WST_apr-june2009_thr..

Transcription

WST_apr-june2009_thr..
Weapon Suggestion Thread
June 3 2009
Adder Poland
Triple Missile
- it works similar to the Phase Missile. It's a LOS weapon. If it flies too far from the enemy it goes away
without effect. When we hit the enemy centrally we get only 1 point. The best use of the Triple Missile is firing it about 100
pixels above/below the enemy. The Triple Missile makes max. 3 cirlcles around the enemy - it depends on the distance
between the enemy and the missile (bigger distance, more circles). Each circle is smaller than previous one. When the Triple
Missile makes the 1st circle it releases behind itself fire (similar to Lava Cannon) and when it's going above the enemy all
fire falls on the enemy. When the Triple Missile makes the 2nd circle it releases water which works like the fire from the 1st
circle. When the Triple Missile makes the 3rd, the last circle it releases dirt like the Mudslide. After the last circle, the Triple
Missile flies away from the screen.
The Triple Missile consists of 3 elements, but it may attack only 1 time (only fire) or twice (fire and water), when the
distance between the enemy and the missile is smaller.
Damage: about 200 points (3 circles).
Defensive Figure
- it works like the Mountain Mover but terrain/dirt above the "explosion" doesn't fall. The Defensive
Figure create one of the figure (a circle, a quadrangle, a triangle, a trapezium etc.) with random size and rotation. The
Defensive Figure helps our tank when it's dirty. No damage.
Modern Boomerang
- it is a LOS weapon. We have to hit the tank centrally (damage: 120). Otherwise the
missile comes back and hit our tank (damage: 80)!
Bayonet
- it is a LOS weapon. It works in 2 methods:
1. When the enemy is farther than 30 pixels from our tank the Bayonet works like the Super Laser but it fires 5 cartridges
(1 cartridge per 1 second) with angle ± 5. Damage: 30 points per cartridge.
2. When the enemy is close to our tank (up to 30 pixels) the Bayonet works in different way. Our tank attacks the enemy
by a bayonet (with nice graphic). Damage: 150. Explosion kick: as big as the Cannon Ball.
Que Pasa
- it creates horizontal bouncy wall on whole screen length at random height. When we have luck and the
Que Pasa will be located above the enemy we can use the Fireworks or the Fission Bomb with excellent effect.
Dance Floor
- when we hit the tank (or terrain) 3 flashes (red, yellow and green) appears on the top above the
tank (terrain) which throws light on the tank (terrain). These lights are moving near the tank (hit terrain) to the left and to
the right irrespective of the others. When the lights overlaps each together they mix their colors (e.g. yellow + red =
orange etc.). Damage depends on time: how long lights are touching the tank. When the tank is close to the top of the
screen damage are bigger.
Masked Weapon
- it is one of the 10 weapons which have been made. But it's not the Grab Bag because the flight
and the action of each weapon is different! For example: when we fires the Masked Weapon and it looks like the Firestorm
then we think it's really this weapon but when it touches the tank/terrain it explodes like the Sink and Swim.
List of 10 weapons of whom the flight and the action of the Masked Weapon are taken:
- Fire Storm
- Flying Digger
- Wacky Tankx
- Mud Pie
- Sink and Swim
- Sniper Rifle
- Funnel
- Shelter
- Great Wall
- Tornado
Banana
- it is a yellow wall which peel is falling after landing. It may contain some liquid pulp with small damage.
Toilet Paper
(again because I think it is a good idea) - it works similar to the Trailblazer (dirt instead of the particles).
It creates a few layers of dirt.
Fart
- it should be using in close combat (like the Blowtorch). When the enemy is behind our tank (the barrel of our
tank has to be directed in reverse to the enemy) huge fart is releasing from the end of our tank (with nice sound) and
green fog is covering the enemy. Damage: 200 points and screwing angle and power.
1.
2.
Pitfall
- when the shell touches the tank (or the terrain) it goes vertically to the down 125 pixels length (the tank is
going with the shell) whereupon explodes like the Bunker Buster (no explosion kick, no falling of the terrain). Damage: 40
points. It is good weapon for using some weapons in the next turns (e.g. the Sunburn etc.).
before:
after:
Icicles
- it is an intelligent weapon which identifies the terrain around the enemy. When this weapon touches the tank
(or the terrain) it creates icicles around the tank (the terrain):
- droopy icicles on the element above the tank like after using the Blackout, the Flak, the Dome Protect, etc.
- horizontal icicles on borders of the walls, of the terrain, of the Pedestal, etc.
- icicles directed towards up on the bottom of the terrain
No damage, dirty weapon.
Electric BOOM
- about 30 pixels above the tank/terrain the shell splits into 2 pieces which go around the tank/terrain (the first one from
left side, the second one from right side) and bind each other below the tank/terrain (also 30 pixels). After 3 seconds the
shell explodes and throws the tank in tandem with the bits of the terrain (very big explosion kick and rain of the ground).
Damage: 50 points.
Grill
- when the shell touches the tank the terrain below its heats up. The terrain is burning out pixel by pixel. It looks
similar to action of the Melt Down but it works under the tank, not on the bottom of the screen. Each pixel goes to up
(making small damage - 1 point per second during touching the tank) and changes color from yellow to red. When each
pixel is above the tank then falls (smoke from its goes to up and dissapers) and changes into the 5 x bigger dirt.
There is a lot of burning pixels so damage is quite big and dirt is large enough to covers the tank.
(animated, may need to watch original: grill.gif)
Death Knell
- this weapon stops above the tank (like the Thor's Hammer) and releases soundwaves like the Sonic
Blast during swing. Damage: up tp 200 points (when the Death Knell stops centrally above the tank).
Mud Bath
- liquid dirt falling from the sky!!! Whole dirt flows into the all holes, makes damage (depends of the
quantity of the dirt) and dries out (after a few seconds) causes huge dirt. Try to be or the pick!
Snail Gunner
- when we hit centrally the shell explode (small explosion size and kick, 40 damage). It is better to fires
the Snail Gunner before the enemy. Then it slowly goes to the enemy and fires small lasers (they can go through the
terrain like the Super Laser). The lasers cause damage (10 points) and medium kick (no expolsion). After firing 10 lasers
the Snail Gunner explodes (causes damage when the enemy is nearby - up to 40 points). The best use: when the enemy is
in the hole. Then lasers can't kick the enemy away from the Snail Gunner and the SG can hit the tank when it touches its.
Max damage: 140 (10 x lasers and 40 for explosion of the Snail Gunner).
Piranha
- when we hit the tank (or the terrain) a piranha is attacking from the bottom of the screen centrally below
the tank (the terrain). The piranha attacks 5 times. Each attack causes bigger damage than the previous one. First attack
causes 20 points of damage, 2nd - 40, 3rd - 60, 4th - 80, last one - 100. Each attack explodes in a 50 pixels diameter
explosion so when the enemy is on the bottom of the screen or on the terrain not higher than 49 pixels height the Piranha
causes damage of 20 points. When the enemy is on the terrain with height between 200 and 249 pixels then the Piranha
causes the biggest damage - 100 points. When the enemy is on the terrain higher than 250 pixels height the Piranha can't
hits its - no damage. The terrain is falling after explosion(s). A deep hole is appers after action.
Broken Ball
- it behaves like the Fireball. From time to time it releases poison gas. When the Broken Ball is bouncing
near the enemy it may releases big dose of this gas and causes bigger damage. The ball doesnt't cause damage, only gas.
Bouncinies
- a tank fires 5 small bouncy ball (with random angle ±10) that behave like the Bouncy Ball but don't
jump so high. They may change each hole into pink tomb! Damage is not big, but the dirt yes.
Flying Flamingo
- it is a cousin of the Funnel. It creates small hole like the Piledriver with bouncy borders and the
long bouncy wings. Try to use the Sprinkler now!
Burnt Burst
- it's like in the cartoon
When we hit the tank, the smoke appears around its. At start the smoke is
thin and it causes damage of 1 point per second. With time, the somke is more and more thick and causes damage 2, 3
and at least 4 points per second. When damage reaches 5 points (the terrain explodes and spews parts of the fire to the left
and to the right) the tank blows up (40 points damage) with groan(!) and very huge power (bigger than after using the Pop
Rocket) and releases the fire from its rump during a flight. This fire isn't dangerous for the enemy on the sky but it can
hurt our tank! It could be cool for our eyes. We don't know where exactly is the enemy but we see fire falling from the top
of the screen to whole terrain!
Gas Deliverer
or
- it works similar to the Fire in the Hole but it works 2 times. Our tank flies to the appointed (by
the angle and the power) place and releases the tons of poison gas at the same time. After 3 seconds our tank backs to the
previous place with the same parabola of the flight and the same gas effect. Releasing of the gas goes on 2 seconds so it is
better to us to set high trajectory of the fligh (we avoid damage of our tank). Gas causes damage up to 50 points (x2!) and
screws our settings of the barrel. The weapon is the best in close combat - we can double attack the enemy.
Bubble Domes
- it is a LOS weapon. Our tank releases 10 red bubbles
with random angle (± 10) and low velocity
. After a few second they change into red domes (like the Dome Protect, the Blackout). Ones of them make it earlier, the
others - later...
Even though working of the Bubble Domes is random we have small infuence on it. We can set very small power (then the
bubbles go with very low velocity and change into the domes near our tank) or big power (then the bubbles go with higher
velocity (but still not high!) and change into the domes at the end of the screen or go outside of the screen without any
effect).
No damage. Bubble Dome:
Exemplary pic with the effect of the Bubble Domes:
Delicate Bomb
OR
- it is the opposition to the Lead Balloon. We have to set small powet to hit the enemy even it
is far away. Damage: maybe like the Lead Ballon?
Pizza Boy
- the missile looks like the icon. Small pizza is rotating when is flying. It consists of the 6 sepatate parts.
Each part has other color (look at the icon) and function. It stops above the tank and:
* splits into 6 parts (similar to the Pineapple). Each parts attacks the tank when is near it.
* separates one of the part which is the nearest of the tank. Only this part attacks the tank. The others disappears/flies
away.
Functions:
- blue part attacks like the Hail Storm
- red part attacks like the Napalm
- brown part attacks like the Dirt
- green part attacks like the Acid Bombs
- pink part attacks like the Bouncy Bomb
- grey/white part attacks like the Single Shot
Each parts causes the same damage: up to 60 points.
Lollipop
- action: I think about the wall tipped with ball (mix of yellow and pink color). This ball is shattering with
awesome graphic effect (maybe mix of the Gyro Glue and the Sand Storm). Yellow parts habit like the glue, pink - bounce.
They cause damage too.
Iron
- it is a cleaner with the Char's effect. When our tank is dirty we may rescue it but it may hurt. We may also
attack the enemy but damage is not huge. And about cleaning: it creates a 100 pixels length tunnels to the left and to the
right (200 pixels together). Angle of the cleaning depends of the terrain. It takes into considerations one pixel which the
missile touches and 2 next pixels and cleans with the same inclination like the terrain is.
Poltergeist
- my favorite idea. It is as good as complicated. The missile causes wall like the Tesla Coil. A colorful circle
appears slowly within the tank. This circle grows and stops when it is bigger than tank's length. Then it goes to the up
(very, very slowly) and takes the enemy with itself. The circle changes its color. From time to time "something" near the
circle (with the tank inside) attacks the tank and pushs it out outside of the circle. The circle "catches" the tank again (does
it very quickly - the tank doesn't have chance to fall on the terrain*) and still goes to up. Whole process goes on about 10
seconds.
* unles the tank falls very close the hill (terrain) and the circle touches its - then disappears.
And about attacking by "something": Ball with tail, which is attacking the tank and pushing it out of the circle, has the same
color like the circle in a given moment. Each attack causes 30 points of damage. Poltergeist attacks from 3 to 7 times. It is
random.
I hope I interpeted this idea correctly because it is very cool and colorful in my mind.
- ekoz's alternate icon.
Scales
- when we hit the tank, the mass of the terrain is showing above the tank (it looks like the Tracer's graphic).
Each pixel of the terrain's height is 1 ton (1t). When the enemy is on a high hill the mass of the terrain is big. The max
height from the bottom of the screen to the top is 450 pixels = 450 tons (but it's imposible to have terrain with 450 pixels
height because the enemy has to be out of the screen
terrain!
). And how big is damage? Of course - as big as a mass of the
AWP
Double Trouble - Fires bullet that acts like a Sniper Rifle, but it has damage equal to your current score. So, you have a
chance to duplicate your score.
Bert
Ice Bomb - A simple ice ball would surround a tank; it would be bigger than a dirtball, but smaller than a big dirtball.
Icicles - Where the bullet hits, 5 large icicles would appear suspended in the air. They would block shots shot at high
angles.
Igloo - A giant dome protect made of ice would be formed around a tank, thicker and with a larger radius. A small tunnel
would be shot at the angle the tank is aiming at for a shoot hole.
Misc. weapon ideas:
Gravel - A rainbow dirt level of dirt would be placed on the entire level.
Invisa-score - Both players scores would not be viewable until the end of the game.
Midnight - The screen would go completely black (just where the terrain and tanks are) for one turn.
Retreat - A tunnel is shot that is 1/4 of the length of the screen. After the tank shoots, it has the ability to move for 10
seconds.
cornmo
Swirly - Shoots a Blob of Bouncy dirt (like Shelter but evil!) that *hopefully* envelopes the opponent and is cut out in a
swirly shape. Water then pours down into the swirly!
http://img37.imageshack.us/img37/1599/swirly.gif
Lazy Bazooka/Shotty Missle - Shoots a bazooka that runs out of gas during flight and plummets to the ground. This one
isn't too fancy but on a side note, it would run out of fuel based on its speed (power shot at) so I suppose there could be a
lot of strategy with this one.
http://img37.imageshack.us/img37/2742/shottybazooka.gif
Mitosis Missiles - Shoots a bullet that splits based on how long it is in the air. Unlike the .gif, the missles are not 100%
accurate, that was just laziness on my part for illustrating it!
http://img195.imageshack.us/img195/8...osisbombsv.gif
This last one I must admit seems like it wouldn't be selected although I love this idea. It just is a fancy power grid/Quad
missile/Barrage/<insert more weapons here> unfortunately and seems so simple that it would have been suggested many
times before. Oh well!
Death
Completely Original Weapon-...lol, it fires a C.O.W that makes the appropriate noise, and explodes into white liquid,
which acts like hail storm.
Digitalis
Wind Blade
- A semicircular, white blade which ( like the Zipper, or the Gamma Blaster ) can traverse through the
ground. However, it can also "go through" defenses. Deals 30-35 damage, and if fired upwards continues on indefinitely (
like the Laser ) .
