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
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