Pitch your Power-up idea!

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 » Tue Dec 30, 2008 11:30 pm

Another few...

Wipeout:
Kills all multiwinians not operating machinery such as spawn points, kills all deployable machines such as aircrafts, futurewinian space ships, harvesters, etc etc... and destroys all crates currently in the air or on the ground. Also causes any rockets/grenades to deactivate, harmlessly hitting the ground and disappearing in a buff of black smoke.

Mine field:
Deploy a field of barely-visible grenades within a certain radius of your spawn points. Takes 3 seconds for the mines to burrow. Will be teamed with the player who deploys it. Blowing one up from an opposing Multiwinian will not discharge the entire minefield. Dropping a few grenades, rockets, or an airstrike on it will though. Useful for killing soul destroyers who will attack them.

Holy Tree:
Deploys an uncorruptable tree which converts any/all nearby trees into magical forest trees, dark forests included. This tree can sustain a lot more damage before being destroyed (5 airstrikes worth of damage). Only one tree will spawn per use.

Spammer:
Causes multiwinians to use only their big guns (grenades/rockets).

Covert ops:
Like rage/subversion, affects a certain radius of Multiwinians, turning them invisible to the enemies. Can attack without getting shot at, but rocket turrets can see them.

Defragment:
Allows a player to "debuff" enemy multiwinians with something such as rage, subversion, etc etc. within a selected radius.

Subtle Dark Forest:
Plants a dark forest that only kills multiwinians while not eating their souls. Doesn't convert other trees as fast. Can absorb 100 souls to grow more trees. Destroying these trees results in many different-colored soul drops which harvesters can pick up.
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Postby Krion112 » Wed Dec 31, 2008 7:31 am

That last one is some sick version of the Magical Forest, only you have to destroy the tree.... I say, The player who spawned it's color will be shown on the tree, and the tree will not attack his DG's, and enemy winians grenades damage the tree, but allied DG's fire a grenade, that gets absorbed and heals the tree, or puts out the fire if it has a fire.
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Major Cooke
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Postby Major Cooke » Sat Jan 10, 2009 10:07 am

Yeah, kinda like that.

Another one:

The Hounds - Spawns dog-like Multiwinians who will move and act like regular multiwinians, only when approached with an enemy, will leep, attach and eat enemy multiwinians in a fast fashion. Can only be killed via grenades/rockets. Immune to fire. Perfect tool against Soul Destroyers.
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Postby NeatNit » Sat Jan 10, 2009 10:25 am

Major Cooke wrote:Yeah, kinda like that.

Another one:

The Hounds - Spawns dog-like Multiwinians who will move and act like regular multiwinians, only when approached with an enemy, will leep, attach and eat enemy multiwinians in a fast fashion. Can only be killed via grenades/rockets/airstrike. Immune to fire. Perfect tool against Soul Destroyers.
Fix'd.
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Major Cooke
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Postby Major Cooke » Sat Jan 10, 2009 5:40 pm

Ah. Thanks.
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Postby skull13 » Sat Jan 10, 2009 5:49 pm

Major Cooke wrote:Another few...
Mine field:
Deploy a field of barely-visible grenades within a certain radius of your spawn points. Takes 3 seconds for the mines to burrow. Will be teamed with the player who deploys it. Blowing one up from an opposing Multiwinian will not discharge the entire minefield. Dropping a few grenades, rockets, or an airstrike on it will though. Useful for killing soul destroyers who will attack them.


Grr... You beat me to it.

Yes, it would be a good idea.
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Postby Mas Tnega » Sat Jan 10, 2009 6:30 pm

I can't be arsed to check the list and following posts again:

Fileshare

Non-deployable: Everyone gets a copy of everyone else's powerups. Takes powerups in random order, stopping at the limit (in much the same way getting power up #7 usually does).


Not Yours

Non-deployable: Someone else picks up the crate, and it's a deployable power up.


Forged Records

Non-deployable: Top enemy loses points, you gain them.


Mutual Puppetry

Non-deployable: You and a random player switch MWs and powerups for a little while. No one else finds out directly.


Questionable Loyalty

Deployable: Targetted MWs change sides to whatever shoots at a targetted MW. This can happen repeatedly until the effect's time runs out.
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NeatNit
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Postby NeatNit » Sat Jan 10, 2009 9:49 pm

Mas Tnega wrote:Forged Records

Non-deployable: Top enemy loses points, you gain them.
You mean, with the ladder? Or with KotH/per-second DOM?
Mas Tnega wrote:Questionable Loyalty

Deployable: Targetted MWs change sides to whatever shoots at a targetted MW. This can happen repeatedly until the effect's time runs out.
Ok, I lost track.
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Postby Mas Tnega » Sat Jan 10, 2009 10:10 pm

NeatNit wrote:
Mas Tnega wrote:Forged Records

Non-deployable: Top enemy loses points, you gain them.
You mean, with the ladder? Or with KotH/per-second DOM?
KotH, per-second DOM, etc. How would you ever implement the other way?

Mas Tnega wrote:Questionable Loyalty

Deployable: Targetted MWs change sides to whatever shoots at a targetted MW. This can happen repeatedly until the effect's time runs out.
Ok, I lost track.
You target a load of MWs. Any number of them get shot at and the entire group changes to the shooters' team.
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Postby Phelanpt » Sat Jan 10, 2009 10:54 pm

Mas Tnega wrote:Mutual Puppetry

Non-deployable: You and a random player switch MWs and powerups for a little while. No one else finds out directly.


This one sounds interesting, but I imagine it would become obvious when mass suicide ensues. If it does not, then it'll probably work as an Instant Alliance.
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Postby martin » Sun Jan 11, 2009 1:30 am

Phelanpt wrote:
Mas Tnega wrote:Mutual Puppetry

Non-deployable: You and a random player switch MWs and powerups for a little while. No one else finds out directly.


This one sounds interesting, but I imagine it would become obvious when mass suicide ensues. If it does not, then it'll probably work as an Instant Alliance.

I think it would be better if *all* players swapped, having a couple of players so massively disadvantaged would be somewhat unfair. Other than that sounds like a cool idea
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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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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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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