Aqua Drill
- The tank releases a cone shaped projectile. On contact with the ground/ a shield / mud, it drills into that
surface for three seconds ( if it directly connects with a tank, than the tank takes 10 dmg per second ) and after the three
seconds of drilling, it releases water , like the Aqua Bomb doing about 25 - 30 dmg.
Traction Spikes
- The tank releases a projectile that splits into five spikes which spread over a wide area. These
spikes do not bounce when they touch a bouncy object ( like Shelter, Bubble Wrap etc. ) but instead stick to the surface
and detonate in a small explosion. In the event that the spike hits a tank, it does 15 dmg each.
Bounce No More The tank releases a spherical green prjectile that while in the air, releases a green liquid. This does
no damage, but turns all "bouncy" objects a shade of Green meaning that they cannot bounce incoming/outgoing attacks
any more. It has no effects to other objects.
Bounce Day The tank releases a stream of pink liquid ( like the Blowtorch ) that turns any nearby objects to
"bouncy". For example if the tank is covered in mud, it can turn that mud into a bouncy variant completely. Does no
damage.
Acid Ball - Eats away at land as it bounces, and explodes in a shower of acid on contact. Does same amount of damage as
Firebal when it explodes, and acid does 5 dmg per droplet that hits..
Downpour - Just like Solar Flare/Glue Storm, but with Water.
Kettle - The tank fires a projectile. When it makes contact with the ground, a large, hollow circle of dirt with a spout like
structure appears. The spout then spews out water, and the circle fills with water doing damage equivalent to Hailstorm.
The water then dissipates and the structure still remains.
Talc Storm - The tank fires a projectile that splits into a huge white cloud. This cloud covers a medium sized area and does
20 points of damage when it settles on the opposing tank, and then covers it in a white dirt like substance. If this cloud is
to hit a defense , it does not harm the defense , or does not bounce off if it is bouncy but rather settles in white dirt on the
defense as well.
Disguise
Mud Drillers: They are homing to the enemy just as like the normal drillers, when are shot at impact they will create mud.
Rain of Fire: It's totally like Acid rain, just with fire.
Multiple Great Wall's: At impact it will creat 5 great wall's.
Blast Wave: When will hit the enemy tank it will blow it away and it does 20 dmg.
Mega Digger: It will clean half of the play field when used.
Grenade Launcher: Launches a big grenade, when the grenade will reach the enemy close enough it will split in 5
grenades each one of them will do 10 dmg.
Digg Jump: When used u will jump 3 times, when you will land it will digg were you have landed and this will repeat 3
times.
Plastic Storm: Like glue storm but it will fall with plastic.
Mega Firecracker: Powerful modification of the normal firecracker.
Dual Heatseeker: Fires two heatseekers each one will do 10 dmg.
blue moon
Chaingun:
Fires around 50 high speed bullets (line of sight). The shots have a 1 or 2 degree spread, so not all will hit unless at a close
range. The highest possible points would be around 100-120.
Mega Carpet:
Fires a shot that after a brief period will fly straight forward, dropping a barrage of explosives in a straight line.
Freeze Ray:
Fires a shot that behaves like a zapper, but buries the opponent in several dirt slinger type mounds of white ans blue dirt
when it hits the take. No points are given.
Thunder Punch:
Fires a high energy ball. The ball itself is Line of Sight, and doesn't explode when it hits dirt or the player. The shot itself
digs through dirt (similar to Bunker Buster, I believe. I forgot the name). When it comes in close proximity of the player, it
starts to zap the player very frequently. Each zap is about 2 points, but due to the set speed of the projectile, if the energy
ball passes over the player (best case scenario), it should give 80-120 points.
Rocket Bomb:
The tank fires a non-damaging explosive. The explosive itself has a very high kick, so it can launch any tank very far. This
can be used on yourself to get out of a bad location, or to seriously mess up your opponent's perfect angle/power
combination.
dmac208
perfect alignment- when you press the fire button 8 huge spheres form in the sky (resembling planets) and one sun, this
sun brings yellow light through the planets. the last planet shines a light directly into your tank. your tank will then begin to
glow. the effect of this weapon will be to double the points,kick and explosion size of every other weapon. if you are buried
in dirt or the suns light cannot reach you the weapons effect will be nullified. the weapon can also be useless if you destroy
the sun or any of the other planets. if you destroy the sun first, the martians will attack you for 100 points.
black hole- any piece of dirt or a weapon within 80-120 pixels(it can vary) gets sucked into the target.
star- a huge orb of light gets placed where u shot the projectile hits and does 5 damage and gets bigger so it does 5
damage than 10 damage than 20. it then explodes into a supernova where it then forms into a black hole.
gamma ray burst- like sidekick on the target hit on both sides of the screen to green rail guns but more powerful hits
the target.
abduction- two flying saucers come and auto aim on your opponent but instead of them attacking you with many
lasers they use tractor beams and drop a cow(or not i don't care)
cosmic rays- the whole screen gets lighter and a solar flare type of thing in which the rays can still go through dirt but
the rays would be much much more powerful the best way to strategize with this is to have a black hole somewhere.
Déjà vu-this weapon fires the weapon you have used previously twice. 1 goes the way it would normally go whereas the
other goes randomly. if the weapon is already random it changes nothing.
future sight- this produces kind of a ghost image of the weapon of your choice. it then acts out would it would do but
no points are awarded and no damage is dealt to the terrain
rockets-same effect as jump jets but fire comes out your tanks back end this can do a total damage of 400 per 300 pixels
traveled points but has to be in close range for that to happen.
laser ball- a projectile is fired from your tank and stops in mid-air about 150 pixels away from the enemy tank the ball
shaped projectile then spins and fires lasers 360 degrees. the ball can do 3000 dmage total if every laser hitd you
specifically(will likely do 200 if it doesn't hit you)
hurricane- huge winds stir up and launch both tanks in a random location. the wind afterward will be very high
tsunami- a huge wavs comes trough randomly from the left or right of the screen flooding the ground. great for if your
oppenet is in between a valley.
rainy day- same effect as acid rain but water instead of acid
ball lightning- a spherical ball of lightning starts going in a crazy pattern toward your target the ball can sometimes go
trough dirt and sometimes cannot the damage of this ball varies from 50-250
wings-the tank sprouts wing giving it to have more kick if a weapon hits it and it is greatly affected by wind.
mace- a buckshot like spread of projectiles fires out but sort of water like and messes with your opponents aim
rain of fire- like solar flare but with fire
bombardment- 10 dive bombs shoot out of your tank each flight path varies slightly and has each dive bomb has same
effect but the bombs are 2 points each
adrenaline- your tank gets 5 extra move which is faster and your tanks moves will be 1.5 times more powerful butonly last
3 volleys
splinter- a wall forms where the shot landed and then a cannon shots there as well after that the cannon goes away the
cannon does no damage but the wood splinters your tank for 2 points per splinter
pot hole- 2 medium sized projectiles(like stun gun) comes out and leave potholes where they landed. if a tank happens to
fall on this you get 50 points and the tank cannot move... your call on that one. so basically this weapons effect last the
whole game
connect 4- from all sides of the screen 4 super lasers shoot and meet in the middle when that meeting happens a big
ultimate laser or something forms and randomly aims for the tank if hit the weapon will do 150 damage
swine flu- your tanks gets "sick" and is dealt 10-50 damage per turn.
ekoz
GPS Bombs:
when fire is pressed, two things happen: two blue spark flags spawn right on the edges of the screen,
but do nothing (for the moment), and you shoot a red beacon, just like in space laser. when it hits, 5 blue missiles are
immediatly launched from the spark flags in a line, not all at the same time. these missiles are launched up at a slight angle
away from the screen, kinda like these angles / and \. when they've been traveling for 1 second, they burst red and
heatseek into where the beacon hit. each missile does 10 damage and has small explosion and kick.
Atom Blaster:
unique weapon, as it uses screen wrap, and only deals damge if it HAS screen wrapped. the longer it's
been in the air after screen wrapping, the more damage it does, for a max of 80.
alternate version- still screen wraps, but damage is dependant on how many times you do so. x1 = 20, x2 = 60, x3 = 120
Recharge:
utility weapon. instead of EXTENDING your moves, it simply fills it back up to 4. maybe a nice little green
spark generates around your tank as they fill.
Arrowheads:
three dull brown bullets are fired at slightly different angles. when they hit the ground, the angle at
which they are hitting the ground is registered, and then they start to 'jackhammer', using the registered angle as their new
90 degree gravitational point.
eg: one of the bullets hits at 20 degrees. the bullet then makes a medium sized explosion, jumps backward at 20 degrees
and completely sraight, then flies back at the impact point, straight ahead yet again. think of it as an angled jackhammer
that doesn't obey normal gravity after it's first hit, but rather turns the gravitational point to it's own path.
Ice Smith:
shoots a little spinning blue ball. as it goes along, it 'freezes' the air around it, making a floating, hollow,
pathway of snow through the air. the ball bounces twice and deals 20 damage.
Wheatfield:
a bright green bullet is shot. on impact, it grows a bright yellow wall the size of a magic forest wall, and
deals 20 shock damage. but this wall is special. any time a bullet or explosion hits it, it shatters and spews out 5 bright
yellow bullets. on impact, these bullets do the same exact thing as the green bullet, except no damage is dealt at all.
THOSE walls do the same, and their walls do the same, etc etc. this is a great tactical weapon, as it can be used
defensively or offensively as a burrower or a shield.
Pendulum / Swinger:
shoots a bright green bullet. in proximity, it stops and releases another bright green bullet that
is attached to it via rope or something. this other ball swings back and forth, ripping up terrain it goes through and dealing
damage spinner-style (any time it touches the enemy, it deals lots of 1's) and swings 5 times. (1 swing constitutes going 1
way, so - back, forth, back, forth, back. thats all you get)
Super Pendulum / Super Swinger:
suped up Pendulum / Swinger. all bullets are cyan, swings 10 times.
Blast Cannon / Blast Radius / Blast Zone: sends out a small yellow orb. this orb has a .5 second detonation. on
detonation, you will see it explode, doing 100 damage in a lemon sized explosion, and sends out two yellow beacon-bullets
that orbit each other like a strand of DNA. at the height of their arc, they split out, going in opposite directions, creating a
sort of parabolic double-path. if one hits, it sits for 3 seconds. if the other hits as well, they 'neutralize' to make a white
explosion. if only one hits, after it's been waiting, it simply distinigrates.
Double Rockets:
a salvo of green mini-rockets are shot. in proximity, each one splits into 2 small green bullets, and
has an angle which varies of the original rocket by around 1 degree either side. each Bullet deals 2 damage.
Gravity Ball:
while it flies through the air, it releases 8 small red orbs like sprinkler. however, they looses velocity as
they fly through the air, and get sucked back towards the ball. as soon as they all converge back on the ball, they get shot
back out. if one hits a tank, the number resets back to 8 when the rest go back. each mini-orb does 2 damage, the main
bullet does 30.
Poppers:
OR
OR
shoots 3 small purple bullets. after these bullets have been in existance for 1 second, they
'pop', releasing 5 tiny purple bullets that deal 2 damage each. if a popper hits a tank or ground before it pops, it does a
small explosion with 10 damage. max 30 damage.
weak, but fun looking. maybe you can up the damage to 3 for each mini bullet, and 15 for each popper. that's bringing the
max to 45.
Can Opener:
shoots a light red bullet. when this bullet hits the ground, it rolls foreward for about half an inch
(windowed) while it makes small explosions in its wake, then starts to roll backwards for an inch (windowed) while it makes
small explosions, then goes back an inch, foreward an inch, etc. etc., untill you've made a ditch from the small explosions
about 1 inch deep (windowed). it doesn't act as if the tank is a solid object (so it passes through), and each explosion deals
1 damage.
E.G: it's going back in forth in an area an inch wide, sawing it down untill you have a more or less rectangular ditch.
maybe a thin layer of dirt can be generated at the top?
Brawndo: Makes you rip your pants and makes you have to go out and buy new pants and shoes while you're at it
because your old ones will be so worn out by kicking everyone's @ss all day long.
Bass Blaster:
OR
Shoots a blue bullet, much like the Sonic Blast bullet. On impact, it acts much different,
however. First, although it does produce the same type of particles, it doesn’t make them in waves. Instead, it produces 64
particles that expand make a circle with a maximum diameter of 1 inch (windowed mode). These particles may look the
same, but they act differently. These particles do not explode ever. Even if they touch a tank. Instead, they phase through
anything and everything, dealing 1 contact damage (like spinner) for every millisecond they are in contact with a tank. Once
they hit their radius threshold (1/5 inch windowed mode), they slow to a halt and return to their origin. It then repeats the
cycle one more time (the repeat cycle can be omitted in case it deals too much damage.)
flankattack
Boxed In - This is a super bouncy ball that can never jump out of screen.
Space Out - Your tank "spaces out" ad forgets what to fire, so it fires a duplicate of a weapon it has or single shot if it is
the last volley, picked at random. Would this work on the current engine, Mike?
Mud Shooter - Orbits the other tank in a perfect circle. It then fires while it is underground. Sort of like a reverse orbiter +
nano bots.
Zombie Attack - Several grey-green mega cruisers enter from whatever side of the screen the opposing tank is closest
too. These "Zombies" then explode after a certain amount of time, or when they hit the tank. This explosion results in
either a mini-digger or a magic bean size wall.
Wrecking Ball - Where this shell lands it creates a zapper-size crater. Then starting level with this crater on both sizes
two "wrecking balls" are created. These balls swing left or right (like a pendulum would) and every part of dirt these touch
gets destroyed. This weapon deals no damage.
Boxed In - This is a super bouncy ball that can never jump out of screen.
Space Out - Your tank "spaces out" ad forgets what to fire, so it fires a duplicate of a weapon it has or single shot if it is
the last volley, picked at random. Would this work on the current engine, Mike?
Half Field - This weapon launches the tank into the middle of the screen and then bumpers form in the middle and to
whatever side the opponent is on, thus narrowing the field of play.
Mud Shooter - Orbits the other tank in a perfect circle. It then fires while it is underground. Sort of like a reverse orbiter +
nano bots.
Zombie Attack - Several grey-green mega cruisers enter from whatever side of the screen the opposing tank is closest
too. These "Zombies" then explode after a certain amount of time, or when they hit the tank. This explosion results in
either a mini-digger or a magic bean size wall.
Wrecking Ball - Where this shell lands it creates a zapper-size crater. Then starting level with this crater on both sizes
two "wrecking balls" are created. These balls swing left or right (like a pendulum would) and every part of dirt these touch
gets destroyed. This weapon deals no damage.
mentallyunstable
Quicksand: A combination of Pile Driver, Old Faithful and Sandstorm effect. Weapon makes a hole the size of a Pile Driver
which does 20 damage, then fills it with water that does damage. The hole is then filled with sand similar to a sandstorm
effect, although smaller in scale so it only effects the hole and some outlying area.
