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Defense player
During the defense player's adjust mode, the defense player can purchase defenses and place them in the level.
Defense #1
These things fly around the player in lines. They cannot shoot, but the player takes damage if he hits them.
Spike
These spikes jump out suddenly at the player. The player takes damage if he hits them.
Defense #3
This is a slow-moving ship that fires occasionally.
Robot
This robot has two halves. The top half shoots. The two halves take damage independently.
This is not the defense #5 you were looking for.
There is no defense #5. Deal with it.
Turret
This is your standard turret. It fires a slow-moving projectile at regular intervals. The projectiles are not true projectiles, but they have a small but noticeable ability to gravitate toward the player mid-flight.
Tanks
These tanks can move only along roads. They can fire in any direction, and their firing axis is totally independent of their moving axis. These are fast projectiles.
Every kind of unit draws power from the invisible power grid nearby. Each unit has an "ideal drain rate", the rate at which the unit wishes to consume for full-speed operation. However, the actual power available may be lower. The calculation goes like this:
o.effective_power = o.ideal_drain_rate
for each 'sufficently nearby' object p:
o.effective_power -= euclidian_distance_between(o,p) * p.ideal_drain_rate
The actual behavior of each object (movement speed, firing speed) is scaled according to the object's effective power. This encourages the defense player to spread out defenses. Note that it is possible for an object to have negative power, in which case the object powers down totally.
However, the defense player can purchase power stations, which have a "negative ideal drain rate", i.e. they provide more power to the units around them.
# Play mode
During play mode, the defense player cannot place any new units. The defense player can, however, direct existing units. Including
* Directing the flight paths of Defense #1 to obstruct the player's progress. Clicking and dragging in a line near some #1s causes them to fly in the path drawn by the player.
* Trigger the spikes. See defense #2.
* Move the tanks. They automatically shoot in the direction of the player, but they do not move automatically. Note they can only move along roads.
Note that all moved objects return to their default positions at the end of Play mode.
If the [[offense player]] fails to reach the drop point, the [[defense player]] is awarded a bonus.