This is not listed as an independent minigame because it can be tied into the other minigame in this thread here.
The original thread is here.
Overview
Since Three Rings has a thing for imitating TF2, and seeing as their most recent update has been a huge success, we may as well follow suit.
Before beginning everyone is stripped down to their Proto set and chooses whether to use a sword, gun, or bomb (all Proto). Only one weapon may be taken in the beginning. Your shield is also Proto. Nothing has UVs on it. Maximum of four players in a team. The team starts in an sealed off spawn area with a party button in the center (enemies may not enter this center area). There is a five minute timer which will automatically begin the game if the party button is not activated willingly. Rounds are divided into the three tiers; there is no separation of tiers, you can only continue until everyone dies horribly. The goal is to survive and defeat wave upon wave of enemies. Unlike the first link, this part is far more limiting and time consuming; instead of starting with whatever equipment you have, you are forced to start from scratch and may only use equipment which can be found in your own recipes list. Not your arsenal, your recipes; you also must have the entire alchemy line to upgrade to it for the minigame.
Each tier mode has its own set "survival tokens" which drop from enemies, same as before, but status variant ones drop a bonus status variant version. These status versions are required to craft armor with certain status resistances, such as fire for Volcanic Demo. All enemies drop tokens but only status affiliated enemies drop status version of the tokens. Unlike the other survival concept, the tokens are used only for the current round of the minigame. Once a tier is cleared and the team moves on to the next tier, the tokens for the past tier are no longer usable.
Why sit through constant streams of enemies? Your reward is based on enemies defeated and time survived, but victory is only possible when a set amount of "survival tokens" are collected by the party (these tokens are party based, not individual; if one person picks up one it counts as everyone having picked up one) based on the tier. Crowns, heat, materials, and equipment do not drop from any of these enemies as the other minigame. They still drop hearts, Vitapods, vials (status vials, remedies, pills), upgrades (see here); this entire extension is basically a more limiting difficulty of the original with a different reward system (see here), rewarding based on the end result rather than handing out tokens during the game then bonus tokens at the end.
Equipment
You still start with only Proto, right? How do you get that armor you always like using? You have to use the tokens you picked up during the round to trade in for equipment. Using the tokens does not affect whether your party wins, since getting those tokens is part of the game, but there is no means to refund them and they can be exchanged for upper tier tokens if kept. The problem is getting there.
Each tier lasts ten minutes and has an infinite stock of enemies to throw at you. Every enemy drops two tokens, status affiliated enemies one token and one status ticket (used specifically in crafting status resistant equipment) for that tier (if a T1 enemy drops two T1 tokens, those tokens may not be used to build a T2 item; same goes for the status tickets). These tokens are used to "build" temporary equipment for the minigame, but what do you build with? The tokens? Yes. What exactly are you building? Your list of recipes is your cookbook, and you can only go by the book; these temporary items only consume tokens (and tickets if it has status resistance) but are only for the minigame. They may not be taken out of the minigame to use in the Clockworks or other minigames as the Blast Network bombs and Lockdown classes may not. All these temporary items (each individual weapon, shield, helmet, or torso) are made under the following costs if they do not have status resistance:
- Star rating
- 10 T1 tokens
- 5 T2 tokens
- 10 T2 tokens
- 5 T3 tokens
- 10 T3 tokens
For armors with status resistance, every resistance (if multiple status resistances apply) costs the following:
- Star rating
- 5 T1 tickets
- 5 T2 tickets
- 10 T2 tickets
- 5 T3 tickets
- 10 T3 tickets
Two T1 tokens/tickets may be exchanged for one T2 token/ticket, two T2 tokens/tickets may be exchanged for one T3 token/ticket, and vice versa. Loadout may be changed in the center spawn room from your temporary arsenal.
Building temporary equipment is done in the center spawn room. There is no additional expense for negative resistances (vulnerabilities) nor compensation. If you have weapon and/or trinket slots active you will need to find unlocking upgrades for those slots as described here, but since there are no recipes for trinkets which can actually be bound to our knights currently there is no option to use them in this mode. Your weapon slots are still usable, but you have to find them; if someone does not have a third or fourth weapon slot upgrade active they will not pick up the unlocking upgrade in the minigame. Weapon slot unlocking upgrades are individual and only whoever picks it up may use it, but they can drop it if they want. They may not hold more than the amount of weapon slot upgrades active (one or two) on their knight.
There are no UVs in this mode. The round automatically ends if all participants are defeated. Energy revivals scale to the tier currently active and reset at the end of every tier. The only means of regaining health is through health vials, energy reviving, and having someone in your team give you some of their health; there is no respawning from a timer. This makes defensive armor more appealing to survive rather than fighting until you drop, dwindling the health pool your party has, without directly bashing Wolver/Gunslinger/SDemo users. They can still use the weapon specialist sets, but ought to know the risk.
Before the ten minutes every tier takes to complete ends the party has to defeat a preset amount of two hundred enemies and survive the ten minute duration, each of which are based on the tier the round is currently in. After the two hundred are defeated the party does not have to kill any more enemies, though they will still receive tokens to use for better equipment.
The spawn room only holds its barrier for the brief few minutes before the round actually begins. Once the round starts that barrier is gone. Enemies can walk up to the arsenal station and camp out if they want. They can also block the building station (not crafting; energy is not consumed here).
More may be added later.
This is going to be significantly shorter than the energy one.
What are materials?
Those little colorful square things you find in the Clockworks. Materials can also be obtained through token exchanges with Sullivan and Brinks. There are some boss exclusive materials which are rewarded for defeating certain bosses, such as Seerus and the Shadow Lair bosses.
How do we use materials?
Currently we only have two material consuming sources: crafting and daily prestige deliveries. Crafting does not use a lot of materials, even at 5*. The deliveries only eat about one to ten (usually the less materials required the more valuable the materials needed) a day and not everyone does them. Materials can also be sold to NPCs, crown return based on star rating of the material.
I want to sell or use my materials for something more than just a few crowns. I want the admins to make all materials worth a lot more so I can be a selfish child and get what I want while wearing this diaper!
The reality is materials are not going to be a major resource on the market, at least the more common ones; people still sell or use more common materials to rage craft low star items in hopes of getting some decent UVs, usually for more common equipment like Wolver 2* armor and Brandishes. Prestige does nothing other than change the little badge next to your knight name. If we want materials to be worth more, we would need something which eats up materials: a material sink. Do we need a material sink? Not particularly, but if someone wants to attempt a suggestion which involves making materials worth more they could use some guidance.
What would a material sink be? Materials can already be used to craft equipment, meaning a new material sink would be cosmetic and/or non-combat; for example, some guild hall upgrades which need to be built. Nothing actually vital to the game or gives a distinct advantage, but is somewhat convenient for those who care about their guild hall.
If guild upgrades are built using materials, how does Three Rings profit off this?
Making a guild uses energy. In my guild notes, blueprints to make guild hall upgrades costs crowns as equipment recipes do. I am not saying the objects built would be solely material consuming, they can still take some energy, but the majority of the cost for building the actual objects would be heavily material consuming. Energy is still being used, but at the same time so are a lot of materials. If people want custom guild halls they would have to make their own guilds, meaning more energy is spent to make these new guilds, while some materials and crowns are being eaten up to make non-combat stuff for hanging around when your energy is spent after a couple hours of gameplay.
Do we actually need to raise the worth of materials? Nurp. Do we have to use my ideas as the only material sink possible? Nurp. Is nurp actually a word? Yurp. To me it is.