Another idea;
Flashbang: Weapon that produces a bright white light around the area it hits. It does 20 damages, messes with the power
and angle controls. It also has a small kick which occurs during the light, which further serves to make your opponents next
shot harder.
Lime: Similar to lemon in how it behaves, except if it actually hits it does a whopping 250 damage (yes, it would do it to
you as well if you are hit).
omega8bit
Queen Bee - A yellow, cannon ball sized bullet is fired. Upon hitting a surface, it will burst [with no explosions], damaging
tanks in proximity to it, forcing tanks to kick upward. The burst also releases bees [from Beehive] that will home into the
enemy tank.
Lahar - Creates two Dirt Slinger type dirt triangles on either side of where the bullet hits. The tips of the triangle release
immense amounts of lava, which drip down the dirt mound.
OmegaClassA
Hotcakes - Fires a small flat disc, (flater side facing direction of firing). It begins to grow while it is in the air. When it
lands, it is really hot, doing flame damage for 10 seconds, 5 for each second. After all the burnage, there is some acidage,
melting in the direction it fell, like a large fat, but short, tunnel.
Compact Dirt - Dirt that halves all explosions. Say, for example, a weapon lands on a mountain of this dirt that normally
does a 100-pixel diameter explosion. Any part of the explosion that goes into compact dirt becomes only 50 pixels.
See Basic for Compact dirt.jpg for the basic idea
Brick - All explosions are reduced to 1/4 the original power/radius.
Concrete - Nearly Indestructible, all explosions are reduced to 1/10.
OverGrowther - Basically, upon firing, any and all green terrain that hasn't been destroyed grows upwards, creating the
effect that the tanks, if they are on green, are being swallowed up by grass.
(A continuation of Magic Forest)
Cursed Forest - Follows Magic Forest's procedure, but the bullet is gray and trees are a brown color. After all the trees
have grown, tiny spiders, or bugs, come out from each tree and patrol a 30 pixel distance from each tree, exploding upon
contact with a tank, dealing roughly 5 damage each. Every bug auto dies after 5 seconds.
An idea for a type of dirt/shield:
One-way Dirt - Normal dirt is No-way, meaning that no matter which direction the dirt is hit from, any shot that does it it
will explode upon contact (with the exception of digging weapons, of course). One-way Dirt can be used as a shield, for
example, the dirt can be deployed similar in effect as dome project, with the same dirt-removing concept in the middle. The
tank INSIDE of the "dome" will be able to fire out without ruining the dirt structure, however, any shots firing from the
outside portion of the dirt with explode upon contact, essentially creating a safe place for one or more turns. Digging
weapon will still be able to go through, so it is not totally overpowered.
..Weapon based on the above dirt concept..
Pillbox - Sort of a rectangle is placed over the tank, totally covering it creating the illusion that the tank is "inside" the
bunker. Uses One-way Dirt to cover the tank.
Popcorn Bag - Fires about 10 normal popcorn with large spread. Can be altered if ideas by others (dirty popcorn etc) are
accepted.
I always hated if *somehow* I landed a perfect shot with popcorn but it only did 20 damage instead of bursting all over
doing tons more. This makes popcorn more unpredictable.
Microwave - Upon landing, a grayish box is built over the tank, with a smaller opening, to see inside. After it is fully built,
one of the below happens (percentage of happening is also listed):
5%>Defrost Mode- Anything inside the microwave takes 10 damage every 1/2 of a second for 10 seconds.
15%>High- 10 damage per second for 5 seconds.
25%>Medium- 5 damage per second for 5 seconds.
45%>Low- 1 Damage per 1/4 second for 5 seconds.
10%>Popcorn- Activates one popcorn at the top of the microwave, giving it time to bounce around. Or not, depending on
the position of the tank, etc. Various damage.
If there is no tank inside the microwave, it does not start. Microwave dissipates upon ending sequence.
Rapid Cannon - Fires 3 shots. Each shot has a change in power and angle so that all three shots land at the same time.
Each shot does 30 points, for a total of 90 points. Each shot lands at the same time, due to the angle and power
adjustments that ensure this.
The tricky part is that your first shot has a different power and angle than originally assigned, but the three shots still land
together no matter what.
Atom Disruptor - Fires a gigantic, over sized super slow orb that pretty much floats like a balloon in slow motion. It goes
up and down randomly, and any ground it touches is immediately destroyed. It lasts 10 seconds. If it *somehow* manages
to hit the other tank, it does 1 damage every 0.05 seconds for the duration that the tank is inside the orb.
Unoriginal - Fires a random weapon from all EXISTING weapon packs.
Road Kill - Your tank moves forward really fast, does not go up steep hills, follows same movement rules/limitations. If
your tank hits the enemy's at high speed, 60 points are given to you. The enemy's tank's power+angle are randomized.
?Mystery Event? - A bright flash envelopes the screen, turning it almost all white. The tank's position, power, and angle
are randomized based on an algorithim. Terrain could be changed/restored as well.
Say, for example:
Terrain 1, position 5, Angle 1, Power 4.
Each number means:
Terrain 1 being terrain set 1 out of say 5.
Position 5 is a position setting for both tanks.
Angle 1 is, say, angle=81 for tank1 and angle=273 for tank2.
Power 4 is similar to that setting^
Judgement - A large reactangular box land on the ground.
A face appears.
After about 3 seconds of thinking, the faces changes.
Happy: Mini floweres appear near the box. No damage. These flowers become a floating dirt.
Sad: Sudden, unpredictable, rapid attacks come from the box. 10 points each. About 10.
Mad: Firesa a wave of napalm both waves. Similar to Flamethrower.
Steaming Mad: Big gyser of lava comes shooting out. Not as far spreading as mad but much more damaging.
Crying: Hail...Lots of hail...appears around the box.
Neutral: Nothing happens.
Joy(laughing): With each "laugh," a small round ball comes shooting out. Like a mini flower power but does not go through
ground.
Surprised: Porcupine, but blue bullets?
Awesomeface: The rarest of all, but the face explodes with a Mega Nuke
Think of any more emotions?
KABOOM - Fires a TNT barrel that rolls and such, does 100 damage. Lasts awhile, but only goes fast downhill, otherwise it
is slow on level (or near level) land.
Compute - Power and angle are randomly assigned to be a pair that will ensure a hit. Basically, power and angle are
automatically aligned to the enemy tank, so that any fired shot will be a perfect hit. (Arc Shot)
Calculate - Power is set to 100 and angle is perfectly aligned with the enemy tank, best for LOS weapons etc.
(Straight/Line Shot)
? - Goes through firing sound, but nothing comes out. A "?" appears over both tanks. One of the following happens:
50%: Explodes in barrel, minus 20 points.
30%: Super Rapid Tommy Gun, very inaccurate, 50 bullets.
10%: A Flea Circus comes out landing near the firing tank, 10 fleas that each do 1 damage, the bounce around uninterested
in either tank.
5%: Nothing
5%: Explosion in the enemy tank's barrel, 100 points.
Hour Glass - The tank shoots out an hour glass that bounces 3 times. With each bounce, tiny pale pellets come out, which,
upon landing, grow into a sand dune, similar to the mechanism of a small dirtball. On the fourth bounce, the hour glass
bounces to the center of the screen and explodes, sending more pellets everywhere.
REVISIONS/ETC:
Ok, each pellet is like a dirtball shot, however, instead of having a tail it is just a pale pellet or "grain" of sand. Once a
pellet lands, it grows into a dirtball that is colored to look like sand. Basically, every time it bounces to shoots out tail-less
dirtball shots that grow into sand.
The Hour Glass itself doesn't make sand, every time it bounces "Insta-sand" pellets come out and they turn into dunes
when they land, not sand dunes coming when the hour glass lands.
However, that is ideological for dunes to come from pellets AND the hourglass when it bounces.
If this doesn't explain enough.. then here is my way of explaining the timing/effect mechanism:
:Fire
:Shot=HourGlass.png
:Shot=Bounce
:Bounce limit=4 Store number of bounces as B
:<blah blah arc equation/distance blah blah>
::Label 1::
:Shot hits ground
:B+1 Store as B
:If B<4
:Then
:Bounce
:Execute Sand Pellet Spread Equation
: Disperse Sand Pellets, SandPel.png
:Continue falling
::If B=4
:Goto 1
::Then
::Goto 2
::Label 2::
:Execute bounce to center
:Bounce
:To center
:Explode
:Execute Sand Pellet Spread Equation X
: Disperse Sand Pellets, SandPel.png
:End
:End
:End
:Stop
Ok.....this is probably more confusing, so let me explain this.
The start, up to the command labeled "Label 1", tells the program the picture, that the shot can bounce, and how many
bounces it is allowed. Then it goes through the equation for the arc of fire, using the power and angle. "Label 1" means that
everything down to "Label 2" is classified under the miniprogram "Label 1". "Label 1" tells the program to calculate how
many bounces it has left, and what to do after a bounce. Specifies that the shot hit the ground, so add one to B, which is
the variable that stores the number of bounces. Then it asks if B is less than 4, if it is then it bounces and releases sand
pellets. If it isnt, then it passes onto the next "If" question. Then it reaches "Goto 1" which means to return to the
miniprogram "Label 1" and run it again, making the shot land, adding 1, then bouncing. Eventually it will get to the point
where be is NOT less than 4, so it skips all the way to the next "If" question. It asks if B equals 4, if it does, which it must if
it wasnt less than 4, then it goes to "2", specified by "Label 2". "Label 2" explains what to do on the forth bounce, which is
to bounce to the center and execute "Spread Equation X" which is the equation for the final release of pellets, more than
the usual bounce. It explodes, and the "End"'s signify to end all functioning or waiting miniprograms, then "Stop" terminates
them. After which, the next turn starts.
Random Chaos
Missiles and Bullets
Because we always go for the unusual, and it needs to be balanced by the more mundane. So here are some of the more
mundane.
Side Storm - A single missile that at distance D from the enemy tank, MIRVs off 2 new missiles, one to each side. The
main missile has no tracking. The two MIRVed missiles track just like Whiplash (brief tracking period followed by no
guidance). Each missile does 20 or 25pts damage (max of 60-75pts damage).
Filled Hole - A single bullet that does 40pts of damage on impact, makes a medium size hole, which it then fills about 0.25
seconds later. Low kick.
Tri-Seeker - Three heat seekers that fire out like triple shot with damage of 25pts each. Most of the time, you won't break
50pts damage with this weapon, unless you are at close range.
Stone Thrower - Fires 50 bullets, close angles and close power (about half way between tommy gun and machine gun).
Each bullet does 2pts damage on impact and makes a mini hole.
Gaping Wound - A single shell that explodes for 10pts damage and leaves a medium-large non-filling hole on landing.
Great for clearing that pesky dirt mess around you or dropping the enemy in a hole. No kick.
Trickster - Tommy gun, but on impact, if they miss, they bound up into the air like a crazy ivan shell that explodes on
impact. 10pts damage each shell, 10 shells.
Triple Flash - Fires 3 shells similar to gyro glue in terms of trajectory and power variation. On impact, each shell forms a
random colored (blue, yellow, orange, purple, green, or red) flash blast of medium-small radius. Each shot does 25pts
damage.
Speed Buster - Fires a single shell that on impact damage is directly proportional to the speed of the weapon. 100 power
equivalent = 110pts damage. 0 power = 10pts damage. Scale up to a max of 150pts damage.
Split Personality - A shell that a distance of 150px above the ground splits into two at a 30 degree angle off the original
trajectory. The left one lands and turns into a cruiser going toward the right, and the right one lands and turns into a
cruiser going toward the left. They should each travel about 200% of the distance between their land points on flat terrain
(should be 150px apart, so a travel distance of 300px). Damage is 40pts each minus 5pts for every 25px over 100px they
travel (so at 299px distance, they do 5 damage each).
Pulse Missile - Timing is everything with this weapon. It oscillates back and forth between 20 damage and 120 damage
every 1 second of flight time. So at 0 seconds, it does 20 damage. At 0.5 seconds it does 120. At 1 second it does 20
damage again. Damage changes like a sine wave. The missile itself grows larger and smaller with distance (similar to a
pulse blast, but timed to coincide with the amplitude of the damage). Kick and crater size are proportional to damage,
similar to phase missile.
Angry Shot - A single shell that "spirals" (similar to the trail of super nova) toward the enemy. It is red and the head
pulses. It lets off red sparks from it's rear (similar to stardust). On impact, it does 80pts damage over a medium-small are,
randomizes the turret angle, and gives a moderate kick to the enemy.
Air Flash - A single shell that when distance 20px from the enemy (or on ground hit) explodes. Does 80pts damage over
an 80px diameter radius. Damage falloff should be 1pt per pixel (thus max damage is 60pts normally). Visual effect is:
A solid white (with gradient) disk forms over the entire blast radius. Within 0.1 second, the disk clears from the inside to
the outside with a big bang sound over about 0.1 second. Damage occurs at 0.1 second after impact (when the clearing
begins).
Ground Arc - A weapon that on impact with the ground, does an inverted scatter shot (splits to 5 shells at different angles
that arc back toward the surface). The central shell is vertical, with the others being offset. No wind effect.
Shells do 10pts damage each, leave a medium small hole, and do not collapse terrain around them.
7-Shot - Like the 3-Shot and 5-Shot, except damage varies by missile:
Left to Right:
1: 5pts
2: 10pts
3: 25pts
4: 10pts
5: 25pts
6: 10pts
7: 5pts
Total damage: 90pts
Goal: Slightly off-center hit.
Force Blast - 60pt damage flash blast with medium-high kick on initial hit. A second blast goes off with large range and
no damage with nullifying kick, causing the tank to drop back to the ground before it gets too far away.
Carnage - Flare-type weapon that splits into 3 shells and then again into 3 shells.
Initial weapon does 5pts damage if it doesn't split.
The first 3 shells each do 30 damage with 4 sequential explosions over a medium area (mini-nuke).
The final 9 shells each do 20 damage with 4 sequential explosions over a medium-small area (micro-nuke).
Max damage per stage:
- 1st stage / 1 shell: 5pts
- 2nd stage / 3 shells: 360pts
- 3rd stage / 9 shells: 720pts
It is highly unlikely that more than 2 of the 3rd stage will hit a single tank. Max damage would come if the initial split was
just above the enemy for 2nd stage because by the time 3rd stage occurs the first 3 shells will have spread far enough
apart that the next splits should never cover the same location.
Bomblets - A single shell that splits multiple times in 3-5 shell splits each time, similar to flare. Each shell explodes for a
small explosion of 5pts damage. Total damage potential determined by how many shell splits occur.
Crazy Skipper - A oval shaped shell that bounces 3 times. Bounce is determined by a physics engine that bounces based
what part of the oval shaped shell hits the ground (short curve hit will be a direct bounce; 45° hit will be a spin bounce
with more motion in the direction the 45° is toward; etc). Damage is 80pts, medium or medium-small damage area.
