I research this item:
GMod Cellphone
$2000
Gives a random ability to user when activated. Abilities are as below.
God mode: takes no damage for the entire wave.
Slow-mo: turns all damage taken into glancing blows (regardless of enemy attack’s elements)
Aimbot: X3 damage dealt, also giving a hit on any attack even if the target is immune to that particular element)
Kill-all: finish the entire wave. Kills innocents as well. No money earned from this ability.
-80% money earned if used.
Not usable in boss fights.
Breaks after usage.
May summon Dr Hax, an enemy with 10000 HP (1% chance)
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
Go down path 2.
I research a new defense; QED (Quantum Entanglement Device)
$300
Applies a random effect when used, from the following list
10 damage to all enemies
All enemy health set to 10 unless enemy is below 10 health, in which case they are not affected
+10 health to all friendlies (Players and characters not hostile to players)
+5 rage to all players
Kill all mobs except one, which is fully healed
Restore all uses to all player weapons
Revive a fainted player with 1 health
+10 health to all enemies
All enemies fully healed
-5 health to all players
Player rage set to 5
Shop closed for rest of wave
All player weapons removed
User loses 50% of their current health
Nothing at all
I'm afraid I'm going to have to deny this in favor of stickcrafters research, which sounds pretty awesome.
Research:
Storage depot
5 more spaces in the store
Costs $1000
Closes store for 2-3 turns due to renovations
Vote for Path 2.
Stickcrafter already tried to add this before, but the reason it wasn't added is because I don't limit the shop spaces to provide a limit to the players, I do it to prevent getting the posttoolong error, and to prevent the shop becoming a giant wall of text. Also, the more text, the more 404ing. It also prevents useless research from stocking up.
I idly kick the corpse of an enderman, and vote for path 4.
"Maybe we culd protect the engine..."
Splitting up could be a concept I'll use later(maybe), but for now, it's probably best that you stay together. If the engine collapses, the ship will start sinking. And you WILL NOT want to be seperated.
I research this item:
GMod Cellphone
$2000
Gives a random ability to user when activated. Abilities are as below.
God mode: takes no damage for the entire wave.
Slow-mo: turns all damage taken into glancing blows (regardless of enemy attack’s elements)
Aimbot: X3 damage dealt, also giving a hit on any attack even if the target is immune to that particular element)
Kill-all: finish the entire wave. Kills innocents as well. No money earned from this ability.
-80% money earned if used.
Not usable in boss fights.
Breaks after usage.
May summon Dr Hax, an enemy with 10000 HP (1% chance)
Just to clarify, what do research scroll fragments do? And what happens if all players lose all their health?
When all fragments of a scroll are collected(mysteriously, you always just happen to find the fragments in the exact order and never have fragments from multiple scrolls), the shop gains a special research that is more powerful than normal researches. This research can not be removed, but it does not take up one of the 20 shop slots. When all players die, it's game over and the players start over with full health, but they lose all of their rage, items, and 50% of their money.
Path 2: 7 votes(leads to the B2F cabins, there could be more searchable cabins and civilians there, maybe even that last research scroll fragment...) Path 4: 1 votes(leads to the B3F cabins, and the engine room a bit farther in)
Sorry about the wait! If you notice I post on destroy the tower but not here, that is because posts here take a long time to make. I will make a post on destroy the tower if I have a quick moment, but I really need to have time and sit down to make a post here. Due to a "work" schedule, There will be little to no posts on tuesdays and thursdays except for relatively late at night for now. Also...
TT, would you mind if I made a spin-off of this game myself?
I'd credit you if it's alright with you, by the way.
Go ahead! I will most likely play it. It's fine by me so long as you give proper credit.
After a short discussion, the party members decide to move to the B2F cabins. Upon arrival, you discover that there are more monsters, including a few you haven't seen in a while. More searchable cabins also await you... One of them could contain the research scroll! But you can hear noises coming from many...the wrong choice could blow up in your face!
