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Protoss119
10-14-2005, 04:56 PM
:razz: Hello all!!!!!

EDIT: This is Songbird's post, not mine.

-P

Dweia
10-14-2005, 05:50 PM
*waves*

JYAP
10-14-2005, 06:38 PM
Hiya Song Bird! Couldn't register?

Oh,Dredoc,Song wants to help with our PvP idea. We should start with it.

Protoss119
10-14-2005, 08:48 PM
Way ahead of you. I've already completed the game plan - a list or tutorial of some sort that will tell people everything about the module so they have a good idea of what they can help with. If you need me to post it, I will.

Song Bird, welcome to the Elemental Battlegrounds forum! Make yourself at home.

JYAP
10-15-2005, 03:36 AM
Well do it! :razz:

Protoss119
10-15-2005, 01:00 PM
Right then.

Fortz Base PVP
By JYAP and Protoss119
Welcome to Fortz! In this game, you and up to 8 other players control a base on sides of a 32x32 map. Your objective? Gain the most gold by the end of the round! This objective is made easy because - this is the best part - YOU control your entire base!

Choosing Spawns
Spawns are the basic foot soldiers of your forces. They represent your military power. At the beginning of the game, you can choose a set of spawns to form your army. Each set includes different spawning speeds, creatures, etc. The following sets of spawns exist:
-Draconics - Some of the strongest of fighters but very low AC and slow spawn speed.
-Fiends - Not as strong as Draconics but a little bit faster spawn speed.
-Shadows - Physically weak, but good sneak classes. Medium spawn speed.
-Mephits - Extremely weak, but have fast spawn speed.
-Tieflings - All around.
-Undead - Godly Constitution, but slow movement speed. Medium spawn speed.

At the base
Your base includes artillery cannons, spawns awaiting orders, and your vault in which you keep gold in. First, talk to your spawns and tell them what to do, including attacking, defending, roaming, etc, and they will comply as they spawn.

Turrets
Certain Turrets can be placed around your base for protection. You can man them and fire them at enemies, provided you succeed at a Lore check for most turrets. These are some of the turrets in the game:

Tranquilizer:Succeed at a Lore check of DC 14. Enemy hit by tranqulizer falls asleep for 2 rounds.
Missile Turret:Magic Missile is launched at enemy. Does 1d4+1 damage.
Flamethrower:Succeed at a Lore check of DC 14. Fires Burning Hands spell.
Darkness Turret:Fires a field of Darkness at a location for 2 rounds.
Blinder:Succeed at a Lore check of DC 14. Blinds an enemy for 2 rounds.
Strength Killer:Succeed at a Lore check of DC 14. Decreases enemy Str by 2 for 2 rounds.

On the Battlefield
Killing an enemy spawn gives you 25 GP, whereas killing a player gives you 50 GP. Attack an enemy vault and the PC owning that vault loses half of their GP, where you gain twice as much as he/she lost. There is no XP gain in this module other than purchasing levels or XP packets to gain XP.

Mercenaries
You can hire people to do your bidding for you, be it aiming an turret (this makes it lose some rate of fire), steal from someone, etc.
Events
Aside from the usual battle here and there, both normal and supernatural events occur in the game.
Bandits:A gang of L1 Rogues attack you and for each time they hit you, you lose some GP.
Divine Intervention:Generates random spells throughout the area.
Killing Spree:A random mercenary appears and starts killing people. Upon defeating him, you get half the amount of gold needed to hire him.
Apocalypse:ALL of the mercenaries appear and attack bases.
High Noon:A bunch of bandits with heavy crossbows and L33T AB start attacking.
Fascination Field:A random space on the map becomes host to a Fascination Field. Any PC entering the Fascination Field must make a Will Save or be dominated. A dominated PC just stands there doing nothing.
Favored by the Gods:Each Round, all PCs of a specific alignment take 3d8 points of damage until all alignments have been covered.

Also note that there are items in the game that can come of advantage to you. Enjoy playing Fortz!