Down the Rabbit Hole - Fires one of two Pills, randomly selected: red or blue. Red pill does 75pts damage and
randomizes your tank turret. Blue pill does 25pts damage.
Gauss Cannon - A single line-of-sight metal sphere that is about 8px in diameter. Impact with any portion of the bullet
counts as a hit. The bullet has electricity shimmering across it. On impact, the metal sphere does 90pts damage with an
8px diameter area affect with no range dissipation. It has high kick, equivalent to sniper or cannon ball.
It also releases some (about 5) energetic energy particles that bounce and sizzle across the ground for a short distance
before vanishing. Each energy particle does 5pts damage if they hit.
Long Range Missiles or LRM Launcher - Your tank fires a swarm of missiles (12 missiles), rapid fire, tommy-gun like
shots. Each missile has a nice smoke trail behind it. These missiles do 8pts damage each and explode with a medium-small
area affect.
Elite Missile - High power missile that activates 0.5 seconds after launch. It does 5pts damage with no area affect if it
impacts before 0.5 seconds. It does 80pts damage over a medium-large radius.
Simple, but slightly different than anything else.
Mining Blast - A single shell that splits into 5 shells like flare. If these shells hit a tank, they explode as flash blasts for
25pts damage. If they do not hit a tank, they bury into the ground for 0.1 second (or until impact), then explode as flash
blasts for 25pts damage. Great for hitting that buried tank...without unburying it.
Super Sniper - On fire, mirvs off a 50pt damage shell that hits the firing tank, no kick. On impact, does 200pts damage.
Thus, if you don't hit the enemy, you lose 50pts. If you do, you gain 150pts.
Dirty Weapons
Because it is always fun to burry people!
Pig Sty - On impact, the weapon makes a medium to medium-large hole in the ground, then releases about 50 mud slide
bullets that bounce around. These bullets DO NOT explode on contact with a tank. Instead they detonate only on time
delay. If buried, they briefly convert into ground penetrating weapons that go vertical until they find air again, then resume
their bouncing.
Mega Mud Pie - Like mud pie, but with 4 times the weapons that each make dirt piles half the diameter (thus the same
amount of dirt total).
Dirty Popcorn - Popcorn with dirt. Each impact leaves a small "dirt mine" that explodes after 0.1 seconds as a small dirt
ball (long enough for the popcorn to bounce away). The popcorn lasts normal length of time, and does 4pts damage if it
hits the tank, ending the bounce run for that popcorn kernel and leaving dirt behind.
Colored Dirt Balls - Fires 5 dirt balls with slightly random angle and power. Each ball is randomly chosen colorwise from
Blue, Purple (deeper than bounce), Red, Orange, Yellow (darker than sticky), and Green. The weapon, in transit, pulses with
the color it will be on landing. On landing, forms a circular mound of dirt that color (solid circle, spokes).
Maze - On landing, builds a dirt pile with a random path maze in it. The random path maze will also penetrate the ground.
Pits and Towers - Mud Pie type weapon that instead of making dirt makes pits (V shaped) and hills (inverse V shaped).
Crazy Mud Balls - A single shell that splits into 5 shells similar to super flare. Each resulting weapon shell moves
erratically, similar to Mystery Bombs. On impact with the ground, they tunnel like Worm, surfacing fairly quickly. At which
point they bounce a couple of times (like skipper) before exploding into a large dirt ball.
Post Hole Digger - On impact digs an Anvil shaped hole, dropping the tank into it. Then it builds an inverted V shaped
green tree coming out of that hole. This tree should fill the whole width of the hole.
Dirty Tornado - A tornado that as it travels across the ground is constantly spitting out dirt pellets from the top. Each dirt
pellet makes a brown ball about the size of a snow ball. On tank impact, does 30 pts damage (just like tornado) but with
only medium strength purely vertical kick. It also doesn't disappear on tank impact, instead continuing on until either it's
timeout (about 5 seconds) or the edge of the screen.
Ground Eruption - On impact, the shell does 20pts damage and makes a good sized hole (around 40px in radius). From
the impact point, rock pellets are flung into the air (sort of like Particle Bomb), that then arc back to the ground. About 100
particles total fired in the upper 120° arc. Each particle on landing does 2pts damage and leaves a small 3px or 4px
diameter pile of dirt.
Earth Rain - When directly over the enemy tank, the shell stops and begins firing off particles (similar to firefly). Each
particle does no damage, but explodes into a small (15px wide) dirt ball. About 20 to 25 particles are fired.
Hover Truck - Wherever it lands, a bright blinking blue light appears (similar to Space Laser). You then here a beeping
sounds as a hover truck appears at one edge of the screen and slowly moves over the blinking dot. It then dumps it's load
of dirt pellets (about 8px diameter dirtballs) onto the location. These dirtballs bounce a few times before turning into dirt.
The dump lasts long enough to easily bury a tank.
Muddy Flash - A single LARGE flash blast that leaves dirt when the flash effect recedes. Does 80pts damage.
Dirt Transfer - At fire point, a 80px diameter hole forms. At impact point, an 80px diameter dirt ball forms. Note: This is a
2 shot weapon; the dirt clearing weapon fires, then 0.5 seconds later, the dirt making weapon fires. This allows you to clear
the dirt around you when buried prior to firing the dirt making shell. Note: neither weapon collapse.
Popsicle - Single bullet fires until it hits a spot about 80px above the ground (post apex). From there it rains down with a
slight horizontal spread little tiny colored balls (all balls are the same color). These balls turn into a roller on impact that
rolls for about 0.05 seconds, then explode into tiny balls of colored dirt (all the same color). Enough are dropped to make a
decent height popsicle. Then the final few balls also release a bit of colored water (same color) when they explode - the
melting popsicle.
Clearing and Movement Weapons
Because you have to get out if buried!
Fortress - Sort of a cross between Elevator and Pedestal. You are elevated from under ground. Then when you clear the
surface, you are bounced into the air and a pedestal forms under you. However, on either side of the pedestal grow slightly
taller walls (about 10px taller) giving you your crenelations. So it clears you out from underground, but leaves a great spot
for an enemy with water weapons to hit you.
Chamber - Around you the dirt is cleared away to a distance determined by the power of your shot: low power = mediumsmall hole (barely big enough for your tank); high power = large (bazooka sized) hole.
Bouncy Jump - You fly into the air like jump jets. However, you bounce twice, skipper like, on landing. Aim is everything:
if you hit a steep slope in your way, you'll probably bounce back down the way you came. If you on the other hand hit the
top of a mountain, you'll bounce off it and down the other side.
Pterodactyl - A bird is shot out of your tank. If it gets within a range of 10px of the enemy tank, it grabs the enemy tank
and flaps toward the a point 2/3rds between it's current height and the top of the screen along the edge of the screen it is
heading toward. It also increases speed steadily as it heads that way. When it hits the edge of the screen, it releases the
enemy tank, bouncing if forcibly off the edge of the screen so it will fly a decent distance back the way it came from.
Shuttle - You get lifted up on a small hovercraft and carried over to a spot above your enemy. The shuttle craft then fires
a series of downward laser blasts (similar to Space Laser) that burn into the enemy. Then the shuttle sets you down in the
exact spot where the enemy was sitting.
Dirty Jump - You blast off from the ground similar to Blast Off, but without terrain clearing. As you fly through the air,
your tank continually drops small shells out it's back that on impact with the ground explode into small dirt balls.
Hole - A 80px wide hole appears centered on your tank, clearing away all dirt. No damage is done to you or the enemy.
The terrain it clears is non-collapsing.
Split - On either side of you 2 clearing weapons begin starting about 50px below your height and rising to the surface in
this shape:
\| tank |/
Laser Weapons (And Laser-like Weapons)
Because Lasers are fun!
Graviton Beam - This weapon fires out from your tank and looks like a purple, thinner tractorbeam. It will penetrate
ground and appear on the far side. It will PUSH the enemy tank away from you (and can burry the enemy), and if it hits
the side/bottom of the map, it damages at 5pts per second just like a tractor beam. Note: the enemy tank WILL NOT fall if
airborne until the beam lets go of it.
Graviton Zapper - A super-zapper like weapon that fires a purple colored beam. On impact, the weapon does 40pts
damage and yanks the enemy in the direction of the beam (with about the strength of somewhere between Jumper at 100
power and twice that).
Tracking Laser - A super laser shot that penetrates more layers of earth, and when near an enemy, acts more like a
Gamma Blaster and is attracted toward the enemy. The closer it is, the more it is attracted. Does 40pts damage. (I guess
this is sort of like phase missile, but it doesn't keep looping around the enemy). Fixed speed weapon.
Disintegrator - A weapon this powerful can't be shot from your tank. Instead, on impact the shell forms a small "mound"
(not dirt, just graphics). From this mound the disintegrator weapon is shot. I would suggest that this mound slowly increase
in color saturation until it fires (also maybe make it pulse), then it vanishes completely. The disintegrator blast also takes
time to reach full power, but cannot maintain it's strength for ever. Therefore, the following rules apply to the disintegrator
blast itself:
1.
2.
3.
4.
5.
6.
7.
8.
9.
Disintegrator is a direct-shot weapon, like laser or bazooka.
Like Super Zapper, it homes on the enemy.
Like bunker buster, the weapon will clear a small path through any dirt in it's way.
Like particle beam, it moves fairly slowly. It looks sort of like particle beam also.
At distance 0: 10pts damage, small hole, low kick
At distance 140: 150pts damage, medium-large hole, medium-high kick
At distance 300: 0pts damage, weapon has dissipated.
The weapon does no damage if it somehow hits the bottom of the screen.
The weapon is unaffected by sticking or bouncy terrain.
Laser Ball - Fires a single orb (sort of like color bomb) that stops moving when at distance of 50px from the enemy, or
directly overhead, whichever comes first. If it hits the ground, it bounces into the air 25px before continuing on.
The weapon then fires a stream of laser blasts in the general direction of the enemy tank (with a +/- 3 degree spread;
might need to be less to maintain damage level target). Total blasts of 40; 3pts damage each. The laser blasts explode on
impact with the ground, however, they WILL bounce off bouncy terrain. Therefore max damage is only possible if the enemy
is in a funnel (or similar structure). Normal damage will be around 30-60pt (hey, it is an assured hit if you aim decently!)
Laser Pulse or just Pulse - A single shell that on impact releases a series of red 1px shells in the entire circle out from
your tank ever 1.25 degrees. At a distance of 150px, these shells that have not hit the ground, all fire a laser at your tank
simultaneously for 1pt damage each. Max range of these laser blasts is 150px. Therefore, a slight miss will miss your tank
with max damage. No kick with this weapon.
Max damage (if you are somehow floating in air) would theoretically be 288 damage. Normal max damage on flat terrain is
144 damage. Most of the time your damage will be less.
For graphical fun, the red beads should pulse a couple times at 150px before firing. Also, we might want to make the blasts
head in as actual shots rather than insta-hit weapon so that appear like a "wave" inbound.
Robot Army - Fires 3 cruisers on nearly identical trajectories (machine gun like spread). These cruisers obey the following
rules:
1. They travel over the ground for up to 200px.
2. They fire medium range laser blasts. Each blast does 3pts damage. Blasts are fired every 20px with a range of 100px.
They are fired directly toward the enemy tank ("perfect aim").
3. When the cruiser hits the enemy tank, it does 20pts damage.
4. Laser blast are sort of like the nanobot blasts.
Max damage on flat terrain: 5 shots hit for 15pts plus 20pt impact damage times 3 cruisers = 105pts damage.
Max damage in a pit: 10 shots hit for 30pts plus 20pt impact damage times 3 cruisers = 150pts.
Average damage will probably be around 80pts.
Spiral - A single shell that on impact sends out 4 spirals that move outward. These spirals fire laser blasts inward once
every 0.25 seconds. They are not "perfect aim" but rather more like the shots from Run'n'gun. The spirals last for 3
revolutions (about 3 seconds) and go to a radius of 100 to 150px. The spirals themselves pass through the ground, but the
laser blasts do not. Laser blasts do 4pts damage each. Should be, on level terrain, 24 shots for 96pts damage max. Optimal
attack would occur when a tank is on an elevator. Laser blast have a very tiny area affect and do no terrain damage (similar
to crazy wall blasts).
Eyestalk - From your tank grows a yellow pillar that widens to contain an eye at the top. The eye blinks twice, then fires a
barrage of direct fire laser-like weapons (20 shots of 5pts damage each) in the direction of the enemy tank. Angles +/1 1
degree from direct hit.
Raptor - A single ground penetrating line-of-sight shell that explodes for 10pts damage. At near range to the enemy tank,
it arcs toward the tank. Note: the arc should be similar to a gamma blaster arc - it does NOT come back to the enemy tank
once it passes the tank.
The moment the arc starts, it starts firing zapper blasts at the enemy tank every 0.1 second. These blasts each do 10pts
damage. These only fire when above ground and do not penetrate the ground.
The key to this weapon is have the minimum speed necessary for an "missed arc" and the maximum time after arc while
on the screen. Going to be tricky to use effectively, but potentially powerful with some skill.
Pentagram - 5 shells fire in the shape of a pentagram. Explosions are medium sized red "quick" flash bangs (red fade to
black in the center, fast "flash" outwards, then dissipate from the center out). When the first its the ground, all 5 explode.
Additionally, all 5 send a laser blast (instant shots) to each of the other for at the time of explosion (note - don't send 2
over the same path). Explosions do 10pts damage each. Laser blasts do 5pts each.
The 5 shells slowly spread wider over the duration of travel.
That is total damage from the weapon is 50pts (explosion) and 50pts (laser).
Pulse Laser - Fires a sustained laser from your tank beam that eats into the ground like space laser, and passes through
tanks. Does 5pts damage per "turn" (in comparison to space laser that does 10pts per turn), except every 4 turns it does
something special instead. Laser lasts for 20 turns.
Every 4th turn it fires a larger bolt of power down the laser beam that does 15pts damage and clears a larger area, about
twice the size of particle beam; this bolt will stop when it hits a tank, though the main laser will continue through the tank
and still eat into the ground behind.
Crystal Eye - Fires a crystal looking eye from your tank. At a range of 100px from the enemy tank it stops in midair. It
then fires a weapon similar to Space Laser, however:
1. Weapon is continuous fire, constantly tracking the enemy (similar to the center point of power washer). However,
tracking speed isn't super fast (if the enemy has moved a ways, it takes time to catch up).
2. The laser drills into the ground only if it does not hit an enemy tank.
3. Laser fires for 10 seconds. Each 0.3 seconds it does 2pts damage (total of 60pts).
4. Every 2 seconds it fires a pulse of power down the laser beam that clears a larger hole (non collapsing) in the ground;
similar to Bunker Buster, it clears the sides of the path until it hits the end of the path as drilled by a laser.
