New minigame/PvP Fortress destruction

Hello! welcome to the thread!
Anyways, This is my new idea for a minigame or PvP. Tell me what you think AFTER you have read this. Enjoy! ;D
Tower distruction
~Fight with or against Fellow knights in order to protect your fortress. If you are fighting against friends, then whoever base is destroyed first loses.
Entry fee: 200 cr
to play (co-op)
up to 8 knights can play at once in co-op. Each knight starts out with 1000 crests (minigame currency). After everyone loads, you have 60 seconds to run around and purchase equipment, fortify (upgrade) your base, set traps and buy -AMMO- (we will get to this later).
Oh i forgot to mention... some of you are probably ready to bombard the place with shivermist spam, polaris spam and your cloned wolver set. However, EVERYONE starts off as 0* equipment (you are able to customize between all 0* Gear [not weapons] before you begin). Your standard weapon is a proto sword. It is very sturdy, and has unlimited durability. You have a proto shield as well. You may ONLY purchase equipment during the resting period (60 second time).
Combat time (co-op)
Once the 60 seconds is up, the round begins. Monsters will begin to spawn at random locations on the map boundaries. You and your team must Kill and defeat all threats. Defeating Enemies give you Crests. The more powerful the foe, the more crests. After all enemies have been defeated, an allert message will appear saying all enemies have been defeated. Another rest session will occur. Its a fairly simple process... or is it?
Upgrades and You (co-op)
Upgrading gear will be very improtant. Starting with 0* everything wont get you very far. Crests and Crests Only will allow you to craft and upgrade new gear. so don't worry about CE or crowns. not even Materials are needed... well, only certain items need materials (ones you only get from the minigame). Now the rules of crafting still apply. You must have the previous gear in order to create. To clarify, you cant go from a Proto sword to a divine avenger. There is a crafting machine In your fortress. here are the general prices.
1*- 1500 crests
2*- 3000 crests
3*- 6000 crests
4*- 9000 crests
5*- 14000 crests
I know it sounds expensive, but it really isn't.
Don't worry, guns and bombs are still in this! with a twist however.... *evil laugh*
Ammo (co-op)
Ok, Im trying to balance this out as much as i can. Ammo is needed to fire your precious guns, and adds charges to bombs. For example... You have just crafted an antigua. This gun starts off with 20 shots (amount of shots left is shown on the weapon icon just above your health meter). Once it runs out of ammo, it is no longer usable until you purchase more ammo in the resting zone or "other means". For bombs, you can only drop a certain amount. Don't worry Gunners and bombers! I'm not favoring swords here. Swords don't have ammo. They have Durability. It works just like ammo. once its durability hits 0, its no longer usable until you repair it. Repairing costs depend on the sword. A 1* sword could cost 500 crests while a 5* could cost 2000.
EVERY weapon has an ammo cap. Calahan could have 15 while AP can have 60.
Losing (co-op)
Once you lose all your health, you go into a "downed" state. you crawl very slowly in this state. You have about 10 seconds to get revived by a teammate before you die. To respawn, you need 1000 crests. Every time you revive, the amount increases by 1000. If you do not have that amount, you must watch teammates until they all die, or the round is over. You also lose if your castle is destroyed! Defend it with your life. Your Pie or any other sugary treat is at stake!
Rewards (co-op)
The rewards is crowns, the bribe crogmo, and you keep 1/2 the mats you obtained. If only 1 is received, you get 1
Traps (co-op)
These consists of walls, spikes, mines, Gun puppies, lasers, and whatever else you all can think of. The more you set up a trap, the traps begin to upgrade.
Bosses (co-op)
Every 10 rounds there will be a special event or boss. An event could consist of a gremlin raid, Weapons do half damage etc. Bosses however will literally appear on the battlefield. Snarby wouldn't be invincible and fountains would be available on the map for vanaduke, however im thinking only phase 1-3 should appear. (what do you think) (RT probably wouldn't be possible)
Now here is the Versus version...
There is a red team, and a blue team. The red team are the CLOCKWORK ENEMIES. You can become a monster and try to destroy the opposing blue team. Blue team are the Knights. The more Knights you kill, the more experience you gain. When you level up you get to pick more monsters. (cmon, who wouldn't want to be a jelly cube?) All the rules still apply from co-op for the heros, slightly modified however. Each team has a base, whoever's base is destroyed loses the round. whoever wins 2 rounds first wins.
Happy Playing knights!
TL;DR
Defend castle
Go pew pew
Win