Well, that seems to cover everything. I'm thinking about adding time bombs - thingies with Unique Powers that, when used, creates a placeable equivalent to the item. After 2 turns (2 minutes), the placeable casts an AOE spell, ranging from Firestorm to Earthquake to Storm of Vengeance, etc. and dissapears. They cost a lot, though. For example:

Acid Fog Bomb:After 2 turns, it casts Acid Fog on itself.

JYAP
10-15-2005, 04:42 PM
Let me suggest some more stuff.

Races:

Animals:Incredibly fast,but weak attack. Between medium and fast spawn rate.
Familiars:Best casters,but crappy fighters. Between slow and medium spawn rate.

Turrets:

Artillery:Lore Check DC 16. Deals 20 damage to a random turret.
Quillfire:Animals only. Fires 1d4 quills per use at a target. Eventually has to reload after 20 shots.
Nightfall:Shadows only. Lore Check DC 16. Covers entire battlefield in a darkness spell for 2 rounds.
Seeker:Familiars only. Lore Check DC 16. Fires a slow moving elemental arrow towards the closest player. Arrow deals 2d6 elemental damage.
Plague:Undead only. Plagues targets in a cone ahead of turrets for -2 to Con and Str.
Airstrike:Lore Check DC 18. Middle is hit by several meteors for 2d8 per meteor.
Support:Mephit only. 1d2 bolt,generates 3 bolts for multiple targets.
Hellbringer:Fiend only. Lore Check DC 24,calls hell on the enemy turrets for a whopping 50 damage each. Destroyed after use.
Barrier:Generates a wall of energy that repels enemies trying to move past. Barrier lasts for 5 rounds,and is destroyed if turret is destroyed.

All turrets get 150 HP and 25% vulnerability to all physical.

I suggest a nerf to the vault. Gold stolen=Damage x 2.

Mercenaries:

Goblin Turret Crew:Mans your turrets,but kills your RoF. Not too costly.
Goblin Kamakazi Crew:Goblins with dynamite on them. If they hit a turret,20 damage to the turret+goblin dies. Bout 2-2.5x more than Turret Crew.
Goblin Sabotage:Throws a monkey wrench in enemy turrets,ceasing fire for 3 rounds. MUCH more costly.
Rain Mirnimane:Can you say,wipeout? A little less than buying a direct level-up.
Song Bird with a microphone and speaker:Sings for your army,giving +2 to all attributes,AC,AB,and damage. About half as much as Rain.
Dredoc Anthorngleas:SNIPERFEST YO! Dredoc will stay in your base and pick off random players for 1 turn. About as much as Song Bird.
Vesin o cara mais foda:One hell of a wail slays all spawns on the field regardless of team. A little less than Song.
Barrey Klenner:Jingle bells,Bigby smells...Barrey casts Bigby's Forceful Hand on all PCs. 1.5x more than Song.
Thox:Randomly roams around the middle,FoDing/PKing whatever enemy he sees. A little more than Barrey.
Almuric:Turns your base invulnerable. As much as Thox.
Non-Special variant:When hiring one of the above,you can neglect their special skill and use them as a regular mercenary.

Events:
Got nothing.

Items:

The Acid Fog Bomb sounds easy. Unique Power Self Only Single Use. It creates a Acid Fog Bomb structure on the ground that explodes and uses the spell after the time is up.

Turret Masher(Club):1d6 Bludgeon,-5 AB
Magi Mallet(Magic Staff):1d6 Bludgeon,+2 AB
Battlemage Armor(Robe):+1 AC,Slashing/Piercing DR 5/-
Slavedriver(Whip,Undead team only)On Hit:Inflict Serious Wounds

Special Items:

