Here is the list of towers I currently intend to use, feel free to plagiarize any of it.
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@gun tower
basic tower
upgrades: bullet damage and velocity; targeting range; reloading speed;
1 upgrade line
auto tower
rapid fire
limited magazine capacity
upgrades: bullet damage and velocity; targeting range; reloading speed; magazine size; magazine switch time; twin autocannon upgrade?
@rotor tower
super rapid fire
turret slew rate and inertia limitations; uses PID controller to track targets? LERPs from last to new target over some time?
takes time to spinup
upgrades: bullet damage and velocity; targeting range; reloading speed; targeting strength;
shot tower
multi projectile, randomized pellet direction, short range
upgrades: pellet count, spread, velocity and damage; targeting range;
sniper tower
target range = maximum bullet range, aims for a kill
upgrades: bullet damage and velocity; targeting range; reloading speed;
cannon tower
high range, aims for strongest enemy
upgrades: projectile damage and velocity; targeting range; reloading speed; HE upgrade? AP upgrade?
@flak tower
projectile explodes into pellets by proximity fuse
upgrades: targeting range; reloading speed; projectile velocity; pellet count, velocity and damage;
mortar tower +
projectile explodes by timer; doesn't check for collisions
upgrades: projectile velocity; explosion damage; targeting range; reloading speed;
explosion can damage hidden enemies
@rail tower
hitscan; projectile passes through enemies, damage drops; aims for maximum total damage
upgrades: projectile damage; armor piercing factor; reloading speed;
@shock tower =
gathers static electricity from enemies passing in large range, releases energy exactly enough to kill an enemy in small range
direct attack (no simulation)
upgrades: harvesting range; harvesting multiplier
can charge off hidden enemies
arc tower
if it has no target, arcs to another arc tower currently attacking
attacks enemy continuously, directly (no simulation)
upgrades: targeting range; arcing damage
@waste tower *
attacks enemy continuously, directly (no simulation)
upgrades: attack range; attack damage
can damage hidden enemies
@laser tower
hitscan beam, stops at the first enemy
upgrades: targeting range; beam damage; beam-splittig at target?
less damage if enemy time-slowed
proton tower
hitscan beam, stops at the first enemy
damaged enemy creates irradiation damage radius, damaging other enemies
upgrades: targeting range; damage output;
gamma tower *
beam goes through enemies, damages everything in its path
upgrades: damage output; targeting range;
can target hidden enemies
@quake tower *
creates concentring damaging rings
upgrades: shockwave damage; reloading time;
can damage hidden enemies
@flame tower
flamethrower (napalm-type)
puts napalm on enemies that continuously damages them until it runs out
on death flaming enemies explode into napalm stream and ignite other enemies
upgrades: fire damage; targeting range;
acid tower
launches acid stream similar to napalm stream
acid does damage instantly
upgrades: targeting range; damage output;
bulkier enemies take more damage?
sonic tower +
launches sonic stream similar to napalm stream
continuous damage when enemy touches sonic stream
upgrades: targeting range; damage output;
can damage hidden enemies
@vortex tower +
projectile passes through enemies, damaging when intersecting shock circle
upgrades: projectile damage and velocity; targeting range; reloading speed;
can damage hidden enemies
wreck tower +
launches a very large slow projectile, dealing large damage on impact and continuous damage on overlap
projectile shrinks during flight?