Tip: Half life: The monster must be killed twice in order to be truly defeated. Damage does not carry over from 1 "life" to the next(so if you deal 6 damage when the monster has 1 more life but only 1 HP on the one it is on, the next life will begin with full HP).
Red HP bar goes up as you do damage. When it's full, you do 35% extra damage for the next 3 attacks.
]Pain Pills 1.1: $100, gives user 50 temporal health (loses 5 per turn) in addition to 15 permanent health (still deducted from damage). Taunt: 75$: causes all mobs to attack user(ignoring everyone and everything else), but doing double damage Iron shortsword: 150$: Does 10 damage(+5 to defense dodgers), has small chance to do a critical(50% extra damage, rounded up), cannot use "normal" attacks while holding, cannot pick up items, cannot use rage,breaks after 5 uses. Spear: 125$: Does 12 damage, can be thrown for a +8 bonus(throw misses defense dodgers), must spend 1 turn picking up spear after throwing, has a 10% chance to break on every use. Warhammer 200$: Does 50 damage when used, disorientates target(can not attack for 2 turns), user is rendered unable to attack for 1 turn after use. Breaks on first use Magic wand: 100$: Heals a player chosen by the user by 15 HP. Breaks after 3 uses. Assault shield: 175$: Block 60% of all damage taken. Once the riot shield has blocked 60 damage, it breaks. Fire staff: 150$: Does 7 damage on use, occasionally burns target(1 damage taken per turn every 5 turns), expires at end of round. Lightning strike: 350$: 60 damage, hits 3 targets, stuns targets if they survive, can only be used once per wave. Missile turret: 100$: Does 2 damage to a random monster per turn. Has 25 HP, can be attacked by monsters, can be upgraded. Does not affect defense dodgers. Maximum 2 per wave. Counter strike II: 100$: If attacked by a mob during the turn used, the user automatically counterattacks for the same amount of damage inflicted. Stuns a target if it survives. Does well with truant. One use. Emergency heal: 200$: Heals 40 HP, can be used to heal self or others, breaks after 2 uses. Potion of swiftness III: 100$: Allows for 3 attacks instead of 1 next turn, and recovers user from disorientation. 1 use Radar: 75$: Reveals the weak spot of an enemy, causing all attacks to do x2 damage to that enemy. Breaks after 3 uses. Heal orb: 350$: Heals all friendlies for 30 HP. One use. Barricade: 200$: Takes 60 damage, mobs always attack it once erected(except for truant), when destroyed will fall on a mob for 10 damage. Razor shovel:150$: Deals 10 damage, deals 35% extra damage to defense dodgers, laceration damage over time(except to undead enemies), is not affected by rage, breaks after 5 uses. Atomic fire: 75$: 6 damage(12 to undead), burns enemies for 3 turns, dealing 3 damage per turn, 10 uses. Frag grenades: 100$: Deals 15 damage and does Aoe to 2 monsters near the target(the ones directly above and below it on the status screen), stuns targets for 3 turns. Cheaters cellphone: 2000$: Gives party a randomly chosen 1 effect out of 4: God mode: No damage taken by any party member or NPC ally, Slow-mo: All damage dealt is glancing, monsters only attack once every 2 turns, Aimbot: All attacks do 3x damage, and hit even if the enemy is immune to that particular attack(missile turrets hitting defense dodgers, etc.), Killall: Instantly kills everyone but the party members, including friendlies. No money is earned that wave. -80% money earned that wave if used, all achievements for the mission become unobtainable. Has a 1% chance to make the game malfunction, and then who knows what could happen? 1 USE ONLY. NOTE: This is all decided by random.org!
Guys, Creepers deals a lot of damage if they explode, 2 are enough to kill one full health player, so we should be targeting them instead. In that case, I shoot a Creeper.
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
I appear out of thin air, and politely ask one of the creepers to leave.
Research: Leather Armor
Cost: $100
Repair cost: $65
You take 25% less damage from all attacks.
