New corruptrons

From a former post, I updated it for 0.9.

I am eagerly waiting for some new units like:
- climbers (I may have seen that somewhere...)
- shooters (either the corruptrons are more stone-friendly or a "slingtron")
- siege-engine : the new "shardtron", I'm pretty sure he can fire laser !
- jumpers (to go above the slowing obstacles and get on small walls)
- boomers that would explode sending a lot of stones or shards, and damages a bit your fortifications
- minitron pyramid (that would be a really cool way to escalate walls)
- tunneltron : that would be able to dig tunnels in the mountains and/or under your walls (the tunnel can have a max size / depth)
- mage
Speaking of mages, I think it is safe to say that the corruptrons have some kind of stone magic, I suggest powers like:
- heal corruptrons with rubbles, respawn corruptrons from rubbles
- spawn corruptrons from the ground,
- telekinesy: throw chunks (a dozen voxels) of the ground, propel the rubbles

And for the repartition of corruptrons among the waves, I suggest to add the following: every 5 new waves, a wave full of one new type of corruptron (randomly chosen) comes. Then this new type will be considered for the next waves.
For instance:
- wave 1-4: only standard corruptrons
- wave 5: surprise, you'll now be attacked by beetfrons: one beeftron attack you
- wave 6-9: standard corruptrons + beeftrons.
- wave 10: lots of minitrons
- wave 11-14: standard corruptrons + beeftrons + minitrons
- etc.
And keeping the current "budget" increasing thing for determining the composition of waves.

Then, why not a big boss every 25 waves ?
For the big bosses, just use the previous corruptron I described and make them bigger focusing on their special ability even more.

Comments

  • And an option: to disable them all and leave only standart corruptrons :smile:
  • thomasdurenthomasduren Member
    edited June 2017
    It must be nice that enemies appear at each spawns rather than all at the same spawn

    PS: I like the shooters idea ^^
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