upgrades: projectile range, damage and velocity; targeting range; reloading speed
can damage hidden enemies
@rocket tower
launches a single rocket
rocket direction is randomized;
upgrades: rocket damage and velocity; targeting range; reloading speed;
blast tower +
launches barrage of rockets
doesn't check collisions; targeting point is randomized
limited magazine capacity, needs to reload magazines
upgrades: explosion damage; projectile velocity; reloading speed; magazine capacity; magazine switch speed;
explosion can damage hidden enemies
@homing tower
launches a homing missile
upgrades: missile damage, acceleration and maneuverability; reloading speed; targeting range;
@fence tower *
towers link up across tracks and put laser fence between them
damages enemies directly (no simulation)
upgrades: damage
can damage hidden enemies
barbed tower (kaylemaster)
towers link up across tracks and put barbed wire between them
damages enemies directly (no simulation)
damage is proportional to distance
upgrades: damage multiplier
gear tower
towers link up across tracks in interlocking gears
damages enemies directly (no simulation)
slows down enemies
upgrades: damage output; speed reduction;
matrix tower *
creates matrix of beam rails, drags a laser beam across them
upgrades: beam damage; beam count
can damage hidden enemies
@bolt tower *
shoots energy bolt, jumps across to nearby enemies; attacks enemies directly (no simulation)
upgrades: bolt damage; targeting range; reloading speed; jumping damage retention;
can target hidden enemies
spikes tower *
puts spiked strips on tracks, removed once tripped
damages enemy directly (no simulation)
upgrades: laying range; reloading speed; trap damage
can damage hidden enemies
@swarm tower
releases homing swarm that damages enemies within certain range
upgrades: targeting range; reloading speed; swarm velocity, damage and lifetime;
plasma tower *
shoots plasma bolts that bounces off enemies
upgrades: bolt damage and velocity; bounce damage retention; targeting range; reloading speed;
can target hidden enemies
nuke tower *
damages all enemies; exact mechanic needs figuring out
deals fraction of boss HP as damage to all enemies when boss spawns?
deals amount of damage that's fraction of average HP of all enemies?
deals damage equal to health of second strongest enemy?
can damage hidden enemies
void tower +
launches black hole; exact mechanics need figuring out
instantly kills any enemy it touches
black hole kills don't count towards kill target?
black hole kills don't produce income?
only attacks priority targets?
can damage hidden enemies
zap tower *
sends a pulse to nearby rails that runs along rails and bounces off ends
upgrades: pulse velocity and damage; reloading speed;
can damage hidden enemies
fling tower
loads projectiles into magazine periodically, can launch them quickly; generic projectile
upgrades: spawn rate; projectile velocity and damage; targeting range; reloading speed;
ufo tower *
launches AI UFO that seeks enemies and attacks them directly (no simulation) periodically
upgrades: spawn rate; vehicle reloading speed, damage, flight velocity, damage limit;
can target hidden enemies
charge tower (?)
damage output increases when tower attacks, drops to initial value gradually; attacks enemies directly (no simulation)
upgrades: damage output; reloading speed; targeting range; windup amplifier; cooldown amplifier;
idle tower (?)
damage output increases continuously, drops when tower attacks; attacks enemies directly (no simulation)
upgrades: damage output; reloading speed; targeting range; windup amplifier; cooldown amplifier;
@beam tower
directly deals damage to a single enemy (no simulation) from any distance
upgrades: damage output
@nova tower
launches projectiles 360 degrees in a spiral pattern
upgrades: projectile damage and velocity; reloading speed; pattern density;
@bomb tower +
launches slow but powerful explosive projectile
infinite targeting range?
upgrades: explosion damage; reloading speed; projectile velocity;
explosion can damage enemies
blade tower
spinning blades damage enemies
damage proporitonal to impact velocity
upgrades: blade count, damage, velocity and reach;
spiral tower
launches projectile in a sine wave trajectory, amplitude of 3-4 enemy body lengths
projectile launch direction alternates
upgrades: projectle damage and velocity; reloading speed; targeting range;
meteor tower +
sends asteroid batches towards enemy; target location is randomized; asteroid count is randomized;
upgrades: reloading rate; asteroid damage and count;
infinite range?
can damage hidden enemies
bubble tower
shoots a stream of bubbles
upgrades: bubble damage and lifetime; reloading speed; targeting range;
mine tower + (notaraptor)
puts landmines on tracks, removed once tripped; explode with short delay
upgrades: landmine damage; laying range; laying speed;
can damage hidden enemies
scale tower
equalizes amount of health for every enemy in range
attacks enemies directly (no simulation)
raises health by 1/2 value?
