*A computer voice greets the Fortress Defenders and Tower Destroyers for their arrival*
"Welcome to the Fortress Defender's Championship Tournament.
First of all, greetings to the Fortress Defenders..."
*The Fortress Defenders clap their hands*
"...And the Tower Destroyers."
*The Tower Destroyers unload their resources - cash, building material, various machinery, etc - on their side of the room*
"Now, as you may have noticed, the government have decided to pit the both of you to see who is the best at strategy...
Let me explain the rules of this tournament..."
*The room goes pitch black for a few seconds, and then it lights up again. This time there are several projections around the room*
1. You may not use OP actions.
2. Please refrain from fighting each other in OOC.
3. Each team starts with $5000 to set up their defenses and offenses. Defenses can be bought from the shop.
4. New items can be added to the shop via researches. However there is a limit to the amount of items sold at a time.
5. Unwanted items can be voted away. It takes 5 votes to remove an item. Only Defenders may vote away Defender Items; same goes for Destroyers and theirs.
6. Researches may be denied if it's OP or useless.
7. Defenders will attempt to defend themselves from Destroyers. If their base camp's HP reach zero, Destroyers win.
8. To defeat the Defenders, Destroyers will have to down each member (100 HP each, may increase via expensive items). Vice versa for the other team.
9. Base damage for regular attacks (Ex: punching the enemy) range between 5 to 10.
10. Remember that permanent upgrades may be researched, but will cost an A-Bomb worth of cash to purchase.
11. Last but not least, the winning team will be rewarded with one additional item slot in their shop.
12. Real last one: one action/ turn per player.
13. Real-real last one: money is earned by KO'ing an enemy member or some other available means. KO'd enemies grant $500 each. Winning team is given $1000 X alive members count.
"That is all the rules."
*The room goes back to how it was before*
"May the odds be ever in your favor."
*The room shifts once again, this time to what looked like a battlefield with realistic looking corpses and burning debris*
Both team: "Let's end this!"
-------------------------
Defender's Shop
3/10 slots used.
Barricade [$600] Blocks all ground based damage until destroyed. 60 HP.
Landmine [$500] Automatic failure of Destroyer's Ground-based Attacks depending on amount set up.
Flare Cannon [$5000] Takes 10 turns to charge up a shot that deals 80 damage to all Destroyer and their Construction. Charges may not be sped up. Can be deactivated after sustaining 1000 damage. Takes 10 turns to repair. Permanent Upgrade.
Tower Destroyers
Cash: $5000
none at the moment.
Destroyer's Shop
/10 slots used.
Spy Drone [$500] Automatic failure of next Defender's Defense Building depending on amount set up.
Air Strike Beacon [$5000] Summons an Air Strike that arrives in 10 turns. 80 damage to all Defenders and their Construction. May not be sped up. Deactivates after sustaining 1000 damage. Takes 10 turns to repair.
Assault Mecha [$750] Builds a mecha that attacks a random Defender or their Construction for 10 damage each turn. 50 HP.
Game will start when both sides have at least 3 players.
Universal Shop
Pain Pills [$100] Gives 20 permanent HP and 50 temporal. Lose 1 temporal HP per turn.
FAK [$250] Full recovery. One use.
Defib [$750] Revives a KO'd ally player with 25 HP.
Tranq Dart [$500] Stuns an enemy player for 3 turns.
Crit-A-Cola [$1000] Grants the entire team a 5% chance for a critical hit. Crits deal 200% damage.
Bonk! Atomic Punch [$2500] Grants the entire team a 10% chance for a critical hit. Must first purchase Crit-A-Cola. Replace Crit-A-Cola.
Chirumiru [$5000] Grants the entire team a 20% chance for a critical hit. Must first purchase Bonk! Atomic Punch. Replaces Bonk! Atomic Punch.
Money Factory [$10000] Produce $50 each turn. May not be boosted or sped up. New items becomes available after each round.
Whaaat? Is this basically a mix of Fortress Defenders and Destroy the ___? Count me in! Fortress Defenders team. Also, how does the shop/research system work? From what I can see it looks like you can research up to a limited amount of items for your team but the Universal shop automatically gets upated and you can't research for it. Am I right? Correct me if I'm not.
