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

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Feud
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Postby Feud » Sun Feb 01, 2009 9:32 am

Haven't paid much attention to this thread, but I like the mine field idea.

The problem is though, when you have so many MG's you could just march them right through the middle and clear a path pretty quick.
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Postby eos » Sun Feb 01, 2009 9:43 am

Feud wrote:Haven't paid much attention to this thread, but I like the mine field idea.

The problem is though, when you have so many MG's you could just march them right through the middle and clear a path pretty quick.


True, true. And now I think about it, isn't the ants nest basically a living minefield with a center point? :|
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Postby Major Cooke » Tue Feb 10, 2009 3:51 pm

Another idea:

Subversion strike - Like an airstrike, but instead of explosives/napalm, they drop grenades that send team-colored shockwaves and convert all who are caught in it to that team. The multiwinians will not treat the airstrike calling 'nades as a threat, only the aircrafts.

Subversion explosives - Temporarily allows a select few of your multiwinians to fire grenades that act as "subnades" (see above), and they fire them much more frequently. Same for Rocketwinians.

Yes, I love subversion.

Edit: Eos, they don't explode with napalm covering the area. =( (That'd be funny, shoot an ant and it throws napalm... LOL)
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Postby Mas Tnega » Tue Feb 10, 2009 5:16 pm

Holo Reinforcements - Like reinforcements, only it can appear in impossible locations and the MWs that come from it have a 30 second life span and their only ability is movement by instruction. Everything else will view them as normal MWs, but can't kill them.
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Postby Major Cooke » Thu Feb 12, 2009 8:11 pm

Mas Tnega wrote:Holo Reinforcements - Like reinforcements, only it can appear in impossible locations and the MWs that come from it have a 30 second life span and their only ability is movement by instruction. Everything else will view them as normal MWs, but can't kill them.


Now that would be funny. I wonder if they could operate turrets and other equipment such as spawn points.

Soul Restraint Container - Sets up a small miniature forcefield that increases the ground time of souls that spawn in it by 500% (they stay longer before going up). In addition, Soul Destroyers who kill anything in this field will be forced to leave the souls behind. Enemy ants from nests cannot collect these souls.

Soul Restrainer - All souls that appear within the next 10 seconds on any part of the map have their ground time increased by 500%. In addition, Soul Destroyers cannot devour the souls and will leave the souls behind.
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Postby Mas Tnega » Thu Feb 12, 2009 11:22 pm

Major Cooke wrote:
Mas Tnega wrote:Holo Reinforcements - Like reinforcements, only it can appear in impossible locations and the MWs that come from it have a 30 second life span and their only ability is movement by instruction. Everything else will view them as normal MWs, but can't kill them.


Now that would be funny. I wonder if they could operate turrets and other equipment such as spawn points.
Nope, definitely just the standing there and doing almost nothing. By the description already given they're a horrendously overpowered lockdown powerup.
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Postby Krion112 » Sat Feb 14, 2009 5:02 am

Soul Converion: (radial) once used on dead souls, instantly spawns MW to the player (with the excpetion of a low percent of spawning a viral unit which is on the evilianian team)

I havent been thinking much lately, I'll have more later on :)
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Postby Major Cooke » Fri Feb 20, 2009 1:12 am

Mutinous outbreak: Like the Plague, it sets any multiwinians nearby with a neon-red glow. Spreadable like the Plague as well. However, instead of causing Multiwinians to stop following orders, randomly shooting everywhere and blowing up, they begin to slowly warp colors of different teams. After a bit of color-cycling, it has a 1/2 chance of cancelling out and returning them to normal, or changes their team to a random team. If cancelled, the effect fades from them. Cancellation can be seen by an abrupt ending of the red halo and them automatically switching colors back to their original team. The continued effect, assuming the color cycling is still going, can still land on their original colors, but isn't part of a cancellation effect. During this time, you cannot make an officer out of them, and they will not follow formations/orders.
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Postby eos » Wed Mar 25, 2009 10:04 pm

Bringing up the tank is a bad idea, I know. But I have a way to make it useful:


Halfbacks: a variant of armour, halfbacks can only 25-50 MWs, but have two machine guns on a turret on top. These guns are AI controlled.