EARTH!:Does nothing...
FIRE!:Does nothing...
WIND!:Nope.
WATER!:Nada.
HEART!:If you used the last 4 in order,Captain Planet is summoned. His mere presence pwninates all players.
C-C-C-C-COMBO BREAKER!:Stops Captain Planet from being summoned if used in the middle of the chain.
Record of Barney's song:Plant in enemy's base and watch it rot. 5 damage per round to everything,including turrets. Lasts until wrecked. 20 HP.
XP Packet(100):Buy this to get 100 exp.
XP Packet(500):Buy this to get 500 exp.
XP Packet(1000):Above. Now.
XP Packet(2000):Do I have to?
Level Up:Grants you 1 level regardless of exp.
Giant Unabridged Dictionary/Atlas/Thesaurus:Has 500 weight. When used,gives it to the closest player. After 2 turns of being used,it disappears.
Redo Level:If you messed up,this takes away 5 exp and gives it back,releveling you.
Banner:If you're holding this,all gold recieved is doubled. Goes kapoof after 3 turns of being equipped.
Regenerator:When bought,is placed in base. All spawns get Regeneration +1 until the Regenerator is destroyed. It has 150 HP and 100% vulnerability to all physical.
Dark Summoner:When bought,is placed in base. After 20 turn,it creates the strongest unit in the game for you. The Summoner has 100 HP and 100% vulnerability to everything.

Text Block'd/10.

Halfwingseen
10-15-2005, 10:29 PM
You forget my secret weapon merc...



my str dex orc ive been wokring on


Flash: moves very very slow but alwyas head to enemy vault and imp whirlwinds start of eevery turn every turn ( wit scythe and is wep master rouge.. meaning sneaks and crits apply to his attacks ) ( lvl 30 ) about 2X as much as thox.
Events :
Full Moon: turns a random merc into were wolves for 3 turns causing it to attack everyone
merc: Bard: sings a lvl 40 bard song 200 perform bard song once then is paralzyed til death 50 hp

JYAP
10-16-2005, 06:10 AM
The Bard one undermines Song Bird. All for Flash though,and Full Moon. Lycanthorpe Rain yo!

Halfwingseen
10-16-2005, 10:59 AM
The bard one was meant to affect only ur charactor not anyone else... just so ya know and maybe
Event:
Mad wizard: Stands in the middle casting full PVP bombardment and meteor shower until death 50 hp

JYAP
10-16-2005, 04:09 PM
Turrets:

Rooter:Flings a Entangle a few feet in front of the turret.
Autofire:Fires a arrow for 1 damage. Fires by itself.
Rocket:Lore Check DC 16. Hits closest object for 3d8 fire damage.
Grenade:Lore Check DC 16. Lobs a firebomb in front of the turret for 2d8 damage.
Yoshi:Occasionally fires a egg at someone for 2d10 damage. If clicked on,EATS a spawn with lower than 5 HP and restores turret HP by amount of HP left.
Star:After awhile,it'll place a star in front of the tower. Grab it for DR 30/- to physical for a few rounds.
Fixit:When used,sacrifices HP from it to make a Repair Kit. Use on a tower to restore HP.
Bob-omb:Lore Check DC 14. When used,choose a base. A turret there is hit for 10 damage.
Bullet Bill:Fires a slow-moving missile in front of the turret. Whatever it hits takes 2d6 damage.
Piranha Plant:Not a turret per se,it snaps at nearby players for 2d6 slashing.
Summoner:Not exactly a turret,it creates a random spawn from your team.
Gatling:Lore Check DC 18. Opens fire with a 10-bolt shot at everything near for 1d6 a bolt.
Plasma Cannon:Lore Check DC 20. Hits a random turret for 30 HP.
Recorder:Uses a bard song and a curse song to help out in defense.
Medstation:Can heal you to full health,but takes damage when healing equal to HP given.
Warpstar:Ports you near a enemy base for a solo raid.
Sniper:Lore Check DC 18. Shoots a player for 3d6 damage,regardless of range.
Napalm:Lore Check DC 16. Throws several Walls of Fire around the turret.
Blood Boiler:Tiefling only. All spawns get Haste.
Black Mage:One shot. Black Mage fires a Hadoken,hitting a entire base's turrets for 40 damage.
Silencer:It's not instant death you idiot. Creates a zone of silence near the base.