5. The pulses have medium kick (knocking a tank out of the laser's line of fire), however also do ever increasing damage:
- Pulse 1 does 5pts
- Pulse 2 does 10pts
- Pulses 3 and 4 do 15pts
- Pulses 5 and 6 do 20pts
The kick strength increases slightly with each pulse.
When the crystal eye finishes firing, it explodes for a 50px diameter blast that does 60pts damage.
Hunter/Seeker - Not your ordinary missile. This missile does 60pts damage on direct impact. However, it has better
methods to hurt someone then that:
If it hits the ground, it bounces like a skipper (though stronger vertical component). Each time it hits apex after a skip, it
drops a mini-orb that fires 7 laser blasts in the general direction of the enemy. Each laser blast does 5pts damage. Each
skip drops the power of the skipper by 10pts (so first skip now does 50pts, second does 40pts, and so on).
At each skip the tracking level of the hunter seeker increases (there is no tracking prior to the first skip), making it harder
and harder to miss hitting the enemy. When the Hunter/Seeker is down to 10pts damage, it acts like a heat seeker in
terms of tracking level.
Blast radius is a constant medium, regardless of damage level of the Hunter/Seeker.
Laser blasts have small impacts only (solar flare sized holes) and are fired in the same type of "approximate aim" that the
Run n Gun weapon uses.
Max damage can be accomplished by getting the Hunter/Seeker to skip as many times as possible before finally hitting the
enemy tank.
Bouncy and Sticky Weapons
It is always nice to change the terrain.
Cosmic Particle Stream - Inbound to the planet Zenthras is a powerful cosmic particle stream. Firing this weapon attracts
the particles in the stream to a predefined safe location (aka your enemy).
1. Fires a single pulsing purple dot that lands and blinks, sort of like space laser.
2. From the top of the screen, over a width of about 100px, drop purple particles. These particles start their drop in the
center and slowly spread over the first 0.5 seconds of drop to the full 100px width.
3. The particle drop lasts 3 seconds or 4 seconds (TBD).
4. Each particle has a 50% chance of doing damage or being eyecandy. If it does damage, it does 1pt dmg.
5. About 1000 particles are dropped.
6. On impact with ground/enemy tank, all particles (including eyecandy ones) turn the terrain below them purple.
7. These particles do not bounce off bouncy terrain.
Creep - On impact, it releases a whole slew of invisible shells that turn the ground purple. These shells "creep" outward
from the impact point slowly. Any time the shell hits a tank, it acts like water, doing slow damage over time. The only
visible appearance of these shells would be a slight purple fog caused by them.
Think Zerg.
Pinball Bumpers - 3 pink circle appear randomly in the air. The only requirement is that they be between 50-100px in
diameter and be centered at least 100px above the ground and be centered no higher than the top of the screen.
Fire Weapons
BURN!
Fireburst - A flaming shell that when it is a fixed distance from the enemy (about 50 pixels) it explodes in a ring of fire
(similar to pineapple, but a full ring of fire). Fire damage will be high, with average damage being around 100pts. The fire
will slowly slide down a hill (similar to the way lava works). So a Fireburst over a funnel will do maximum damage.
Fire Tunnel - Acts just like tunnel, but leaves a stream of invisible trailblazer like particles behind the main warhead. 0.2
seconds the warhead drops each particle, they explode:
1. They deposit 1 lava-like fire particle each (one that slowly seeks the lowest point). These damage just like lava and last
an appropriate length of time for a target damage of 50-100 points.
2. They deposit on both the top and bottom of the tunel the visual effect of fire (no damage).
This is a tricky weapon: it can clear your access out of a burial, but it can hurt you if you use it wrong. It can also be used
very effectively on an enemy tank that is lower in altitude than you.
Fire Springs - On impact, directly below the impact point at the bottom of the map begins the event. From this point, in a
spread similar to that of Melt Down, particles of fire begin rising through the ground.
While underground, these do fire damage to buried tanks whenever they pass their location.
When they reach the surface, they turn into energetic, bouncy fire similar to that of caldron that last about 2 seconds
before dissipating.
This is a great weapon for attacking a buried tank, and even better for attacking a tank in an underground chamber, since
the fire will stop ascending the moment it hits that chamber.
Plasma Fire - A single blue fire shell does the following:
1. On landing, arcs (sort of like inferno) with 7 distinct "main type-1" shells and a few "fire" shells mixed in.
2. Each "main type-1" and "main type-2" shell gravitates UPHILL. It picks up momentum. This momentum will allow it to
go down short short slopes to get across shallow ravines. But will not be sufficient to allow it across large valleys.
3. Each "main type-1" shell throws off "fire" shells (similar to scorcher) and an occasional "main type-2" shell.
4. Each "main type-2" shell fires off fire shells (similar to scorcher).
5. Each "fire" shell sits and does fire damage for 2-3 damage "turns" before dissipating.
6. Each "main type-1" and "main type-2" shell will last for about 3 seconds before dissipating.
The color of all these shells is a blue fire (similar to normal fire but colored blue).
Fire Blast - Think Pineapple, but with fire spewing out in all directions. Explodes closer to the ground than pineapple too.
Fire acts similar to Lava file, as in it slowly slides downhill. Target damage should be about 100-150pts.
Roast - Think Fire Blast above. But:
1. Instead of exploding at distance R from the enemy, it instead acts more like acid cloud, hitting the ground, then
bouncing into the air.
2. The fire isn't affected by gravity until it lands. Further, the ignition ball launches the fire starting at the top/bottom, then
spreads it toward the two sides. Fire is slightly more dense on the sides than on the bottom, making maximum effect to a
tank off to the side of impact point.
Napalm Missiles - Your tank fires a swarm of missiles (6 missiles), rapid fire, tommy-gun like shots. Each missile has a
nice smoke trail behind it and the shell pulses orange. These missiles on impact do 6pts damage with no terrain damage
and a small area affect. They also fire field similar to burnt popcorn that can do up to 15pts damage on level terrain.
Earthfire - The weapon, on landing, causes all earth within a radius of 65px to catch fire, even underground. This weapon
should do around 60pts damage to a tank on the surface of flat terrain, and more if buried (since it will be burning all
around the tank) and more if in a pit (since the pit walls will do fire damage too). Damage will be area, so if you seed a
hex pattern underground with the damage generators and make the fire graphics everywhere, it should work well. Then
also add lower damage surface sources of damage and fire to make pits more damaging than flat terrain.
Magma Fountain - A tunneling weapon, like ground hog.
1. If it hits the enemy tank (or the surface before passing under a tank), fountains out a spray of magma into the air that
rains back down doing damage.
2. If it goes directly under a tank, it ejects magma toward the surface. This magma spreads as it travels upwards. Thus the
closer you are to the surface, the more damage will be done against the tank. Approximately twice as much magma
released as in (1).
Magma method:
- Spew of magma goes up then arcs down, sort of like a supersized inferno. Height of the arc needs to be about 30px.
- Magma leaves small trace particles behind when it breaks the surface that do extra damage (present in 2, but not in 1).
- Magma, on landing, acts like Lava, though does not last as long.
Average damage from a near surface underground hit should do about 100-120pts damage. Average damage from a direct
above ground hit on a tank should do about 50pts damage.
Firebomb - 6 bullets in a hexagonal configuration (implementation note - a single graphic depicting 6 bullets, sort of like
graviton shows 3) that rotates slowly.
At the normal point where Flare splits, a flash comes out of the weapon (brief sun-like overlay, white and fading toward the
edges, hiding the 6 shells) and the shells split into 6 individual shells; the split is affected by where in the rotation it is,
allowing for a small amount of uncertainty. Specifically, the rotation will apply a fractional momentum in the direction of
movement of each shell at launch based on where in the rotation they "are" ("are" is purely calculated and not visual,
though it should look like it might have been visual).
These then fly into the ground, spreading apart slowly, trailing fiery smoke and glowing orangish ("activated"). When they
land, they each make a medium size hole, do 10pts damage, and leave fire ringing the pit and flung outside it (sort of like
lava, but far lower damage rates). Total fire damage per weapon should be about 20 max.
Total damage possible is 180pts.
Acid Weapons
Eating the ground...gives us protein!
Acid Bomb - Fires a single weapon that when a distance of 75px from the enemy tank (or on ground impact) explodes
into a circle of acid balls. 12 balls total are fired similar to pineapple, except much shorter range (should cover an area of
the ground about 40px wide). Acid affect from the acid balls.
Drip - A single orb stops a distance of 50px from the enemy tank. It slowly (once per second for 7 seconds) drips out a
water substance.
Now, per what this water does: Think acid. Think acid that doesn't burrow much, but stays on the surface, spreading
sideways mostly, to both sides.
Each drip will to surface damage that isn't too deep. As the hole deepens, the drips should have less spread (simply due to
the fact they are now hitting a hole).
Each drip will release some water pellets that do standard water damage. This is released periodically throughout the drip's
terrain destruction, but quite slowly, so as not to do too much damage.
Plasma Grenades - Fires 3 grenades that explode on landing. The grenades release a full sphere of acid-like blue particles
that the surface, making only small damage to the surface. Basically acid, but with much lower terrain damage so they
don't dig a hole. They are blue colored. Total damage per grenade should be about 30-40 points.
Acid Strike - Fires 5 shots at an angle similar to tommy gun. However, these weapons, on impact, tunnel like ground hog.
On impact with the surface or bottom of the map (while tunneling) they release 2-3 (3 shots release 2, 2 shots release 3)
acid blobs that eat away the terrain (acid effect).
Clearly if you do an areal assault with this weapon, most of the shots will miss the enemy tank and start eating holes at the
bottom of the map. To maximize destruction, you need to use the burrowing capability of these weapons.
Acid Spray - Fires a single ball that when 75px from the enemy stops and sprays out a spreading stream of green particles
centered about the original trajectory of the spray. These particles have green fogginess similar to fizz bombs. The streams
are continuous for several seconds and are fired with a hissing sound. The particles land and bounce around a bit similar to
fizz bombs, but also randomize turret direction and power and eat into the ground like a very weak acid weapon.
Total damage should be around 60-100pts for average terrain, higher for a pit, lower for a hill.
Special Weapons
For weapons that have unique abilities that do not fit anywhere else, even under Crazy Weapon Ideas. Generally, these will
require new programming to the game engine to implement.
Enhancer - Nothing apparent happens. Instead, the next turn your weapon does 200% normal damage. Tricky to use
effectively since you have to pair it with a weapon that does high damage and you expect to be able to use. If you get
buried after using it, not only do you lose the points against the enemy, you also double any damage from clearing
weapons. The words "Super Charges" hover over your tank, waving similar to the "you win" Fireworks, until the end of your
next turn.
Windless - A small shell unaffected by wind. Does 75 pts damage over a small radius.
Airfoil - A shell with reverse affect of wind (you are pulled in the direction it is blowing from). On landing it explodes into
something neat that I am still coming up with
Kite - A shell that gets double wind affect. On landing, the four corners of the kite all explode simultaneously for 30pts
damage each over a medium radius.
Repeat - Fire your last weapon again (including diggers, nukes, jumps, etc.). If it is your first weapon of the game, fires a
small shell that does 10pts damage and has low kick.
Smooth - (probably impossible to implement without a ton of engine programming) On impact, two invisible cruisers (noimpacting) go out in either direction to a distance of 50px. Every 5px they drop a "control point" (including at initial impact
point).
Once they reach their target distance, the following is done:
1. The program identifies the end points and the slope of the ground at those points.
2. The program identifies any control points that are higher than a line drawn between the two end points.
3. The program identifies the position 20px above the initial impact point.
3. The program draws a spline path that incorporates the end points with slope, all "high" control points, and the location
20px above the initial impact point; it then fills the entire area under this spline path with dirt.
Confusion - On impact, the enemy tank becomes confused. However, unlike normal randomization weapons, the tank
continues to be confused through the next time it fires. Thus the turret angle and power can be randomized +/-10
degrees/power at the time of firing on the next turn. Suspect it needs a new feature in the core game to support this.
Skewball - Requires mouse wheel support for the game. A simple projectile. Impact and graphical effect TBD.
However, the kicker, and core of the weapon: It has perpendicular variation based on speed of motion of the mouse wheel.
Wheel up and it shifts more to the perpendicular direction more "up" at fire time. Wheel down and it shifts the other way.
Max shift rate has to be enforced.
This, combined with wind, could be used to skew around a hill or into a pit you could not otherwise hit.
Crazy Weapon Ideas
Because we are best when nuts!
Photon Charges - Fires a weapon tommy-gun style with 6 shells. Each shell does no damage on impact, but instead
launches a series of twisting, corkscrewing short distance shells ("photon blasts") into the air. These shells have a fairly
evident trail behind them (sort of like Bunker Buster after it activates). Each tommy gun shot creates 10 of these photon
blasts. Photon blasts do 2pts damage each and make no holes and have nearly zero (but not zero) kick. They do fall back
to earth after hitting an apex of about 10-20px in height.
Rangefinder - This unusual bullet does 10 damage with low kick on direct impact and explodes over a large radius.
However, unlike most shells that reduce damage and kick the further from the center, this weapon does the reverse: At
max radius it does 150pts damage and has quite high kick (bazooka-like). The damage is proportional to the distance from
the shell.
Magnifier - This acts like a varying intensity magnifier. This can be done entirely through graphical effects and hopefully
won't need new game components.
On impact, the magnifier doubles the size of the "picture" of whatever is at the center of it's detonation. The outer fringe
has no magnification. While everything in between has varying magnification. There will be some distortion to get
everything to fit. Think of it as "fisheye" effect in a paint program.
The highest damage occurs at the center, reducing as it goes out. Total damage of 50pts.
The effect occurs instantly, but fades out (magnification slowly decreases to normal).
Striker - Fires 25 random speed and angle small 2pt damage projectiles. Any projectile that hits the enemy directly will
have a lightening arc that follows the projectile path shoot out from the firing tank. These lightening shots do an additional
20pts damage each. Clearly this is a super powered weapon with funnel and/or short range, but over long range with
normal terrain, not so much. Probably average damage of around 60pts at normal range and terrain.
Soap - A single shell that launches out bouncy sticky material (soap) in a manner similar to burning rubber (does about
20pts damage). It then launches a water puddle (does about 40pts damage). The water interacts with the soap, causing
bubbles to form (6 bubbles). These bubbles follow these rules:
1. Impact with a tank does 10pts damage.
2. Sticky terrain does not affect them.
3. They bounce off terrain.
4. Vertical motion tends to be upwards, but like crazy ivan, some movement downward should occur, increasing with the
distance above the ground.
6. Sideways movement is random, but once a direction is determined, it tends to not reverse. Change in speed is slow, and
mostly by wind.