Wow...I can't believe...that just happened...AGAIN....
~Sev

Thanks for the feedback. i saw what you said and im here to clarify.
1. After dying once, price does increase. This will add difficulty for sure.
2. increasing the time would be wise. I do understand Even new players would be playing this
3. As far as bosses go, Snarbolax would not be invincible, and There could be fountains on corners of the map. (i dont think RT would work here...)
4. How did i forget that last part? that was my intention sev about the castle being destroyed as well! thanks for the reminder.
5. Perhaps for the gun puppy issue.... You could deploy a Very Expensive love puppy instead?
6. Rewards; if only 1 is received you get that 1.
7. the amount of Ammo or bomb charges depends on the weapon itself. Like in a shooting game, a shotgun would have 6 maximum ammo while a machine gun would have way more. The 20 shot antigua was just an example.
Thanks for all the suggestions and silly mistakes I left out sev. ill try to put them in the OP asap!

3. So then how would Snarby work if he's not invincible? Just attack normally, as a yellow Snarbolax, with greatly increased HP? Yeah I don't think RT would work either...Fountains sound nice.
5. That's actually not a bad idea, since love puppies heal at pretty low rates, and don't always hit you...not to mention the price would have to be justified based on your current upgrades.
Oh and another question; would this game be split into T1/T2/T3, or would it simply progress as you go along, since you use Gear made during the mini-game anyway? I assume the latter, but just checkin'.
~Sev

I assume that the snarbolax could have increased HP. no invincibility would make it to easy normally. I think that everyone should be together in one type of tier, however i worry about some endgame players complaining and ranting on beginners because they are not used to the game yet. I suppose it should progress as you get into deeper waves. After some thinking, this would be a very good way for beginners to get used to the game other than spending energy for the clockworks too.

Update;
Added and updated the original post. Some things were left out and pointed out. Thanks to sev for pointing them out.

The idea is interesting overall, but there are inumerous flaws.
- Like Sev said, communication is needed in a cooperative game, and that's a chalenge to achieve in an multi-language game for -mostly- casual players. Not everyone can type fast and clear enough to organize properly in 60 seconds.
- SK should be simple to play, and your game would very likely require lots of strategy in every part of it, especially while upgrading your base/fortress.
- "You must have the previous gear in order to create"
If I can only upgrade weapons and not buy others from another line, how am I supposed to get a brandish, for instance, if it's not from the Proto Sword's line (the only starting weapon)? Huge flaw right here.
- Ammo sounds REALLY game-breaking, would require lots of balance (which is REALLY complicated) and is pointless (Just tell me if there's any purpose for it). I'd rather remove it.
- According to the official SK wiki, "King Krogmo's Coliseum is a special resort monsters visit to relax and watch Knights battle each other for a change". Knights = PvP = Not PvE.
- Versus mode seems flawed. I doubt you could kill just one decently skilled knight while being a slime, a lumber or even a trojan. Monsters seem powerful in the clockworks because of their numbers; you often have to face 5 of them at once in latter depths. If there were 5 enemies for each knight, the number of players playing together would just add lag to the room. not counting it would be boring as hell to control an enemy instead of your knight.
I'm sorry if I seem harsh criticizing most elements of your game, but it don't feel like it would fit in Spiral Knights. Other games (maybe first-person-shooters) would make better use of your idea.

You misunderstood what i ment when i said you must have previous gear. If there IS no previous gear, You can buy it. I ment you couldn't just buy a divine avenger without having an avenger and such. As far as the category it falls in, Its a minigame. the PvP part can be ment for king krogmo. Maybe another location can be set for minigames... seperate from krogmo. Versus mode would play fine if set up correctly. But i see what your saying. The purpose for Ammo is so the arena wont become a Cake walk when someone gets a polaris, shivermist or what not.
I appreciate the feedback however Blue. thanks.

I love it. But It's a bit complicated. I would wait half a year to play it!
Heres a few suggestions:
The snarby issue: Why not during that there are random bells placed everywhere? Or this. You can buy bells and place them places for snarby and other monsters. However, if you do not buy any and snarby is here, you get 1 bell placed at some random spot.
I agree with Blue, that would be terrible...... If half of the players were slimes, skilled knights or not, they would be too easy to kill. They have the disadvantage of no guns, bombs, or swords. (Except for trojans, ect)
Puppies: It seems wrong for love puppies to be on our side.... I think we should have turrets.
Vanaduke: ..... Im not sure I'd like to see Vana clobber my fortress with one smack. Well.... I suppose he WOULD be the last round perhaps? If so, would he be like vana at end of FSC? That hard?
Otherwise I would suggest he is easier, and after you beat him he says, "I tire of this." yadda yadda yadda, and he runs off in that direction *Points over yonder*
I look forward to see if this turns out.