Well?
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Postby Mas Tnega » Wed Mar 25, 2009 10:26 pm

Will o' the Wisp - Small orb flits aimlessly around the map, charging its attack for 3 seconds. Will o' the Wisp discharges by dropping airstrike markers whenever it happens to fly over MWs, who generally ignore it. Tough to kill, but shies away from gunshots.
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Postby elexis » Thu Mar 26, 2009 2:47 am

Air-craft carriers. (defcon style of course)
The set up shop in the water somewhere and deploy 2 bombers that fly around and randome nuke multiwinians/trees. After they drop their payload, the return to the ship and reload for a while, before doing it all again. Bombers can be destroyed by gun turrets and soul destroyers but are ignored by everything else. Air-craft carriers can be destroyed by gun turrets, rocket turrets, soul destroyers, airstrikes, nukes, meteors, etc.. Ignored by multiwinians.

optional: If triggered by futurewinians the nukes instead have a 1 in 3 chance of conversion. If triggered by evilwiniand then the nukes behave like a mini infection outbreak OR nukes are replaced by eggs.
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Postby Major Cooke » Fri Mar 27, 2009 1:51 am

elexis wrote:Air-craft carriers. (defcon style of course)
The set up shop in the water somewhere and deploy 2 bombers that fly around and randome nuke multiwinians/trees. After they drop their payload, the return to the ship and reload for a while, before doing it all again. Bombers can be destroyed by gun turrets and soul destroyers but are ignored by everything else. Air-craft carriers can be destroyed by gun turrets, rocket turrets, soul destroyers, airstrikes, nukes, meteors, etc.. Ignored by multiwinians.

optional: If triggered by futurewinians the nukes instead have a 1 in 3 chance of conversion. If triggered by evilwiniand then the nukes behave like a mini infection outbreak OR nukes are replaced by eggs.


Multiwinians don't ignore airstrike ships, the airstrike ships ignore their lasers.

But hey, nice idea!
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Postby dr_dizel » Tue Mar 31, 2009 9:58 am

I have an idea.

It is possible to allocate one zone on map where powerups will fall into.
One powerup zone per player. Instead of powerup zones it is possible to make generators of powerups.

Also on a map there should be zones to hold. The more zones the player keeps, the faster powerups are generated (or powerups fall into a zone).

This is such a powerup holder game mode. 8)
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Postby Major Cooke » Wed Apr 01, 2009 3:37 pm

Conficker Outbreak: Randomizes every single Multiwinian, every monster, tree, and powerup you have to something else. Includes evilwinians and futurewinians able to pop up. Changes Soul Destroyer's teams as well. This is as rare as the futurewinian crate. If no spawn points are activated in 20 seconds, everything dies. Excludes futurewinians and evilwinians. Game ends in a stalemate.

Special actions in:
Blitzkrieg - Causes team trunkports to randomize, even sometimes become NULL; if there are spawnpoints, the team who is in control of the most will have their trunkport affected the least, possibly even not at all. No nuke effect in this game mode.

Rocket Riot - Depending on the amount of enemy Multiwinians stuck in your rocket, may cause more/less damage to it. Increases fuel collecting speed by 500%. If no rockets are launched in 45 seconds, all current Multiwinians will be destroyed, all rockets will accumulate 100% damage instantly and all powerups/turrets are lost. Aka, start from scratch.

King of the Hill (The Walled Garden) - The higher the points, the more likely it is that your portals will still function properly without being permanently team-reassigned/nulled.
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Postby eos » Fri Apr 03, 2009 8:42 pm

Subvert
select an area of Enemy MWs. These MWs, needless to say, turn onto your team.
Obviously, this may not be too much of a good idea. So, it also turns some of them into viri, some to FWs and some to EWs. It also turns them into enemy team colours.
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