the final strategic point and the wall stand between the pests and victory. You lose if all players are defeated, or the Pyramid of Life is destroyed.
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
The Map
¯¯¯¯¯¯¯
_______________________###________
___________________###########________
_______________#######$$$$$$####______________________________
___________###########$$$$$$#####____###________________##____
_______D__############$$$$$$####______######___D____#####____
_____####-#######################______###########_######____
____############################____####################____
____############################____###P#############P###____
_____########################________#####################____
____########__##########______________########$$#########____
_____________@@@@@@_______________####################____
_######################______________#####P########P######____
_#####################________________##_#############__##____
_###################______________________#___________________
_###################________________________________??????____
_##########$$$$$$####___________________________????????????__
_######?#####$$$$###_____________________??????????P###??????_
_######???#########?????______________???????P##???#####?????_
_########???????????????????___??_??????????####????#########_
__###############????????????????????##########??????#########
__################??????????????????#########???????##########
___#################???????????????#######?????##############_
___#####################??????????########?###############___
__#######################???????P#######################____
_########################??????#######$$################____
_##########################???#######$$$$############____
_####$$########################################________
_##########################################________
__P#####################################________
______D__#############################________
___DDDD_____________________________________
D = Docks, $ = Strategic Points, @ = Wall, ? = Impassable terrain, P = Portal
*´¨)
¸.•´¸.•*´¨) ¸.•*¨)
(¸.°´ (¸.•´•.¸¸.•´¯`•._.•
Re: Pest Control 2: Tower Defence
You seem to have a habit of starting amazing ideas but either not finishing them or never posting them where they'll be scene! Although, I imagine some ideas are hard to explain without your picture assets.
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
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