Halfwingseen
10-16-2005, 04:46 PM
Turret:

Hero Statue(fighter ):lore 10 deals 1d8 slashing damage to an enemy(melee range) has 100 hp
Hero statue(archer ): lore 12deald 1d8 piecing dmaage to an enemy has 20 hp
Hero Statue(Barbarian ): lore 14Deals 1d12 bludgeoning damage to an enemy has 15 hp
Hero Statue(Wizard) lore 16Casts fireball at an enemy has 10 hp
Hero Statue (Sorcerer): lore 18 Casts Firebrand at an enemy has 5 hp
Hero Statue(Master Wizard) (lore check 22 DCCasts Wail of Banchee at an enemy has 1 hp

JYAP
10-17-2005, 04:07 AM
The problem with those is that a turret dealing direct damage will scrap those turrets.

Protoss119
10-17-2005, 01:57 PM
OK, these are all good ideas...but where do we begin?

Halfwingseen
10-17-2005, 02:12 PM
your right lets do this
All hero statues ability:
Sacred: will not be touched by direct damage only desicration ( physically attacking )

Almuric
10-17-2005, 04:48 PM
Did you guys find a scripter?

JYAP
10-17-2005, 05:45 PM
Dredoc and Halfwing can both script,and I think Song Bird can work on the map if she wants to help. I can't do diddly squat besides beta test and suggest,so any help is welcome Al.

Turrets:

Fire/Lightning/Acid/Whatever turret:Lore check DC 20. Draconics only. Fires the breath weapon of the chosen dragon.
Multiplier:Mephits only. Creates a spawn when used.
Death:Undead only. Casts Inflict Serious Wounds on the closest target,friend or foe.
Death2:Undead only. Casts Inflict Critical Wounds instead.
Bio:Undead only. Fires a blast of poison ahead. Poison deals 1d4 Strength or Dexterity damage.
Hyper Gatling:Lore Check DC 24. The mother of all multihitters,a whopping 20 bolts for 1d6.
Charmer:Fiends only. Seduces nearby enemy spawns to fight for you.
Mimicer:Tieflings only. Costs a HELL lot of cash,but allows the builder to ignore racial requirements.
Counterfire:If any of the turrets are hit by direct damage,Counterfire shoots the attacking turret for 15 damage.
Autofire 2.0:Damage upgrade to 1d2.
Autofire 3.0:1d4 now.
Flash:Creates a blinding flash,blinding every enemy. Shadow spawns are instantly destroyed.
Smiter:Flings a pillar of divine energy for 2d10 damage at a target. Evil creatures take double and undead are killed outright.
France:Commits suicide after being built.
Berserker:Tieflings only. Drives all Tieflings berserk,adding Confuse and +10 Strength and Con.

JYAP
10-23-2005, 08:38 PM
More stuff! Just because we can revamp EW doesn't mean we should drop this!

Races:
Goblins:All mercs are 1/2 off. Weak otherwise. Medium spawn speed.

Mercs:
Ogre Group:3 level 4 ogres attack a base.
Orc Raiders:5 level 2 orcs attack a base.
Gnoll Ambush:Sets a trap near your base. When triggered,3 level 3 gnolls attack.
Kobold Swarm:7 level 1 kobolds attack a base.

Turrets:
Statue of Rain Mirnimane:Hiring Rain is 1/2 the regular price.
Statue of anyone else named:See above.
Wild Caller:Animals only. Spawns a pair of wolves when used.
Blood Controller:Tieflings only. Slows down the bleeding of tieflings,making them immune to wounding(if possible)and increases their Con by 4.
Virus:Sends a virus to a random turret. The turret is either destroyed outright,takes 75 damage,or fires on its allies. Takes a long time to reload.
Mega Fixit:Restores all ally turret HP equal to twice the HP of the turret spent.
Holy Beacon A:Does nothing.
Holy Beacon B:Nope.
Holy Beacon C:Nada.
Holy Beacon D:Nil.
Holy Beacon E:If all of the above and this are built,all spawns and you get +4 to every attribute,AB,AC,and damage. If any of the beacons(which have 75 HP)are destroyed,the effect wears off.
Time Bomb:When built,starts a 20-turn timer. At the end of the timer,every turret takes 100 damage.
Thunderstrike:Familiars only. Lore Check DC 18. Fires a electric bolt through a enemy for 4d6 damage,then bounces onto another for 3d6 damage,then onto another for 2d6,then again for 1d6.
Blue Dragon Statue:Your spawns get 1d6 electric damage.
Red/Black/White Dragon Statue:See above with matching element.
Ancient Blue/Red/Black/White Dragon Statue:Dragons only. 1d10 instead.

