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Post your ideas on where the future evolution of Multiwinia should lead

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Major Cooke
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Postby Major Cooke » Mon Jan 12, 2009 6:59 am

Biggest Risk

All multiwinians stop fighting, and turn white. While at this moment, anyone can control the MW's and tell them where to go, what to do, etc. etc. After 30 seconds, the Multiwinians will begin to fade colors, "blinking" at first until the blinks finally turn into final fades, revealing your multiwinians and your enemies after 5 more seconds. Combat resumes after the white is gone for good.

Starknal Projecct

Instantly fires up a grid of protection around a selected area, preventing projectiles from coming in, but allowing your projectiles out. Voids spam and futurewinian suck beams, plus plagues, dark forests, ants nests, and anything harmful. Lasts for 60 seconds, but multiwinians are not allowed in/out of the vicinity. Self-destructs after timeout. If the futurewinian space ship drops futurewinians, they will land paralyzed on top of the shield, and once the shield fails, will be set on fire and fall to the ground. Deflects soul destroyers and lose aggro on your multiwinians.
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Major Cooke
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Postby Major Cooke » Wed Jan 14, 2009 5:10 pm

Digital Apocalyptica

Five crates with this effect need to be collected. Upon opening five Digital Apocalypticas, a giant monstrosity will spawn in the middle of the map, not affiliated with the virus or multiwinians, and all multiwinians turn white to form a temporary allegiance.

Phase 1:
During this phase, the monster with a pillar as a base will spawn in the midst of the map. After twenty seconds, it will begin to throw meteors at random locations. It can also lash out it's arm, and upon where it impacts, creates a grenade explosion. Can also lance out, stake multiwinians, and plop them into it's opening and "devour" their souls for HP regen. During this time, you'll want as many turrets to concentrate on their arms as possible.

Increases chances of opening an airstrike/infection crate by 50%. During the apocalypse, the Infection crates will ignore Multiwinians, and attack the mutation directly through the brain. 2-3 infection crates will cause enough damage to move onto phase 2. It takes about 8-10 airstrikes to destroy the hub of the mutation's brain cover. Increases range of rockets/lasers/bullets by 500% to compensate for poor turret positioning. Also increases speed of projectiles by 200%. Increases grenade lob force by 500%.

Phase 2:
The monster's pillar is destroyed, and it's head, like a spore generator, falls to the ground and craters. It's arms begin to throw rockets and grenades in a very quick fashion. Also causes massive fear every 45 seconds that will dislodge Multiwinians from their current jobs, i.e. spawn point control, turret control, etc etc.

During this time, he is vulnerable to becoming infected/plagued. Crates will drop towards him as well as spawn points. If a group of multiwinians get the plague, bring them towards the monstrosity to plague him, and he will cast a 100-multiwinian long cleansing effect, wiping the plague from himself and from nearby multiwinians. When plagued, he will stop attacking for 20 seconds to remove the plague. It is recommended to burn him during this time period with gun turrets as his skin is vulnerable, but don't lower his HP to phase 3 until cleansed.

Phase 3:
The skin of the mutation will be blown off to reveal a large mechanical inside and arms. The mutation flies up into the air and begins moving about in the sky. A new periodic powerup will be given to all players called Fighter ship. Extra fighter ships can be collected via crates.

Fighter ships can be deployed at spawn points, filled with 4 multiwinians and then directly controlled in a third person shooter way. Keys are reconfigured for weapons and for ship maneuvering and aiming.

Weapons:
Rocket barriage - Standard weapon mode, fires 3 long-ranged rockets to whatever your aiming at. Takes 3 seconds to reload.
Minigun Quad - Rattles up your four miniguns and fires 50 bullets from each barrel a second, for 15 seconds. Takes 10 seconds to reload. Armor piercing, very useful against the weaker parts of the mutation.
Time bomb - Eject your multiwinians out of the space craft, and after a 5 second countdown, the ship explodes, with an infection outbreak attacking the mutation.

HP: 8500
Jet fuel (aka timer): 45 gallons (consumes 1 gallon per second)

The fighters are capable of scooping up crates from the sky and decoding them with the power of 30 multiwinians to provide new weaponry, fuel, and supplies.

