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Posted: Thu Feb 12, 2009 8:11 pm
by Major Cooke
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.

Posted: Thu Feb 12, 2009 11:22 pm
by Mas Tnega
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.

Posted: Sat Feb 14, 2009 5:02 am
by Krion112
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 :)

Posted: Fri Feb 20, 2009 1:12 am
by Major Cooke
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.

Posted: Wed Mar 25, 2009 10:04 pm
by eos
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?

Posted: Wed Mar 25, 2009 10:26 pm
by Mas Tnega
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.

Posted: Thu Mar 26, 2009 2:47 am
by elexis
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.

Posted: Fri Mar 27, 2009 1:51 am
by Major Cooke
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!

Posted: Tue Mar 31, 2009 9:58 am
by dr_dizel
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)

Posted: Wed Apr 01, 2009 3:37 pm
by Major Cooke
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.

Posted: Fri Apr 03, 2009 8:42 pm
by eos
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.

Posted: Fri Apr 03, 2009 9:21 pm
by RabidZombie
Major Cooke wrote:Conficker Outbreak


Heh. I like it.

Posted: Sat Apr 04, 2009 3:00 am
by Major Cooke
eos wrote: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.


Aka a portable randomizer. Drop the FW/virii/EW effects and then it's a true subvert.

And yes, Conficker in the name of april 1st!

Posted: Sat Apr 04, 2009 11:56 am
by eos
Rockbusta missile
CTS only. Launches a missile from one of your spawn points. If it hits a statue, the statue goes a splode. Does not affect other units.

Nightmare gas
Airstrike. causes targeted enemy MWs to panic (as if fleeing a grenade). Thye might also shoot each other.

Plague bomb
Airstrike. Infects an area with the plague.

EMP missile
See definition of missile in Rockbusta. Disables spawn points, rockets, hill zones, solar panels etc in the blast zone for a short time.

Translocator
Building. Allows you to teleport up to 50 MWs to a target location. Can only be used three times.

Holy icon
Places a rockhead statue. Units nearby fight harder and are stronger. NOT AFFECTED BY ROCKBUSTA.

Wyrmhole
Sucks nearby units to their death for 30 seconds. When the hole closes, any souls will be dropped on the ground.

Combat drugs
Gives selected MWs rage and hot feet. However, does not give shields. So, when this wears off, MWs under 75% health die.

Tripod mines
Places 3-6 (randomly chosen) tripods in a selected area. If a unit makes contact, fires at, or fires nearby a tripod, it explodes.

Corrupt
Allows you to select a crate. When opened, there is a 75% chance of it being something nasty.

Apocalypso device
Places a smaller version of the WMD. After 5-10 (undecided) seconds, it explodes and kills anything in the area (about the size of a meteor strike zone).

Dialup modem
Place over a unit of enemy MWs. That player loses control of his entire army for a few seconds.

Posted: Mon Apr 06, 2009 12:10 pm
by eos
Does rage already effect gunturrets? Cos if not, I think it should.