I'm the only one suggesting... :-(

Protoss119
10-24-2005, 02:00 PM
We should actually put this ahead of revamping Eternal War...besides, I'm happy with EW - Annihilation the way it is at the moment.

Events (my fave):

LAGBALL - Drops a hellball somewhere on the battlefield but not on a base - use Waypoints to denote where the hellball will strike.

Plague and Pestilience - A specific area on the map is covered with disease. Anyone who enters this area suffers a disease visual effect and loses 5 HP everyone 1 round and 1 point in Constitution every 5 rounds. The diseased field lasts for 3 turns and then disappears. The peeps affected by the plague and pestilience effect do not regain any lost Constitution points/HP unless healed/restored/etc.

The End of the World As We Know It - The rarest of the rarest of the rare events. Meteor Swarms dot the area as well as Incediary Clouds.

Halfwingseen
10-24-2005, 07:27 PM
event:
*even rareer than rare of the end of the wolrd as we know it*
And i feel fine: greater spell mantle on every player and merc

JYAP
10-24-2005, 08:43 PM
Mercs:
Troll Band:2 level 3 trolls attack a base.

Turrets:
Boomer:Fires a weak Sonic Burst(2d4 sonic)ahead. Goblins are thrown into fear immediately.
Mechanical Upgrade:Goblins only. When built,all towers gain +50% immunity to physical,overriding their penalty. This tower only has 50 HP however.
Ultra Gatling:Goblins only. Lore Check DC 26. 30 shots for 1d6 per bolt. Go to town on them.
Dragonslayer:Fires a 1d6 bullet. Dragons take 2d6 more damage.
Goblin/Tiefling/Shadow/Whateverslayer:See above and apply where needed.
Blitzer:Fires 4 magic missiles at nearby enemies.
Double Edge:Does a whopping 4d10 damage,but injures and will destroy itself with each shot.
Nuclear Silo:Gotta have one of these for the next one...
Ghost:Fires a bullet for 1d10 damage. If a nuclear silo is present,every 15 turns it can fire a nuke at a base for 50 damage to everything in the base,players not excluded.

Events:
AND ALL HELL BREAKS LOOSE!:Rain,Snow,Sleet,Hail,and Heat Mirnimane spawn and cause...well,hell. Only occurs near the end of the round,and it's about a 10% chance.

Hurricane Wilma hit. And I'm not happy about going without computer for 15 hours. Sigh. The ups and downs of living in Miami.

JYAP
10-26-2005, 06:48 PM
Races:
Noobs:Somewhat...powerful. They take double damage from everything,so they have short life spans,however. Slow-medium spawn rate.
Mercenaries:No spawns. Period. However,all unnamed mercs(Rain,Dredoc,etc.)are free of charge. Turret prices are doubled.
Solo:You want to go solo? Ok,go ahead. Turret prices are half off,but no spawns OR mercs. For the tough highbie who wants a challenge.