5. They are affected by wind twice normal.
Corn Stalk - On landing, grows a green stalk with a yellow corn cob on the end. The corn cob then fires out pineapple-like
explosion (though instead of being circular launch, this would be an elliptical launch). Damage per projectile is 20pts (a aim
can get most of the sideways shots to hit). Total of about 14 projectiles in all directions except downward (so it doesn't
damage the stalk).
Filament - A single missile that when it nears the enemy tank it fires off a | shaped beam (perpendicular to direction of the
tank) that moves toward the enemy tank. It does 40pts damage and pushes the enemy tank underground, sort of like a
reverse tractor beam.
Moon Bounce - Fires several shells:
1. A single purple bullet that fires line-of-sight. If it hits the top of the screen, it forms a partial circle (see attached image).
If it hits the ground, it forms a dome of purple.
2. A 5-shot weapon with shells sort of like the Side Kick's 2ndary effect that bounce off the moon, doing damage on ground
hit (but not bouncy hit). Small explosions that do 20pts damage each.
See: http://www.vorklift.com/pt/MoonBounce.png
Monkeys - Fires 3 cruisers spread out in angle (+/- 1 degree). If the cruisers land, they travel a distance of 300px to the
enemy before exploding for 25pts damage. If the cruisers hit the top of the screen, they start cruising across the top of the
screen for 300 pixels (or until over the enemy), at which point they drop strait down to the ground, exploding on impact for
25pts damage. They make a medium-small hole.
Summoner - On landing, it fires a single shell strait up into the air to a height of about 150px above the ground. This shell
explodes with a powerful attractive force (negative kick). A second shell hides behind it. After 1.25 seconds, or an enemy
impacting it, it explodes with a powerful blast (120 damage, bazooka-like, with strong kick, and damage radius of 200px).
(The detonation delay may have to be adjusted based on testing so that it is optimal for damaging an enemy tank)
Beacon of Light - A bright light shines down from the top of the screen. Using your current angle and power, your tank
automatically adjusts it's power +/- 15pts for a perfect hit on the enemy tank the aim is closest to. If the enemy is outside
the power range, your power is left unchanged. It then fires a single 30pt damage shell at the enemy that has only a very
small kick and a small hole.
Gravity Pistol - Fires 5 shots on the exact same trajectory. On impact, they explode over a small area doing 20pts damage
each. However, their kick is a bit bigger, covering a medium-large area and is negative, attracting tanks toward the impact
point. Thus a direct hit will do 100pts damage. All other near hits will pull the enemy in, doing 60pts or 80pts damage most
times. Further away hits have a chance to pull the enemy in, but not guaranteed.
Pop Mine - A single shell that lands, then pops up into the air about 10px. From this point, it launches about 20
projectiles, 10 each direction:
1 perfectly horizontal (each direction)
9 at 5-45° angles that last for 10px, then go horizontal (each direction).
Shells do 6pts each.
Triangle - A single triangle is launched from your tank. It slowly grows in size to a total size of about 20px per side (initial
launch size is about 5px per side). This growth occurs over the first 0.33 seconds of flight. The triangle also spins at a
moderate speed about it's central axis.
Impact is where this thing gets fun: The first corner to hit the ground causes the entire thing to explode. Each corner is an
explosive that detonates for 30pts damage, but only one corner will hit the ground; the others will still be airborne. Further,
because it is spinning, the corner that hits the ground will more than likely not be in the center of the path.
My suggestion for coloring is a gray colored triangle, maybe with a bright red glowing border, similar to Nano Bots in terms
of the gray.
Cruiser Fleas - Sort of a combination of cruiser and phantom. As the cruiser roles, it slowly shoots off phantom shells
that spiral through the air at the enemy tank. These tend to both circle the enemy tank, and spiral on their own path.
Unlike phantom, these do not penetrate the ground. Instead when they land, the bounce back off in a random direction.
Fleas do 1pt damage each.
Cruiser does 30pts damage.
Total estimate damage in an average shot is 40-60pts.
Warp Ship - Fires a round orb with a glowing red light in the center. Fires off blast bolts (sort of like lasers, but more with
a large head and trail, U shaped blaster [sort of like the shape of the base weapon in Deluxe Galaga on the Amiga; aka
Warblade - see link for idea on the blaster shape]). These are fired relatively rapidly but with a slight scatter angle, so they
only hit occasionally.
Total damage per blast shot: 2pts.
Total damage per main orb impact: 15pts
For reference, the blast bolts might look something like what the ship at the bottom is firing:
http://www.warblade.as/screenshot2.asp
Garrote - A "string" of particles that stays in a string shape for the entire time of flight. On landing, all particles explode as
soon as the first particle touches the ground. The total damage for the string is 100pts; however due to small area affect of
the explosions and their detonation on first impact, it is unlikely that you will do that much to the enemy tank.
Tree - This is a complex weapon. The initial shell does nothing but start the action at the target point.
At the target:
1. Grows a central brown stalk (the "tree").
2. Using a fractal algorithm, add the branches. Each branch is | shaped and brown at steadily reducing sizes. Should
generate something like this, but with less splits: http://en.wikipedia.org/wiki/File:Arbre_3_branches2.png
3. At the ENDS of each of the branches, once all branches are complete, grows a small green circle.
4. Upon growing the green circles, each circle does 5pts damage at range of a flea.
The total tree size should be 100 to 150px in height and should have between 4 and 7 levels of branching (we will have to
test the algorithm to see density of the tree at the designed size and increase/decrease density as required).
The fractal in the example has a 1 strait section grown initially (the starter). At the end of this (and all future sections), 3
more sections grow at angles of about 30 degrees apart and a length 50% that of the generating stalk.
Land Mines - On impact, the shell does 2 effects:
1. Builds a horizontal "ceiling" over the impact point so the enemy tank can't fire vertically.
2. Fires 2 cruisers horizontally that go 20px to either side, burrow under the ground, and sit there invisible. These do not
explode at the end of the turn. Instead they stay there, moving up and down with terrain to stay about 5px below the
surface. If any enemy tank passes above (or below) them, they explode for 50pts damage over a medium radius. Note:
passage can be due to weapon effects or to the "move" command.
Hiccups - Your tank gets the hiccups. Each time you hiccup, your tank bounces a bit and your turret rotates up to 1
degree and 3 power from where it was. On landing, your tank fires a single shell. Total of 6 hiccups. Each shell does 10pts
damage over a medium-large area.
Triclops - 3 eyeballs in close proximity are the projectile. These eyeballs "spin" about a central point in the projectile.
When they are 150px from the enemy, they split apart, taking on motion similar to that of the mystery bombs. On landing,
the eyeballs cruise toward the enemy for up to 105px. Every 20px after landing, if they can see the enemy, they fire off a
blue laser blast out of the center of the eye. Blue laser blasts do 5pts damage each. Each eyeball explodes on impact with
the enemy tank or at 105px for 15pts damage over a medium-small damage radius. Max damage (if all laserblasts hit and
all eyes also hits the enemy) would be 105pts damage; normally damage will be lower.
Roller Coaster - 5 shells are fired in quick succession on the exact same trajectory. These shells start rolling downhill with
a speed between 5 and 10 pixels/second. They pick up speed as they go down hill, and lose speed as they go uphill.
If they hit another tank, they explode for 5-10 pts over a medium-small area + 1 pt for multiple of the speed N (N to be
determined) above the original speed.
If they reverse direction, they immediately explode.
This weapon is sort of a cross between roller and cruiser, but because of the hill aspect, this weapon needs to be deployed
at the top of the highest hill, or else it can't reach as far or do as much damage.
Overhang - Fires 3 shells similar to "Triple Shot." Each shell forms into a roller.
On explosion (low point) they form a medium-small hole that does not collapse.
IF any roller hits an overhang, it falls to the pit below. When it leaves the overhang, it "splits" off an extra roller that waits
a moment, then falls after it.
Each roller does 15pts damage.
Ring Master - Fires 1 shell. This shell forms a "pole" at impact point. Then fires 8 rings on slightly random trajectory
(similar to tommy gun). If a ring managed to hit the top of the pole, it slides down the pole and does 35pts damage.
Otherwise each ring does 5pts damage.
Nitrous Oxide - Doesn't do any damage to the enemy, but their turret turns all around and the next weapon they fire
shoots like a Lemon in terms of base trajectory and power, regardless of how they re-aim.
Sparkle Ball - A single sphere that looks like it has energy coursing over it flies through the air toward your enemy.
It releases from it's rear energy sparkles. These energy sparkles slowly float downward for a short distance, then vanish.
Each sparkle does 1pt damage. The sparkles are emitted similar to Star Dust's trail.
The main central shell impacts for 40 points damage. On impact, it also releases a lot of electric sparkles (about 50) in all
directions that slowly float down for 1pt each. These sparkles do not vanish over time: they explode only on impact. They
have more energy than the trailers above.
Maximum damage will be done in something like a funnel, which will help collect both the trailer sparkles and the impact
sparkles. Should be around 100-120pts in a funnel.
No terrain damage with this weapon.
A direct hit by the core shell will alter the power of your tank, but not the turret angle.
Railgun - This is a bit complex weapon that fires in stages.
1. A tunnel is created from you (just like the Tunnel weapon).
2. Blinking blue lights appear at the top and bottom of the tunnel it's entire length from your tank to the edge of the screen.
Note: they only appear on the land/air border, so if the tunnel goes airborne, they don't appear in that spot.
3. A bullet (decent sized stone) appears directly in front of your turret.
4. Both you and the stone are accelerated quickly down the "tunnel" (brief high speed acceleration kick to get you going.
Idea is you should land at the far edge of the map).
5. Stone does 80pts damage and a decent amount of kick in the direction of stone travel.
6. You and the enemy tank should land right at the far edge of the map.
Glass Dome - A full circle of glass forms around the point of impact.
Glass has the following properties:
1. Any weapon that does damage, when it impacts it, will shatter the point of impact AND all connected glass to that impact
point.
2. Glass will not shatter on weapons that have no impact damage (such as hail storm, napalm, etc.).
3. It makes a shattering sound when it breaks.
Thus something like Lode Stones will break the entire glass shield.
This can be used defensively or offensively. If you know your enemy doesn't have any multi-fire weapons, you can block
them with this weapon. Similarly, if you know you do have multi-fire weapons, you might use it to keep your enemy from
hitting you.
Hall of Mirrors - This weapon spreads a bit like the Magic Forest weapon. However, each resulting structure is a "mirror."
Similar to the Glass Dome above, Mirrors have interesting properties:
1. Any direct impact with a weapon will bounce off, like bouncy terrain.
2. Any non-direct impact that does area damage that includes the mirror will cause the mirror will shatter, including any
connected mirrors of glass surfaces.
3. It makes a shattering sound when it breaks.
Wind Tunnel - A decent sized vortex spreads out from your tank. It is conical shaped and spreads from 3px wide at your
tank to a width of about 60px at the far edge of the map (800px away).
Visual is as follows:
- Visually this looks like spinning air
Damage is as follows:
- Any tank within the cone will randomize turret data periodically.
- Any tank within the cone will bounce around a bit, but never leave the tunnel.
- Down the cone will fire invisible 5pt damage shells. Total damage at 400px away (30px height) should be about 80pts
damage. Thus total invisible shells fired should be around 32.
Prairie Dogs - A single shell on impact releases 11 invisible non-tank-impacting ground penetrating shells that act sort of
like a cross between worm and crazy ivan. These will thus come back to the surface at random points over a medium
range.
At surfacing, they begin the fun part: The Prairie Dog
- Prairie Dogs pop-up from the ground at each of these 11 spots.
- These "pops" occur several times (2-4 per prairie dog, randomly chosen) over a period of about 15 seconds.
- If a Prairie Dog hits a tank, the tank bounces a short ways in the air and takes 15pts damage; Prairie Dog vanishes if said
impact occurs.
- If a Prairie Dog doesn't hit the an enemy tank on "pop", it "throws" a small projectile at the tank that does 5pts damage.
The projectile is sort of like Run n Gun in terms of not being exact. The projectile arcs to the enemy (gravity). The
projectile does area damage, but the crater size is small enough that the tank won't sink.
Total potential damage (assuming an average popup of 3 times and every shot hits): 165pts.
This level of damage is unlikely to happen though.
Note: Prairie Dog Bounce (pure luck) where you bounce from prairie dog to prairie dog could actually potentially net you
over 165pts damage, but this is far more unlikely than every shot hitting.
Smoke Signals - You fire out a series of 3 smoke signals (each smoke signal follows the normal path of your weapons, but
with slight variation in angle). The smoke rings from the signals slowly spread over time, so that an average shot should be
about 2-3 times the size of the launch size of the smoke ring.
The damage radius = size of the ring.
The damage done = inverse of the size of the ring.
Thus: Firing much higher speed low altitude shots will do more damage if you are accurate than slower speed/high altitude
shots. However, slower speed/higher altitude shots will hit easier than high speed low altitude shot.
Rabbits - 6 rabbits are fired at the enemy, similar to Fleas.
These rabbits hop almost constantly, much more quickly than Fleas.
Here's the fun bit though:
- Rabbits are broken into three types: class a, class b, and class c.
- Class A rabbits are what you fire. They may breed up to two times with any Class A or Class B rabbit, each time spawning
a new rabbit.
- Class B rabbits are the result of two Class A rabbits breeding. They may breed up to two times with any Class B rabbit, or
one time with any Class A rabbit (note, if a Class B has bred with a Class B, it may still Breed with a Class A; however if a
Class B has bred only with a Class A, it may no longer breed with a Class B).
- Class C rabbits are the result of any Class B-Class B or Class A-Class B breeding. Class C rabbits may not breed.
- Breeding occurs when any two rabbits hit each other. There is a minimum delay (2 seconds) from initial impact before the
first breeding can occur.
- Once a breeding occurs in a rabbit, it must wait at least 2 seconds before it may breed again.
- Rabbits live for 8 seconds total.
- Rabbits do 3 pts damage every time they hit a tank; the rabbit does not explode/die when it hits a tank.
- When rabbits do die, they explode for 3pts damage, similar to flea death.
Doorbell - When your shell lands, a person appears and walks over to the enemy tank (max distance of 150px). When it
reaches the enemy, it stops and rings the door bell. The enemy sticks his head out of the tank, at which point the person
lobs a grenade in and runs off. Does 80pts damage. If you happen to get a direct hit with the initial shell, the grenade
explodes before the the top opens, only doing 20pts damage.
Ink Blob - A single sphere is shot out of the tank. This is viscus, so it does no spread in flight. When it lands, it slowly
spreads over the terrain to a thickness of 1px (see attached image). It does damage similar to water while it spreads. When
it finishes spreading, it hardens at 1px thick into a layer of dirt the color of the blob.