upgrades: targeting range; hp elevation fraction;
lower tower (if anyone remembers suggesting this, let me know)
lowers enemy level: reduces defense, attack, speed and reward
upgrades: targeting range; activation frequency; downgrade power;
attacks enemies directly (no simulation)
rage tower + (positive07)
makes an enemy attack other enemies instead of bases, drains attack reserve
upgrades: targeting range; reloading speed; effect duration;
attacks enemies directly (no simulation)
can damage hidden enemies
dart tower
poison projectile; puts permanent continuous damage
upgrades: projectile velocity; reloading speed; targeting range; damage output
return tower
launches a boomerang projectile
upgrades: projectile velocity and damage; reloading speed; targeting range; projectile count;
beacon tower *
rotating beams do continuous damage
upgrades: beam damage; beam range; beam count;
can damage hidden enemies
smoke tower *
creates blobs of smoke that do continuous damage
upgrades: smoke damage;
can damage hidden enemies
drain tower
damages by a fraction of current hit points
attacks enemy directly (no simulation)
upgrades: targeting range; damage output;
pain tower
damage output increases when bases are attacked, reduced when tower attacks
upgrades: targeting range; damage multiplier
mirror tower
deals damage proportional to enemy's damage output
upgrades: targeting range; damage amplifier;
--== NON DAMAGING TOWERS ==--
boost tower
increases towers' damage output by 1 + ( 1 / Ntowers ) when upgraded
upgrades: activate; effect range;
magnet tower
increases likelyhood of enemy taking a turn towards it on a track split
upgrades: effect strength; effect range
halt tower
temporarily stops enemies nearby
upgrades: capture duration; activation rate; targeting range;
toll tower
generates fixed income every time enemies enters its range
upgrades: target range; income rate;
solar tower
produces money at intervals
upgrades: money per batch;
@bonus tower *
generates additional bonus income when enemy dies within its range
upgrade: effect range; bonus money amount
activates off hidden enemies
field tower *
slows down enemy time in its range; time-type slowdown
upgrades: effect range; slowdown factor;
affects projectiles?
affects hidden enemies
@glue tower
slows down enemy time in its range
upgrades: effect range; slowdown factor;
time tower
puts temporary slowdown effect on enemies
aims for fastest moving enemy
attacks enemies directly (no simulation)
upgrades: targeting range; reloading speed; effect strength; effect duration;
curse tower
cursed enemies take more damage
aims for strongest enemy
upgrades: targeting range; reloading speed; damage multiplier;
attacks enemies directly (no simulation)
@repair tower
increases armor of nearby bases
upgrades: repair rate;
warp tower
teleports enemies to spawn points
attacks enemies directly (no simulation)
upgrades: targeting range; reloading speed;
radar tower
adds its targeting area to other towers' area
upgrades: radar range;
psy tower
increases targeting range on inbound tracks, increases deflection limits
upgrades: prediction distance;
delay tower
despawns enemy, respawns it some time later
attacks enemies directly (no simulation)
upgrades: targeting range; reloading speed; time displacement;
121JW tower
attacks enemies directly (no simulation)
spawns a copy of an enemy, both take damage when either is damaged
upgrades: targeting range; reloading speed;
pinata tower
marks an enemy, when it dies a pinata is spawned in its place
pinata can't attack, doesn't counts towards kill goal; can be destroyed for more money
attacks enemies directly (no simulation)
upgrades: targeting range; reloading speed; reward money;
low priority?
ice tower
launches freeze bolt; temporarily slows down targets
upgrades: targeting range; projectile velocity; reloading speed; slowdown strength and duration;
loop tower
loops short part of nearby tacks, puts enemies on them
attacks enemies directly (no simulation)
upgrades: number of looped enemies at a time;
crit tower
increases damage taken within certain range at a given chance
upgrades: crit rate; crit strength; targeting range;
decoy tower
triggers enemy attack, depleting their attack reserve
upgrades: maximum armor; recover rate;