Turrets:
Super Timebomb:5 turns longer for 30 more damage.
Mega Timebomb:5 more turns for 30 more damage.
Ultra Timebomb:5 more for 30 more. Although at this point everything should die.
Horn:Use to sound the horn,giving all spawns +2 AB.
Special Summoner:When built,your spawns change to the following:

Fighter:Koopa Troopa
Rogue:Shy Guy
Wizard:Boo

All are 1 level above your average spawn.
Hijacked Spawner:Your spawns change to another team's. After 15 turns it breaks down.
Powerleveller:Your spawn rate slows to a crawl,but each spawn gains 5 levels.
Chance:1 use only. A 1d6 is rolled. Depending on the number,something happens.
1:Your towers take 30 damage.
2:All players lose half their health.
3:All spawns drop dead.
4:All enemy towers take 15 damage.
5:You gain 1000 gold per player.
6:1 base is utterly destroyed. The player is killed,all towers are demolished,and every spawn dies.
Named after that INFURIATING space in Mario Party that cost me games.
Exp Generator:Fragile,with 20 HP. Every turn you get 10 exp.
Breacher:Literally breaches open a base. Fires 5 fireballs(caster level assumed to be 7)at a base,and summons a random unnamed merc. Scraps self afterwards.

JYAP
10-28-2005, 06:52 AM
Systems:
Bank:At the cost of 2.5x the gold you're putting in there,you can store gold for some other time.
Spawner:You can buy extra spawners,to a max of 3. You can set each one to spawn fighter,rogue,or caster.
Quikshop:Buy for the round to be able to shop while fighting. The quikshop has weaker items however.

Turrets:
Solo:Solo only. No turrets either? You're hardcore man. EXP rate is multiplied by 1.5,but upon building this,no more turrets can be built.

Items:
Arrow of Combusting:On Hit cast Combust.
Multiplier(Longsword):-5 AB,On Hit spawn a Mephit. Mephit team only.
Dragon Pendant:Enables a certain breath weapon once a day. Draconics only.
Terrifier(Greatsword):+1d6 fire,on hit cause fear. Fiends only.
Cloak of the Shadows:Grants +20 hide/ms and HiPS,but -6 Con. Shadows only.

Events:
Holy crossovers,Batman!:A random crossover occurs. It's different depending on the crossover.
LOTR:The Fellowship spawns in the middle.
Star Wars:Darth Vader and a lot of Stormtroopers spawn in the middle.
The Hobbit:The dwarven expedition spawns in the middle.
Warlords Battlecry III:Spriggans. Thousands of them.
Right here!:JYAP,Felonious Monk,Dredoc,Song Bird,and Almuric all spawn. I mean the actual people,not their avatars.
EB:NOW it's their avatars.

Say,how's Annihilation going?

Protoss119
02-17-2006, 08:42 PM
Darth Vaaaadderrrrrr...~drools~

Unregistered-JYAP
02-18-2006, 04:39 AM
Really,how's Annihilation going? I'll drop everything and come back if there's a balanced EW. Serious!

Unregistered-JYAP
02-18-2006, 05:11 AM
More Turrets!

Necromancer: Undead only. When used,creates a zombie at where someone recently died. Self-destructs after 10 uses.
Counterfeit: Produces 5 gold a turn unless...(20 HP)
Security: Prevents base sabotage (i.e Virus turret) and stops the effects of all towers providing exp/gold until destroyed. 75 HP.
Golden EXP: Produces 5 gold and 10 exp per turn.
Super/Mega/Ultra Counterfeit/EXP Generator: Gain 10/15/20 gold/15/20/25 exp per turn. -10/-13/-19 HP.
Full Auto: 10 HP, but fires 5 1d6 bullets every round for 15 rounds. After 15 rounds it runs out of ammo and is cannon fodder.
Crossbow: 1d10 bullet,but can critical. If it does,10d10 damage.
Sniper: Hits a PC for 1d8 damage. Only targets PCs,from whatever range.
Super/Mega/Ultra Sniper: Add 1d8 more with each level.
Siege: Occasionally shoots a fireball randomly around the front of a enemy base. 50 HP.
Decoy: If Decoy is hit by direct damage,Decoy explodes and deals 30 damage to the attacking tower. 1 HP.
Spam: When used,a base without Security's towers are spammed with useless sex-themed crap and shut down for 5 rounds.
Pop-up: Occasionally keeps a turret from firing for 3 rounds. Security blocks this.
Thief: Steals 1 gold from all players' vaults per round. 10 HP.
Rogue: 3 gold instead. 5 HP.
Guardian: This tower draws fire from all direct damage towers until destroyed. 300 HP.
Armageddon: When built,a 30 turn countdown begins. At the end,EVERYTHING is destroyed. The player gets exp for everything killed x 2. Cannot be destroyed. Since everything is destroyed,the round ends automatically after it triggers.
Fog: Creates fogs everywhere on the battlefield,reducing enemy AB by 2.