Can be repaired to regain durability in between waves. Take good care of your armor, and it will take care of you, too!
Does not work against Fast Movers.
Breaks after two waves.
GMod Cellphone
$2000
Gives a random ability to user when activated. Abilities are as below.
God mode: takes no damage for the entire wave.
Slow-mo: turns all damage taken into glancing blows (regardless of enemy attack’s elements)
Aimbot: X3 damage dealt, also giving a hit on any attack even if the target is immune to that particular element)
Kill-all: finish the entire wave. Kills innocents as well. No money earned from this ability.
-80% money earned if used.
Not usable in boss fights.
Breaks after usage.
May summon Dr Hax, an enemy with 10000 HP (1% chance)
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I'm afraid I'm going to have to deny this in favor of stickcrafters research, which sounds pretty awesome.
Stickcrafter already tried to add this before, but the reason it wasn't added is because I don't limit the shop spaces to provide a limit to the players, I do it to prevent getting the posttoolong error, and to prevent the shop becoming a giant wall of text. Also, the more text, the more 404ing. It also prevents useless research from stocking up.
Splitting up could be a concept I'll use later(maybe), but for now, it's probably best that you stay together. If the engine collapses, the ship will start sinking. And you WILL NOT want to be seperated.
Research accepted, with a few changes.
When all fragments of a scroll are collected(mysteriously, you always just happen to find the fragments in the exact order and never have fragments from multiple scrolls), the shop gains a special research that is more powerful than normal researches. This research can not be removed, but it does not take up one of the 20 shop slots. When all players die, it's game over and the players start over with full health, but they lose all of their rage, items, and 50% of their money.
Path 2: 7 votes(leads to the B2F cabins, there could be more searchable cabins and civilians there, maybe even that last research scroll fragment...)
Path 4: 1 votes(leads to the B3F cabins, and the engine room a bit farther in)
Check out my bad CTM map reviews here.
I sway my Team Towering Pillar of Hats as I drag the others.
I'd credit you if it's alright with you, by the way.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I sit down as well, waiting for the rest of the members to make up their minds.
I also sit down, pull out an iPhone, and begin playing Minecraft Pocket Edition.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Go ahead! I will most likely play it. It's fine by me so long as you give proper credit.
After a short discussion, the party members decide to move to the B2F cabins. Upon arrival, you discover that there are more monsters, including a few you haven't seen in a while. More searchable cabins also await you... One of them could contain the research scroll! But you can hear noises coming from many...the wrong choice could blow up in your face!
Location: Main staircase
Monsters:
Spider jockey: 20/20x2(half life)
Spider jockey: 20/20x2(half life)
Creeper: 25/25(self-destruct)
Creeper: 25/25(self-destruct)
Creeper: 25/25(self-destruct)
Armored skeleton: 20/20(armored)
Tip: Half life: The monster must be killed twice in order to be truly defeated. Damage does not carry over from 1 "life" to the next(so if you deal 6 damage when the monster has 1 more life but only 1 HP on the one it is on, the next life will begin with full HP).
Other:
Moneybag
Searchable cabin 1
Searchable cabin 2
Searchable cabin 3
Searchable cabin 4
Searchable cabin 5
Searchable cabin 6
Searchable cabin 7
Searchable cabin 8
Searchable cabin 9
Searchable cabin 10
Civilian: 10/10
Players:
kazar14: 100/100 16/60
superdwarf 100/100 7/60(has razor shovel, 5 uses left)
epicositys 99/100 rage/60(has 2 plates)(rage mode for 3 more attacks)
piemancer 100/100 40/60(has atomic fire, 8 uses left)
Bioshock rules 100/100 16/60 (has razor shovel, 2 uses left)
Evanist 80/100 50/60(has magic wand, 1 use left)(has atomic fire, 8 uses left)
KaBling 93/100 0/60(has razor shovel, 2 uses left)(has assault shield, can take 54 more damage)
Stickcrafter 99/100 38/60
engie ninja: 100/100 21/60
Cinos: 92/100 21/60(has spear)
Nerosuicider: 89/100 8/60(1 pages to post)
Cappycot: 100/100 14/6(has razor shovel, 4 uses left)
Tarik: 100/100 1/60
Money:2095$
Red HP bar goes up as you do damage. When it's full, you do 35% extra damage for the next 3 attacks.