"If there IS no previous gear, You can buy it"
Nice, that'd solve it.
"Maybe another location can be set for minigames... seperate from krogmo"
That's a whole new suggestion, but ok, valid arguement, even though the game sounds really complex for a 'mini'game.
"Versus mode would play fine if set up correctly"
I guess we can't really know that before anything similar is implemented.
"The purpose for Ammo is so the arena wont become a Cake walk"
I'm sure that can be avoided by other means, adding ammo sounds too limiting and would be hated by every single gunner.
I'm glad you didn't get mad at a negative feedback, like most people do. ^^

no problem. I see what you mean by complexity. however it was set up so nicely in my head XD. I don't understand why somepeople get upset over feedback. kinda silly to me :p

Come to think of it...
This would make a nice Guild-exclusive mini-game I think. There could be a random lobby too, but Guilds would stand a much better chance at getting further due to having plenty of time to strategize before even queuing to play a game.
A GvG or GvE gametype would be neat...
~Sev

You should add that to your thread, Sev. (If you haven't already)

Your a Brilliant knight. *dance* maybe i could add a section to the thread for Other suggestions? Guild exclusive minigames would be cool :o

xD Time for some CPR on those threads I guess.
@Zxeroadvent:
What can I say? I'm obsessed with Guilds. A lil end-of-suggestion note would suffice for feedback suggestions, I think. Or you could leave it up for discussion, it's your thread. lol
~Sev

I see you adore guilds, as i see a post from you in remotely every guild suggestion there is lol. Guilds do need an upgrade... but we wont start up another one of those threads lol. I checked out your thread to sev. Pretty interesting stuff you have posted up there.

@Zxeroadvent - I like the idea. +1
Love Puppy Issue: Well, depends on how many knights are in a team. Then they would get minimum cost for Love Puppy, right? I mean, for example:
There are only 4 guild members online. They decided to play the minigame, and team division is 2 teams of 2. Then, enemy waves are [insert number] and multiply that by number of received crests or expected crest droppings. Then multiply by 2. That means, team member number should be proportional to Love Puppy cost.
By the way I also like the Love Puppy idea.
Boss Issue: It also should be proportional to the average Tier of the Team. For example: You are T 2. I am T 1. Get the average, that should be the difficulty level.
I also like this idea. +1 to you!

No Tower Defence.
I would like a Battle Fortress though.
Castle Defence: Spiral Knights Style.
So, one at a time now...
30-Sec Start Area: This may cause unnecessary pressure for new players, although it's obvious why there is a time limit. Players would have to establish who is upgrading what part of the Castle, if all that the players did effected the castle as a whole. In other words, to be cooperative, there'd have to be some communication.
So...just thinking aloud, maybe the lobby wait-time (When Bribe Krogmo appears, not once the game starts) can be increased? Usually I think it's :45? to bribe Krogmo/say Hello to peeps. Maybe it could be increased a little bit just so that people have more of a chance to establish what you're doing, to encourage cooperative play.
I just think that people will run around like Chickens with their heads cut off every time the game starts...Although, since there IS a wait-time after every round, it's not necessary.
@Ammo/Durability: Sounds interesting. However, I see people crafting the same weapon 4 times in order to never run out of durability/ammo; not sure if that's intended or not.
20 shots is a little low for an Antigua, since that is only 3.2 reloads; and if you have 20 shots/charges to all guns/bombs, that'd be quite unbalanced. Ammo would have to be specified for at least most weapon-lines.
@Dying: What about after you revive once? Does the price of Crests required go up, as it does in Clockworks?
@Rewards: Annnd...what if I got 1 Red Shard? How do you split that in two?
@Traps: Gun puppies sound backwards, Spiral Knights use those laz0r c4nn0nz. If enemy gun puppies spawn, it'd be very hard to tell the difference between their bullets and your own gun puppies' bullets.
@Bosses: What about Snarbolaxes? They couldn't be invincible...and Vanaduke; water would have to spawn?
I think you should implement some parts of your Versus version into the Co-op version. Make the Co-op version have two terms of loss. The first being all Knights downed (And not revived after X Minutes), and the second being Castle Destroyed. This encourages players to revive with Crests if they have them ASAP, because their Castle is at risk if they're downed.
~Sev