Pickup weapons:
Shotgun - Dual shotgun, which alternate-fires for 15 seconds every .5 seconds, then breaks. Automatic firing, cannot be triggered by self/stopped.
Double rates - You fire and reload twice as fast. Cooldowns reduced by half.
Jet lag - Your jet will consume half the amount of fuel for double the time period, essentially upping your status to 180 seconds, but lasts 30 seconds.
Personal Shield - Surround your ship and nearby ships within 30 yards with Personal Shield, allowing them to absorb all damage for twenty seconds.
Quick fixerupper - Repairs your ship instantly, regardless of health. What health you dont use is transferred to the nearest damaged vehicle, and so on and so forth.
Quadifier - Increases damage by 4x.
Spam Injector - Allows you to fire a syringe at the boss, and upon hit, will immediately paralyze him for a small time.
B.F.Meteor - Gives you a meteor shot. Can hold a max of 5. Fast, but slightly inaccurate.
B.F.Nuke - Gives you a submarine missile shot. Can hold a max of 5. Slow, but perfectly accurate, and is the prize winner amongst the rest of the powerup weapons.

Strategy:
During this time, the boss will concentrate a large focal beam of energy, effectively a WMD blast, underneath himself. This is a fifteen minute fight. During this time, he will not focus as much on the ground units as he will aircrafts. He throws fast meteors, rockets, and smart grenades that explode on impact with your ship. Keep firing your minigun whenever possible, and dodge his arms. He cannot wave his arms at you if you are above/below his middle. His weakest point is where the glow of the WMD is. However, he rarely exposes it, and to pry it open you need a meteor or a nuke.

The more the boss takes in damage, the more it begins to smoke, and let off soundless explosions and sparks. He will sometimes deploy a shield which can only be popped by 10 meteors/nukes, so save them up.

During the fight, you can deploy self-controlled ships to aid you, but their not as smart as you are.

Touching the shield destroys your ship. Shield-to-shield also disrupts your shield and the bosses.

When the boss dies, he goes out in a blaze of glory, explosions ripping his hull to pieces followed by a giant harmless explosion, causing all multiwinians to begin jumping around in joy. The colors wear off and you have 30 seconds to move them back into groups. The fighters will also self-destruct and drop the multiwinians back to the ground. Gameplay then resumes normally.
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MarvintheParanoidAndroid
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Postby MarvintheParanoidAndroid » Wed Jan 14, 2009 6:27 pm

:shock:

Good luck with that.
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Phelanpt
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Postby Phelanpt » Wed Jan 14, 2009 10:19 pm

That's a powerup? :shock:
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NeatNit
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Postby NeatNit » Thu Jan 15, 2009 7:01 am

All we did was take 5 bad crates...

:cry:
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Major Cooke
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Postby Major Cooke » Fri Jan 16, 2009 1:12 am

XD

Idk, a sort of miniature game mode within itself... Only acquirable when the check box for "Enable Apocalyptica" is true.
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Postby Krion112 » Fri Jan 16, 2009 10:56 pm

Freezer: gives any flame turret the ability to turn anything into a snowman, via a blue flame, and any enemies frozen will eventually thaw, but have 1 to 10 hits (unless it's a soul detroyer, then it's super resistent to freezing, and when it does freeze, turns cold blue (as well as all other virus units, except virii) and falls out of the sky and blows up into a whole bunch of chunks )
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Major Cooke
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Postby Major Cooke » Sat Jan 17, 2009 8:12 am

More like frozen steam if anything?
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Xocrates
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Postby Xocrates » Sat Jan 17, 2009 11:25 am

Major Cooke wrote:frozen steam


I loled.
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xander
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Postby xander » Sat Jan 17, 2009 5:27 pm

Major Cooke wrote:More like frozen steam if anything?

Wouldn't that just be water?

xander
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NeatNit
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Postby NeatNit » Sat Jan 17, 2009 5:34 pm

More like ice.
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Phelanpt
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Postby Phelanpt » Sun Jan 18, 2009 12:08 am

Isn't that one way of making artificial snow?
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NeatNit
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Postby NeatNit » Sun Jan 18, 2009 12:54 pm

Actually I think that's the way nature makes snow.
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Major Cooke
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Postby Major Cooke » Mon Jan 19, 2009 2:50 am

Ohay, works eh? (probably not)
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eos
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Postby eos » Sun Feb 01, 2009 9:14 am

I don't know if someone already suggested this but:

minefield: allows you to lace an area of the map with high explosives. Any units crossing through here will be killed or seriously nerfed.

Actually, this gives me another idea:


tripwire: If a unit passes through this area, an airstrike is summoned secretly (ie, the markers don't appear)

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