Note: The blob can be any of several colors: Red, Orange, Blue, Green, Tan. It cannot be Yellow or Purple since it does not
take on the properties of those weapons.
Icon: http://www.vorklift.com/pt/Ink%20Blob.gif
Example: http://www.vorklift.com/pt/InkBlobIdea.png
Mining Blast - A single shell that acts as follows:
1. If the shell hits a distance of 100px from the enemy, it splits into 5 shells at different velocities (+/- 25% power of
original shot) and different angles (+/- 8° from original shot). These 5 shells pass through the ground and explode after a
period of time defined by the equation below. Each blast is a radius of 30px (earth clearing) and does 25pts damage. It
does NOT collapse dirt.
2. If the shell hits ground before hitting the enemy, it explodes for 25pts damage over a radius of 100px (so you can clear
yourself or your enemy of a dirt mound).
Equation describing time to live of the 5 mirved shells:
ov = original velocity
pv = launch velocity when power is 65
r = distance to enemy tank (100px)
t = time to live
∆var = variation ratio
t = r/ov
∆var = 1 + -0.25..0.25 * ov / pv
Thus, total distance traveled:
sv = shell velocity = ov * ∆var
d = distance traveled = sv * t = ov * t * ∆var = 100px * ∆var
As you can see, the slower the speed, the more clustered near the enemy tank's radius the blasts will be. Thus doing more
damage at slow speed to an enemy tank.
9 Lives - Fires 9 sniper shots at slightly different trajectories. Fire rate is slow, so no two shots should hit near the same
time. Their damage is based on the number that have hit (not the number that have fired):
1st hit: 50pts
2nd hit: 30pts
3rd hit: 20pts
4th hit: 15pts
5th hit: 10pts
6th through 9th hit: 5pts
Total possible damage: 150pts
Boosters - Fires 3 shells at EXACTLY the same time and on EXACTLY the same trajectory. These appear as 1 shell to the
player.
Each shell arcs via gravity then acts like Phase Missile when near the enemy. The difference between the 3 shells? Each one
has a different radius of spiral affect: 50px 85px and 120px. Total damage from each is like the Phase Missile, starting at
10pts each for direct hits, and ramping up to a super hit of 60pts. It should be fairly impossible for all 3 to get super hits.
Tomatoes - Fires 5 tomatoes at the enemy. On landing, the burst, turning the terrain red and doing brief water-like
damage for up to 15pts per tomato. Direct hit on the enemy does 20pts damage. Tommy-gun style shots.
Twinkle - A bright orb with strobing light effects going out from it in random directions is fired from your tank. Your
enemy's turret immediately begins following the path of the shell. On landing, it release a few dozen twinkle shells that
explode after 0.2 seconds, and bounce skipper like off the ground. Each of these twinkle shells is constantly emitting
randomly colored particles as it flies. When it explode, it fires off, claymore-like, colored particles that do damage 1pt each.
# of particles per shell will have to be determined via experimentation for balance purposes. Being hit by these shells will
randomize turret direction and power.
Bumper Cars - When near landing, the weapon explodes releasing 6 cars. These cars bound (mildly) and slide across the
ground, trying to hit the enemy tank. Each hit does 3pts damage and bounces the tank away. The cars keep doing it for
about 10 seconds, then explode for 5pts damage each.
Silent Creeper - A single shell that on landing burrows like a ground hog, although at half speed. When it is under the
enemy tank, it has some more fun stuff happen:
1. Releases about a dozen "phantom"-like shells that travel in arcs toward the surface, homing on the enemy tank a bit
(but not strongly enough to guarantee hits). Each does 5pts damage and explodes on impact with the surface.
2. Sits pulsing at the original point for about 1 second, then explodes in a large, bunker-buster sized explosion that does
60pts damage. The terrain collapses.
Now, on direct hit, the weapon does 60pts damage but DOES NOT release the phantom-like shells.
Shatter Sphere - 16 shells shoot out in a perfect circle from your tank. At a distance of 120px, they each explode in a
ground clearing, non-collapsing hole 30px wide and doing 40pts damage each. Note: If they hit an enemy tank, they
explode prematurely.
Razors - Fires a dozen 15pt damage razors from your tank tommy-gun style. On impact, they tunnel through the ground
similar to bunker buster's pre-explosion ground clearing. They stop if they hit an enemy tank. They also stop after they
have cleared 20px of ground.
Terror - A evil mask is shot through the air. On impact, the enemy tank randomizes it's turret. A series of explosions
(small, colored puffs) fire off around the impact point doing 5pts damage each while the enemy tank twitches from terror.
Electoshield - A sizzling energy shield appears around your tank that does one of two things:
1. If the enemy tank is within the radius of the shield: The shield pulses red, does 20pts damage, and tosses the enemy
away from you (note, kick should ONLY affect the enemy, not you, and should affect the enemy even when in the EXACT
same spot as you). The shield then dissipates.
2. If no enemy is within the radius of the shield: The shield stays up absorbing up to 20pts damage before letting any
weapons through (so the first 5 hits of lode stone won't get through; a bazooka will explode when it hits the shield, but
130pts of damage will carry through the shield).
Stone - Fires a single large stone. If it hits the enemy, it does 100pts of damage. If it misses it splits into two stones,
random angle away from the original. Repeat (but with altered damage as below):
Level: Damage / max # stones / max damage if all stones at level hit
1: 100pts / 1 / 100
2: 45pts / 2 / 90
3: 20pts / 4 / 80
4: 8pts / 8 / 64
5: 3pts / 16 / 48
6: 1pt / 32 / 32
No more splits allowed after level 6.
Graphics should be 5 different sizes of stones/rocks. The 6th size is a single pixel.
Polygon - A weapon that constantly morphs between several polygons: 3 through 9 sided objects. Note: the weapon can
go directly from a 4 to 7 sided or a 3 to 5 sided without issue; it does not require morph points to be consecutive.
Damage is 10pts * number of sides of the polygon at impact.
Magnabeam - A line of sight purple beam about 8px wide that on impact does 20pts damage and sucks the enemy toward
you with a negative kick approximately equal to the sniper rifle.
Magnetic Mine - A single shell that lands and bounces a few times. If it gets near (within 15px) of an enemy tank, it acts
like a super heatseeker and latches onto the tank.
When it explodes, it does 80pts damage over a large radius (about 50-60px). It also does negative kick approximately equal
to the sniper rifle.
Lasts for until the end of game once deployed.
Rocket Ball - This weapon does a simple 60pts damage over a medium area. However, the motion of this weapon is
unusual:
- Weapon moves according to gravity when further than 150px from the edge of the screen.
- Weapon fires a rocket when under 150px from the edge of the screen. This rocket should be powered relative to the
current velocity of the shell such that the weapon reverses horizontal direction no less than 20px from the edge of the
screen, and the total horizontal speed of the weapon at 150px on exit should be equal to entry at 150px. If you fire within
the 150px range, your weapon is accelerated away from the edge. Gravity still affects the rocket when near the edge of the
screen.
Fall of Night - The entire screen goes black. You hear gunfire. Your tank fires invisible shells at the enemy. Each shell is
spread out and calls an invisible solar flare attack, with higher concentration at impact point, reducing as it spreads
outward. You hear explosions. You see damage numbers float up from the screen. Night lifts, and you see the badly
pockmarked terrain and the enemy tank having suffered a lot of damage (around 80-120 pts on average).
Telescopic Delivery - A launch platform extends up from your tank 100px. From the top of this launch platform is fired a
single simple shell on standard trajectory based on tank turret angle and power. The shell lands and explodes over a
medium area for 60pts damage.
Bubbles - From the entire bottom of the screen bubbles begin rising. These bubbles float upwards with slight, random
(multi-sinusoidal) motion. Upon breaching the surface, they pop for 5pts damage.
This brings a new purpose to Island.
For an example of the multi-sinusoidal motion I am talking to, download webkit http://webkit.org/ and test this page:
http://webkit.org/blog-files/leaves/index.html
Pop Shower or Popping Worm - Underground worm. When it hits the surface, it pops up into the air 100px, strait up,
ignoring tanks. (If it hits the bottom of the screen, it duds for 10pts damage over a small explosion area).
When it reaches the point 100px above where it surfaced, it starts raining down, along the bottom 60° arc, small shells
(similar to color bomb). Each of these shells is accelerated mostly by gravity. Each shell acts like a mini-worm that dives
into the ground then resurfaces after only a short distance. Each shell does 5pts damage on tank impact or resurfacing.
Total of 30-40 shells (150-200 damage max in a funnel). Recommend these shells shades of one color rather than a full
rainbow (we already have color bomb and another weapon that have the full rainbow).
Time Flies - A clock is shot. The clock's hands slowly circle around (we can do just 1 hand for simplicity). Damage is
calculated by how long it is in the air. It does 120 damage when shot. It loses 5pts damage every 0.1 second it is airborne
(this should be calculated down to the exact second).
If it doesn't hit the enemy, it bounces up to 3 times (still losing damage based on time). On the 4th impact it explodes.
Damage radius is also based on current damage (max radius of 75px, dropping down to 0px when damage is 0). Kick is
medium initially, and drops off to low at the end of time.
Punch - An old style scissors extension with a boxing glove on the end extends out from your tank, punching an enemy for
20pts damage and kicking them a good distance away.
Strobe - Orb that stops about 200px from the enemy. From that location it starts flashing out light:
1. Light is emitted over an entire arc that is randomly sized between 5 degrees and 120 degrees.
2. Light is continuous, doing damage anywhere it hits, sort of like water damage (longer it hits, more damage it does).
3. Light damage is based on size of the arc (smaller the arc, more concentrated and thus more damage).
4. Multiple lights can fire at once (up to 3 lights at once, but only one can be over 90 degrees at once, and they must be
spaced at least 20 degrees apart).
5. Fires rapidly (light lasts a very brief time, around 0.1 second per blast).
6. Fires multiple times (light fires off dozens of time over a three second period).
Not sure this is actually feasible to code into the game, though.
Rehash
Old ideas with a new twist.
Hornets - A hornet nest flies through the air. On landing, the hornets fly out and swarm around your tank. Every time they
hit, they sting for 1pt damage and bounce off. It is sort of like Bees, but the hornets only leave after time, not on impact.
Plus, they occasionally land before taking off again.
Diving Board - On direct hit only, the tank is bounced into the air (vertical only, no wind effect). A medium size hole (noncollapsing) forms into which is dumped water. The tank lands and gets water damage. Total damage should be about 60pts,
unless the tank hits something that drops it back into the water prematurely.
Ground Penetrator - A single shell that on landing, drills directly down to the bottom (at about ground hog speed). Every
20 pixels, it fires off a small shell that acts similar to upside down wiplash shells (move in direction of tank in an upward
arc), except underground. On surfacing (or tank hit), the shells explode for 15pts each.
Triple Spike - A weapon like ground hog. If it hits the bottom of the map, it bounces back at the same angle going
vertically. On leaving the surface, it splits into three missiles that split like cascade:
Left Missile: Boomerang cruiser that does 35pts damage
Right Missile: Boomerang cruiser that does 35pts damage.
Middle Missile: Single bullet that explodes for 50pts damage.
Total damage on direct hit is 120pts damage. All explosion sizes are medium. All kick is small.
Spores - Fires a 7 brown shells that keep pumping out brown fizzy smoke. On landing, they jump around a bit doing
damage (similar to fizz bombs). They jump a total of 5 times.
They do the following:
1. The primary projectiles fire off 2-3 small projectils that do 1-2 points of damage every time the primary projectile hits
the ground.
2. The primary projectiles have a 20% chance to fire off a single projectile identical to the main projectile (with the same
jump count number).
3. The primary projectiles have a 10% chance to fire off a "spore" projectile.
4. If a primary projectile hits the enemy, it explodes for 4pts damage and grows a small flower.
5. A "spore" projectile does 6 points damage and grows a small flower on landing.
6. If a primary projectile runs out of jumps (6th landing, after 5th jump), it does 4pts damage with short damage range
and grows a small flower.
7. Flowers are a 1px wide green stalk with a colored sphere at the top.
8. The weapon never makes a crater and has minimal kick (but not zero).
Spring Shower - A single shell, on landing, fires a projectile strait up. This projectile explodes at a height of 125px above
the terrain (or on land impact). It releases a wide sprinkle of water covering a width of about 100-150px on level terrain.
Water is emitted from strait down to perfectly horizontally. Speed of the water should be relatively small, relying mostly on
gravity to move it vertically.
Blossom - A single shell that when over an enemy explodes into 7 shells. These 7 shells are transfered 0 momentum from
the original shell and given fixed, varying speeds of horizontal momentum, thus causing them arc down to the ground under
the pull of gravity.
Horizontal speeds should be -3x, -2x, -1x, 0, 1x, 2x, 3x where x is the determined speed for optimal effect and look.
Damage per projectile is 5pt, 10pt, 15pt, 20pt, 15pt, 10pt, 5pt - in that order.
Max damage is thus 80pt, attainable only with bouncy terrain or direct hit.
The final 7 shells are affected by wind.
Dirt Sniper - A sniper shot that: If it hits the enemy, does 80pts damage with no kick and releases a large dirt ball. If it
misses, does nothing.
Lava Sniper - Alternative to Dirt Sniper. On miss, does nothing. On hit, creates a "Dome Protect" type location, then
releases lava inside there. Lava will do about 80pts damage on average.
Blast Train - A weapon that will go through dirt and air alike (sort of like Lava Canon) with an infinite number of
transitions. Every time it leaves the ground, it drops a roller off that does 25pts damage and makes a medium-small hole.
The main shell on impact does 50pts damage and creates a medium to medium-large hole.
Oasis - A water based weapon that will pass through dirt once (so it can attack an underground chamber). Vertical spray
of water, sort of like Cascade, but with water. Should do on average 60-120pts damage. It will also drop off a small
amount of water on land entrance (sort of like Lava Cannon with fire). The water is fairly energetic, bouncing a but more
than normal water.
Poison Lake or Acid Lake - On landing, creates a hole with no kick (sort of like Burn Barrel) and does no damage. It
then fills this hole with decently energetic green particles that do damage sort of halfway between fire and water. Does
about 60-80pts damage from the green particles (poison/acid).
Sand Blaster - A cross between sandstorm and snowmaker with a bit of damage thrown in:
1. Tank shoots out sand particles (high rate volume) in a tight angle (about +/- 1 degree). There are 2000 particles
launched.
2. Mixed with these 2000 particles are 100 particles that do damage. These damage are as followed:
- Speed < 40 power: 1pt damage
- Speed 40-79 power: 2pt damage
- Speed >= 80 power: 3pt damage
3. The sand itself does no damage, just makes 1px of dirt on land hit.
4. The damaging particles can get blocked by the sand, limiting total damage.
Fission Artillery - Like fission bomb, but instead of starting the split on landing and bounce, start it on tank fire. Splits
are slightly slower. Clearly this weapon splits more the further it travels before impact. Shell damage would have to be
determined based on testing, but I am guessing 5-10pts per shot should work well.