Have fun. And please,not all the towers should be in.

Protoss119
02-18-2006, 08:51 AM
I haven't heard from Song Bird in a while, so I dunno.

Spawns:

Confederacy of Independent Systems: Battle Droids, Battle Droids, and more Battle Droids - these are superb ranged guys. Low HP, but great AB and all-around damage. Medium to fast spawn speed. The following units are part of the CIS spawns:

Battle Droid - carries a +1 light crossbow and bolts. Gets Rapid Reload feat.
Assault Droid - carries a -2 heavy crossbow with bolts that hit targets with a L1 fireball. Does NOT get Rapid Reload feat.
Assassin Droid - carries a +3 heavy crossbow with bolts that do 1d4 extra piercing damage. Does NOT get Rapid Reload feat.
Droid Engineer - carries this dagger that has -1 to damage and can repair turrets, etc. Can also man and fire turrets.

Mercs:

General Grievous - Carries two rapiers and has all the two-weapon fighting feats. Tough, but thankfully slow. Costs 3/4 as much as Thox.

Events:

OMFG it's cold - all mercs and spawns are frozen (stoned) and players take 1 Cold damage each round.

Cage - cages everyone in a certain area of the battlefield for 5 rounds. This makes them subject to ranged attacks.

Unregistered-JYAP
02-19-2006, 06:42 PM
;_;

Systems:
Favorite Shop: Sell items here to be added to the shop,so you don't need to go through all the other crap to get to the stuff you want/need/like.
Randomizer: Before choosing a race to fight with,choose this. The race will be randomly chosen and your turrets are automatically set up.
Workshop: Here,you can spend gold to create a monstrous customizeable golem to attack/defend/heal/nuke/serve/whatever.
Forge: Here,you can spend a metric ton of cash to create a customizeable weapon. I really mean the metric ton part.
Trainer: If you're willing to expose your base to whatever punishment your opponents can think of,you can go here to fight your own spawns. After awhile,your spawns will level up.

Races:
Dud: Only available from Randomizer. Basically what it says,so you're ****ed over if you get this. Only redeeming point is +5 gold a kill bonus.
Thief Guild: Thieves are too lazy to actually FIGHT. Instead,they go directly for the vault to steal gold. Of course,they have the staying power of a piece of styrofoam. All thieves are level 1 with very good stealth skills. Medium spawn rate.
Barbarians: KHAAAAAAAAAAAAAAAAAAAAAAN! The exact opposite of the thieves,the barbarians just want to kill crap! Incredibly strong(about 3 can take a dragon),but won't lay a finger on the turrets. Slow spawn rate.
Siege: There's a spawn slayer and a vault slayer. Why not a turret slayer? All damage turrets are unavailable(i.e. Gatling,Crossbow,Dragonslayer)and are replaced with special siege towers to assault the enemy turrets. Spawns? Those are for squares!

Turrets:
Dud: Pray you don't get this.
Ballista: Siege. 5 damage, 5 shots/turn.
Catapult: Siege. 20 damage, 1 shot/2 turns,hits all.
Battering Ram: Siege. 10 damage, 1 shot/round.
Trebuchet: Siege. 30 damage, 1 shot/3 turns.
Cannon: Siege. 15 damage, 1 shot/turn
Chainzap: Sends a jolt through a target for 1d6 damage. This jolt hits another target for the same amount,then another,then another,until every enemy spawn has been hit once. Short-circuits after use.
Flameguard: Drops a baselong Wall of Fire 3 walls thick. Incinerates itself.
Earthcrack: The entire arena is bombarded with a quake for 10d4 damage. Destroyed on use.
Flashfreeze: All PCs are frozen solid for 1 turn. Shatters on use.