You are all correct. Research works the same way as they do in Fortress Defenders 2 and Outpost Defenders. Kazar14 joined the Defenders!
Defender's Shop
3/10 slots used.
Barricade [$600] Blocks all ground based damage until destroyed. 60 HP.
Landmine [$500] Automatic failure of Destroyer's Ground-based Attacks depending on amount set up.
Flare Cannon [$5000] Takes 10 turns to charge up a shot that deals 80 damage to all Destroyer and their Construction. Charges may not be sped up. Can be deactivated after sustaining 1000 damage. Takes 10 turns to repair. Permanent Upgrade.
Destroyer's Shop
/10 slots used.
Spy Drone [$500] Automatic failure of next Defender's Defense Building depending on amount set up.
Air Strike Beacon [$5000] Summons an Air Strike that arrives in 10 turns. 80 damage to all Defenders and their Construction. May not be sped up. Deactivates after sustaining 1000 damage. Takes 10 turns to repair.
Assault Mecha [$750] Builds a mecha that attacks a random Defender or their Construction for 10 damage each turn. 50 HP.
Game will start when both sides have at least 3 players.
Universal Shop
Pain Pills [$100] Gives 20 permanent HP and 50 temporal. Lose 1 temporal HP per turn.
FAK [$250] Full recovery. One use.
Defib [$750] Revives a KO'd ally player with 25 HP.
Tranq Dart [$500] Stuns an enemy player for 3 turns.
Crit-A-Cola [$1000] Grants the entire team a 5% chance for a critical hit. Crits deal 200% damage.
Bonk! Atomic Punch [$2500] Grants the entire team a 10% chance for a critical hit. Must first purchase Crit-A-Cola. Replace Crit-A-Cola.
Chirumiru [$5000] Grants the entire team a 20% chance for a critical hit. Must first purchase Bonk! Atomic Punch. Replaces Bonk! Atomic Punch.
Money Factory [$10000] Produce $50 each turn. May not be boosted or sped up.
HP Upgrade [$2500] Increase max HP of entire team by 50. No limit. New items becomes available after each round.
Oops, forgot about the HP upgrades mentioned. Will add that to the US now.
"Welcome to the Fortress Defender's Championship Tournament.
First of all, greetings to the Fortress Defenders..."
*The Fortress Defenders clap their hands*
"...And the Tower Destroyers."
*The Tower Destroyers unload their resources - cash, building material, various machinery, etc - on their side of the room*
"Now, as you may have noticed, the government have decided to pit the both of you to see who is the best at strategy...
Let me explain the rules of this tournament..."
*The room goes pitch black for a few seconds, and then it lights up again. This time there are several projections around the room*
1. You may not use OP actions.
2. Please refrain from fighting each other in OOC.
3. Each team starts with $5000 to set up their defenses and offenses. Defenses can be bought from the shop.
4. New items can be added to the shop via researches. However there is a limit to the amount of items sold at a time.
5. Unwanted items can be voted away. It takes 5 votes to remove an item. Only Defenders may vote away Defender Items; same goes for Destroyers and theirs.
6. Researches may be denied if it's OP or useless.
7. Defenders will attempt to defend themselves from Destroyers. If their base camp's HP reach zero, Destroyers win.
8. To defeat the Defenders, Destroyers will have to down each member (100 HP each, may increase via expensive items). Vice versa for the other team.
9. Base damage for regular attacks (Ex: punching the enemy) range between 5 to 10.
10. Remember that permanent upgrades may be researched, but will cost an A-Bomb worth of cash to purchase.
11. Last but not least, the winning team will be rewarded with one additional item slot in their shop.
12. Real last one: one action/ turn per player.
13. Real-real last one: money is earned by KO'ing an enemy member or some other available means. KO'd enemies grant $500 each. Winning team is given $1000 X alive members count.
"That is all the rules."
*The room goes back to how it was before*
"May the odds be ever in your favor."
*The room shifts once again, this time to what looked like a battlefield with realistic looking corpses and burning debris*
Both team: "Let's end this!"
-------------------------
Fortress Defenders
Cash: $5000
Stickcrafter [100/100] (inventory empty)
Defender's Shop
3/10 slots used.
Barricade [$600] Blocks all ground based damage until destroyed. 60 HP.
Landmine [$500] Automatic failure of Destroyer's Ground-based Attacks depending on amount set up.