]Pain Pills 1.1: $100, gives user 50 temporal health (loses 5 per turn) in addition to 15 permanent health (still deducted from damage).
Taunt: 75$: causes all mobs to attack user(ignoring everyone and everything else), but doing double damage
Iron shortsword: 150$: Does 10 damage(+5 to defense dodgers), has small chance to do a critical(50% extra damage, rounded up), cannot use "normal" attacks while holding, cannot pick up items, cannot use rage,breaks after 5 uses.
Spear: 125$: Does 12 damage, can be thrown for a +8 bonus(throw misses defense dodgers), must spend 1 turn picking up spear after throwing, has a 10% chance to break on every use.
Warhammer 200$: Does 50 damage when used, disorientates target(can not attack for 2 turns), user is rendered unable to attack for 1 turn after use. Breaks on first use
Magic wand: 100$: Heals a player chosen by the user by 15 HP. Breaks after 3 uses.
Assault shield: 175$: Block 60% of all damage taken. Once the riot shield has blocked 60 damage, it breaks.
Fire staff: 150$: Does 7 damage on use, occasionally burns target(1 damage taken per turn every 5 turns), expires at end of round.
Lightning strike: 350$: 60 damage, hits 3 targets, stuns targets if they survive, can only be used once per wave.
Missile turret: 100$: Does 2 damage to a random monster per turn. Has 25 HP, can be attacked by monsters, can be upgraded. Does not affect defense dodgers. Maximum 2 per wave.
Counter strike II: 100$: If attacked by a mob during the turn used, the user automatically counterattacks for the same amount of damage inflicted. Stuns a target if it survives. Does well with truant. One use.
Emergency heal: 200$: Heals 40 HP, can be used to heal self or others, breaks after 2 uses.
Potion of swiftness III: 100$: Allows for 3 attacks instead of 1 next turn, and recovers user from disorientation. 1 use
Radar: 75$: Reveals the weak spot of an enemy, causing all attacks to do x2 damage to that enemy. Breaks after 3 uses.
Heal orb: 350$: Heals all friendlies for 30 HP. One use.
Barricade: 200$: Takes 60 damage, mobs always attack it once erected(except for truant), when destroyed will fall on a mob for 10 damage.
Razor shovel:150$: Deals 10 damage, deals 35% extra damage to defense dodgers, laceration damage over time(except to undead enemies), is not affected by rage, breaks after 5 uses.
Atomic fire: 75$: 6 damage(12 to undead), burns enemies for 3 turns, dealing 3 damage per turn, 10 uses.
Frag grenades: 100$: Deals 15 damage and does Aoe to 2 monsters near the target(the ones directly above and below it on the status screen), stuns targets for 3 turns.
Cheaters cellphone: 2000$: Gives party a randomly chosen 1 effect out of 4: God mode: No damage taken by any party member or NPC ally, Slow-mo: All damage dealt is glancing, monsters only attack once every 2 turns, Aimbot: All attacks do 3x damage, and hit even if the enemy is immune to that particular attack(missile turrets hitting defense dodgers, etc.), Killall: Instantly kills everyone but the party members, including friendlies. No money is earned that wave. -80% money earned that wave if used, all achievements for the mission become unobtainable. Has a 1% chance to make the game malfunction, and then who knows what could happen? 1 USE ONLY. NOTE: This is all decided by random.org!
Check out my bad CTM map reviews here.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Research: Leather Armor
Cost: $100
Repair cost: $65
You take 25% less damage from all attacks.
Can be repaired to regain durability in between waves. Take good care of your armor, and it will take care of you, too!
Does not work against Fast Movers.
Breaks after two waves.