Quick note: Siege towers have 50 HP. I WANT MY ACCOUNT!

Protoss119
02-20-2006, 05:44 AM
Almuric and I are working on a way to get your password to you.

Al, if you are reading this, post JYAP's password NOW, while he's still here.

Almuric
02-20-2006, 08:40 AM
too early in the morning for me :P

Protoss119
02-20-2006, 09:15 AM
JYAP said in the guest-friendly insanity thread:


I can be on tomorrow at practically any time. Just not past 9 PM or before 5 AM,or during 4-7PM.

So if you are going to post his password, I would follow these directions. Sorry if I'm a bit bossy today.

Unregistered-JYAP
02-20-2006, 06:50 PM
Please don't ask how I can come up with all these ideas. I don't know myself.

Systems:
Anti-Noob System: Tired of this noob being an ass in general? Use this to place him in jail for a certain amount of time. Mostly if some idiot is acting like a jerk to a highbie. The base is made invulnerable while the noob is absent,but the spawns will stop spawning.
Anti-Spawner: You can make as many anti-spawners as you can spawners. Anti-spawners will slow down a spawner's rate of spawning. If all 3 are working on the same spawner,it'll shut down completely. They're quite pricey though.
Options: Duh. First player on can change the options of the next round,including available turrets/items/races/systems/events.

Turrets:
Chance 2: Like the first one with different outcomes.
1: You die. Simple enough.
2: One of your towers explodes messily and destructively.
3: A event is triggered.
4: All players are hit by Harm.
5: You gain 1000 gold from each player.
6: The spawners shut down for a randomly chosen player. All spawns that were supposed to come out count as kills for the activating player.
Chance 3: The risky version.
1: All of your turrets explode.
2: All your spawners shut down.
3: You lose half your gold.
4: The next merc you hire will turn on you.
5: You're trapped in a cage with several Blade Barriers.
6: Every enemy turret gets nuked. All players instantly die. You gain 1/6 of every player's total gold.
Zerg Rush: ZERG RUSH OMG(Translation: 2d8 spawns attack a base. Must be built in the first 5 turns. One use only.)
Focuser: All your spawns will attack one base only instead of multiple bases.
Meteor Caller: Drops Meteor Swarms on the enemy base. Why yes,it does hurt. Yes,the tower blows up after use.
Trickster: Oneshot. The next turret built turns into...
Prank: Hah. Find the bastard that used this and smack him for turning your 50K turret into a worthless 1 HP piece of crud.
Quickshot: No reload whatsoever. Fires a 1d4 pierce bolt.
Lightspeedshot: Click and someone is hit for 1d10 piercing damage. That simple.
Storm: Combine with...
Earth: Combine with...
Fire: If built with the above,the following will happen:
Lightning strikes the enemy's spawns.
Earthquakes scrap the enemy's towers.
Fireballs seek out enemy players.
Your spawns become very powerful orcs.

Are we even working on this? You don't need to include EVERY SINGLE TURRET BTW. Just throwing out suggestions you may like.

Protoss119
02-20-2006, 06:56 PM
I can't do anything unless Song Bird needs me for something.

JYAP
04-01-2006, 07:31 PM
(wishes Song Bird was around)

Auxilliary Spawner: In lieu of a turret, creates a spawner that spawns 3 times slower and only spawns fighter-types. Useful in hordes.
Support: Attacking a player results in this turret shooting the player for 1d6 damage.
Automator: Interesting tower. Prevents you from going outside your base, but your spawners double in rate and all towers autofire. Spawners also include aux spawners.
Magnet: All enemy spawns stop attacking other bases and attack your base. Useful if you're insanely strong.
Recoil: Does 1d8 damage a hit. Every attack damages a turret from the player's base by 1 damage. It stacks up...