Flare Cannon [$5000] Takes 10 turns to charge up a shot that deals 80 damage to all Destroyer and their Construction. Charges may not be sped up. Can be deactivated after sustaining 1000 damage. Takes 10 turns to repair. Permanent Upgrade.
Tower Destroyers
Cash: $5000
none at the moment.
Destroyer's Shop
/10 slots used.
Spy Drone [$500] Automatic failure of next Defender's Defense Building depending on amount set up.
Air Strike Beacon [$5000] Summons an Air Strike that arrives in 10 turns. 80 damage to all Defenders and their Construction. May not be sped up. Deactivates after sustaining 1000 damage. Takes 10 turns to repair.
Assault Mecha [$750] Builds a mecha that attacks a random Defender or their Construction for 10 damage each turn. 50 HP.
Game will start when both sides have at least 3 players.
Universal Shop
Pain Pills [$100] Gives 20 permanent HP and 50 temporal. Lose 1 temporal HP per turn.
FAK [$250] Full recovery. One use.
Defib [$750] Revives a KO'd ally player with 25 HP.
Tranq Dart [$500] Stuns an enemy player for 3 turns.
Crit-A-Cola [$1000] Grants the entire team a 5% chance for a critical hit. Crits deal 200% damage.
Bonk! Atomic Punch [$2500] Grants the entire team a 10% chance for a critical hit. Must first purchase Crit-A-Cola. Replace Crit-A-Cola.
Chirumiru [$5000] Grants the entire team a 20% chance for a critical hit. Must first purchase Bonk! Atomic Punch. Replaces Bonk! Atomic Punch.
Money Factory [$10000] Produce $50 each turn. May not be boosted or sped up.
New items becomes available after each round.
You are all correct. Research works the same way as they do in Fortress Defenders 2 and Outpost Defenders. Kazar14 joined the Defenders!
ChaotictornLuvsMinecraft joined the Destroyers! Tranq Dart Purchased!
Current status:
Fortress Defenders
Cash: $5000
Stickcrafter [100/100] (inventory empty)
Kazar14 [100/100] (inventory empty)
Defender's Shop
3/10 slots used.
Barricade [$600] Blocks all ground based damage until destroyed. 60 HP.
Landmine [$500] Automatic failure of Destroyer's Ground-based Attacks depending on amount set up.
Flare Cannon [$5000] Takes 10 turns to charge up a shot that deals 80 damage to all Destroyer and their Construction. Charges may not be sped up. Can be deactivated after sustaining 1000 damage. Takes 10 turns to repair. Permanent Upgrade.
Tower Destroyers
Cash: $4500
ChaotictornLuvsMinecraft [100/100] (Has Tranq Dart, 3 uses left)
Destroyer's Shop
/10 slots used.
Spy Drone [$500] Automatic failure of next Defender's Defense Building depending on amount set up.
Air Strike Beacon [$5000] Summons an Air Strike that arrives in 10 turns. 80 damage to all Defenders and their Construction. May not be sped up. Deactivates after sustaining 1000 damage. Takes 10 turns to repair.
Assault Mecha [$750] Builds a mecha that attacks a random Defender or their Construction for 10 damage each turn. 50 HP.
Game will start when both sides have at least 3 players.
Universal Shop
Pain Pills [$100] Gives 20 permanent HP and 50 temporal. Lose 1 temporal HP per turn.
FAK [$250] Full recovery. One use.
Defib [$750] Revives a KO'd ally player with 25 HP.
Tranq Dart [$500] Stuns an enemy player for 3 turns.
Crit-A-Cola [$1000] Grants the entire team a 5% chance for a critical hit. Crits deal 200% damage.
Bonk! Atomic Punch [$2500] Grants the entire team a 10% chance for a critical hit. Must first purchase Crit-A-Cola. Replace Crit-A-Cola.
Chirumiru [$5000] Grants the entire team a 20% chance for a critical hit. Must first purchase Bonk! Atomic Punch. Replaces Bonk! Atomic Punch.
Money Factory [$10000] Produce $50 each turn. May not be boosted or sped up.
HP Upgrade [$2500] Increase max HP of entire team by 50. No limit.
New items becomes available after each round.
Oops, forgot about the HP upgrades mentioned. Will add that to the US now.