Altitude Blast - Fires 3 weapons that prescan their path. They then chose a spot +/- 0.1s from Apex to. If no apex occurs,
explode +/- 0.1s from half point to destination. Then fire weapons along an identical path to explode at altitude. These
weapons release hundreds of shells that rain all over the map.
Feathers - Fires feathers in a way similar to Lode Stones. The feathers, when above the enemy tank, start floating
downward, drifting from side to side slowly.
Damage per feather is 5pts. Total feathers is 25. Max normal damage will probably be less than 1/4 total possible damage
(which is 125pts).
In order to take full advantage of this weapon, you need either short range or a funnel.
Icon: http://i262.photobucket.com/albums/ii95/adder1984/iconfeatherspng.png
Flower - On impact, grows a single stalk with a flower blossom on the end. Two seconds after growth finishes, release a
cloud into the air, all angles. This cloud slowly settles to the ground (and embedded in this cloud are invisible weapons that
act sort of like fizz bombs doing 2pts damage each). The cloud is yellowish.
Plasma Ball - Fires a single, spinning, fluctuating "blob" of 20 plasma particles. On impact, it bounces (like super skipper),
each time landing about 4 of these plasma particles fly off in random directions, each bouncing twice before exploding. On
the 5th landing of the "blob" the last of the particles bounce away and the main "blob" vanishes. Damage per particle is 5
pts. If the "blob" hits the enemy, all particles in the "blob" do damage.
Defensive Nest - Forms a half-arc above you out of normal dirt 12px wide and makes a slot through it for you to shoot
(similar to shield, but not bouncy). Then forms a half-arc below you of air (similar to island) that is also 12px wide. Great
for stopping weapons like Melt Down while also providing some defense from air attack weapons.
I was thinking there might be a better alternate way to make this weapon work: (1) make a 12px wide circle all the way
around your tank of air then (2) make the dirt shield. This would guarantee island-like defenses from underground even
when shooting at a steep angle.
Time Shatter - On impact, the shell forms 55 "points" within 80px radius of the impact point, both above and below
ground (similar in distribution to Firefly). These points are white and sit doing nothing for about 3 seconds. Then suddenly,
they all explode simultaneously for 10pts damage each and a small hole (if underground).
Orthogonal - A shell that explodes for 20pts damage over a small radius. Any time the shell gets exactly vertical,
horizontal, or a 45 degree diagonal, it releases a shell that falls strait down. Each shell that falls strait down does 35pts
damage over a medium-small radius.
Bean Bag - Fires a single bag of magic beans. On landing, the bag explodes, throwing beans over a medium-large area. 20
beans each doing 5pts damage and making a Magic Bean spire.
Blast Shatter - A single shell that "detonates" at a distance of 125px from the enemy.
Detonation occurs as follows:
- First blast: Fires out 8 shells like Pineapple, one every 45 degrees. They are affected by gravity.
- Second blast: Each of the 8 shells explodes into 12 like Pineapple after traveling for 100px, one every 30 degrees. They
are affected by gravity.
- Third blast: Each of these 12 shells explodes after traveling 50px (or on impact). These do a small radius of damage of
5pts each. (May need to adjust that up or down based on tests.)
If the 1st shell hits before detonating, it detonates on impact.
If the 2nd wave of shells hits before detonating, it does 25pts damage but does not detonate into the 3rd stage.
Deep Well - On landing, drops a shaft directly down from the landing point at a width of about 15px. Then explodes a
water bomb in the bottom that does about 50pts damage.
Noisy Cricket - A single shell lands (does not explode) and sits on the ground. Every 2 seconds it chirps, then hops a
decent distance (2-3 times that of a flea, random direction and distance). Each chirp is an invisible flash blast that does
decreasing damage over radius, with 20pts damage at the center. Lasts for 7 chirps, then vanishes. It chirps just before it
jumps.
Ivan's Lament - Think of a cross between sprinkler and crazy ivan. The weapon as it flies splits off 2 crazy ivan shells at
periodic intervals with a principle initial direction near parallel to flight path of the core shell. When it reaches a distance of
50px from the enemy tank, it explodes into 7 crazy ivan shells with the principle initial direction in the general direction of
the flight path of the exploding shell. Each shell does 8pts damage.
Messy Jackhammer - A jackhammer that jumps 9 times. Each time it hits the ground, it spews off 2 low altitude skippers
that do 2pts damage each. Main jackhammer does 6pts damage per hit. Total possible damage is 90pts. Each skipper skips
3 times, then explodes on the 4th skip. One skipper goes left, the other right, and both with low initial vertical momentum
compared to their horizontal momentum.
Theta Beam - Line of sight ground penetrating weapon that turns a path 4px wide when underground into bouncy terrain.
Does 45pts damage.
Worm Strike - Acts like a worm until it is 65px from the enemy (underground only). Then splits into 9 shells that each act
like crazy ivan (except underground versions that explode on surfacing). The crazy ivan like shells begin movement in the
general direction of the original shell.
Each crazy ivan like shell does 15pts damage. If the weapon does a direct strike on the enemy before hitting the ground,
does 30pts damage. If the weapon hits the ground near the enemy, it inits the crazy ivan like shells heading downward.
Bottle Rockets - Colored rockets sort of like roman candles, but instead of firing along a single track, fires +/- 0.5
degrees. 15 rockets at 4pts each are fired.
Ice Spike - On impact, summons ice sickles from the top of the screen. On impact, each does 5pts damage (direct hit only)
and explodes into a hail storm.
Golden Gate - Think of Warp Gate. Squished along a plane perpendicular to the shell trajectory. That occurs when the
shell is 150px from the target.
Through this gate come shells that rain down along the original shell trajectory. These shells have NO tracking. It is more
like Acid Cloud, except along the trajectory of the original projectile. These gated shells are also not affected by gravity.
Each shell does 5pts damage.
Gate size is about 150px on the long axis, about 35-45px on the short axis.
Total of around 50 shells are fired at a fairly rapid speed. Each shell makes a shallow hole (about the size of a color bomb
shell explosion).
If the originating shell does not get close enough to the enemy, it duds for a small hole and a 10pt damage explosion.
Grape Bomb - Fires a cluster of grapes that on landing fly into the air and arc back to the ground, doing 2pts damage
each. Total of 20 of them, plus 20pts for direct impact. When the grapes explode, they each release one particle of purple
water that generally does 2-3 pts damage before vanishing. Max damage 100-120pts in a funnel.
Strafe - On impact, calls down 11 vertical bolts from the top of the screen. These bolts are spread out over a 33px area
(one every 3 px) and do 10pts damage each (tanks are normally hit by 4-5 of them).
These bolts have special properties:
1. They bounce off rubber.
2. They pass through ground.
3. If they hit the bottom of the screen, they bounce based on position. The middle bolt bounces strait back up. Each other
bolt shifts 1° off of the next bolt over (so total range is ±5° from center) when they bounce. This results in a "fan effect" on
bounce from the bottom of the screen. Note: If the bolt isn't vertical when impacting the bottom of the screen, the bounce
is based on normal bounce for the bolt per the angle of impact + degree offset for that bolt number.
4. If they hit after bouncing off the bottom of the screen, damage is increased to 75pts per bolt.
Thus, max damage is actually done by somehow getting 2 or more bolts that bounce off the bottom of the screen and hit,
generally involving some affect of rubber.
Loci - Centered around the impact point 36 points appear and fire a burning laser (like space laser) inward at the impact
point. Each laser does space laser like damage for 2pt per damage turn, 3 damage turns per shot.
“As for Loci, no, not really. It's closer to Orbiter, but they fire all at once and tunnel into the ground.”
Eyecandy Weapons
Because beauty is needed in a game like this!
Wave Blaster - Fires a shell, that on landing, bounces up into the air (like acid cloud) to a height of 150px. This then
forms a barbell-like object ( o-o shape). From each end of the barbell fire out a series of "liquid" shells as follows:
1. They act just like water.
2. Their color shifts from Blue to Purple to Red to Orange to Yellow to Green to Blue over the length of the emission. This
is based on fire time, and their color stays for the duration of each liquid particle.
3. The ends of the barbell start spraying the water at 45 degrees away from the center of the barbell. They then swing the
angle to 45 degrees toward the center (so the sprays cross), then go back and forth several times.
4. The water dissipates quickly so damage shouldn't go over 100-200 points in a normal environment (non-funnel, non-deep
hole).
Photon Bomb - At a distance of 200 from the enemy, the weapon stops and fires out three blasts of colored particles (the
colors are designed for optimal graphical eye-candy only, and should probably vary over the angle and timing of each shot).
Each wave fires out 120 particles (one every 3 degrees). These particles explode on impact for 2pts damage. Range for
each shot is a timer that is long enough for a particle to travel the width of the screen twice on initial emission.
Ideas for colors:
1. Orthogonal - 180°/90° vertical/horizontal division. For instance: Blue-Purple-Red with blue horizontal and red vertical
2. Orthogonal - 45°/135° diagonal division. For instance: Orange-Yellow-Green with Orange diagonal top-right to bottom left
and green diagonal top left to bottom right (if the shell is inbound from left half of screen, reverse right and left)
3. Rainbow - colors cycle the entire rainbow over the entire circle.
4. Rainbow Squared - colors cycle the entire rainbow over the entire circle, then the photons continue cycling their colors
through the rainbow as they travel.
5. Shot Rainbow - colors are fixed at fire time (all photons same color); the photons then cycle through the rainbow as they
travel.
6. Fixed color - colors are fixed at fire time, no change during travel.
7. Orthogonal Pulse - Either 1 or 2 from above, however, the Blue/Red values (in the first example) of each photon slowly
reverse. So every distance D, the entire pulse is purple, then after 2D, the Blue and Red directions have reversed.
8. Orthogonal Spin - Either 1 or 2 from above, but the colors of each photon slowly shift around in a circle so that each
"turn" the next photon takes on the color of the previous one.
9. Overlapping Colors - Two or three colors are chosen from RGB. These colors are applied in a pattern over (sine wave *
100% saturation) over the circle. These colors then spin slowly around the circle so that the union of the two or three colors
creates a constantly shifting pattern. The only requirement of the sine wave is that it is a multiple of π (pi) so that there
are no sudden transitions.
Ideas for each pulse:
1. Perhaps implement 3-6 of the above and randomly chose which one to use each pulse.
2. Pick 3 of the above and used fixed types for each pulse (though colors might be random)
3. Pick less than 3 of the above, but use different color sets for each pulse.
Fan - A single shell that does 40pts damage on impact. Out of the back of this shell is a wave of particles that follow these
rules:
1.
2.
3.
4.
5.
6.
7.
Two are launched for each "unit" of travel forward. One moved to the right of the projectile path, the other to the left.
The projectiles oscillate back together, reaching apex at 1 second and returning to the original launch point at 2 seconds.
These form an envelope-like wave behind the main projectile, with a width of about 100px to 150px.
Each particle vanishes when it returns to the origin point.
If a projectile its the ground or another tank, it does 1pt damage and vanishes.
Particles are not bounced by bounce terrain; instead they detonate.
Particles have no kick and make no hole.
The particle colors should obey one of the following (TBD which):
1. Color is based on a sine wave of the distance traveled. Color can be scripted (certain range, then reverse) or rainbow.
2. Color is based on how far from the origin point the particle is. This can either be distance to the side (1 second becomes
inversion point) or total distance (2 seconds is end of rainbow).
Tetra Bomb - A single weapon very similar to Aqua Bomb that explodes about 100px from the enemy.
On
-A
-A
-A
detonation, it fires:
full circle of water, similar to aqua bomb.
full circle of fire, similar to Lava but airborne; like lava, it tends to "drift downhill."
full circle of acid, that will dig nice holes.
Blue, Orange, Green...beauty all in one!
Royal Pain
Moon's power The projectiles are a big moon and one tiny version of it orbits around the Big one. This small moon sprays
water all over the place.These two moons moves like Pluto, except the small moon explode when it hits the ground <look
down>. There are 2 moons, so when they hit the ground or tank, there will be 2 explosions.
Attractor An invisible force field that pulls the tank in
Fan Slowly bury the tank into the terrain when it get close. It's like you use Jump Jet and point it downward.
Windy day A full-screen-effect one. The Wind comes from everywhere on the screen. It cuts through the terrain and leave
empty spaces look like a line with the ends curved
Shooting star First, do you get the idea of a PARABOLA? A projectile draws a parabola when it's shot in the sky. Then this.
The first 1/3 of the parabola, the projectile disappears, the next 1/3, it will appear and drop 5 tinny tiny heat seeking "glow"
which does 5 pts each, the rest, it disappear again, and hit the terrain anywhere, after that, it release a short golden
electric bolt, heat seeking of course, which does 45 pts. <hope you guys get it. LOL>
Panic Another full-screen-effect weapon.
The icon should be a big X, the upper grid will have a letter A, then W, then E, then F, in clockwise. The effects happen in
order: Air, Earth, Fire, Water. Or Water and Fire can happen at the same time, the two last for 4-5 seconds.
A (Air) : Kick both tanks away, randomly, like Back Fire
W (Water) : Rain comes down from the sky (Hail, duh)
E (Earth) : Change the terrain, something like remove some land, create some
F (Fire) : Lava comes from the ground
Wind bullet A normal projectile that spits into 2 when it gets near then tank. As i was saying, spited into WIND
Moonbeam Icon: A fluffy moon
When it reaches the edge of the screen or the highest point it can get, it will release a lot of BLUE beam <not blue_moon i
mean>, like Laser Battery
Tête-à tête (a private conversation between 2 people) (found it in my dictionary
and stop when they touch each other. Focus on the picture in the middle please.
) 2 tanks slide smoothly on the terrain
Bubbles 6 colored bubbles shot out randomly, like Water Balloon, when they're close to the tank, they will burst out 6
projectiles that "glow", randomly, each of the does 6 pts
Sticky Strawberry A yellow strawberry when hits the ground will split into 8 projectiles which are: bouncy dirt-glue dirtbouncy dirt-... No Points... Worthless, pointless weapon, just for fun
Pluto A big projectile and a small one that orbits around the big one. When the big projectile hit the ground, that small
thing will go straight. Through the terrain then hit the ground, like when you fire Lava Cannon and miss. If both hits the
tank then you'll have more points. 30 for the big one, 70 for the tiny one.
Magnetic Field Affects an area where it covers
* - Normal weapon (one shot...) ~~> heat seek
- Split (popcorn ...) ~~> not split
- Heat seek/Homing (homing missile...) ~~> normal weapon
- Bounce (bouncy ball...) ~~> roll <can't imagine what will happen>
- Roll (cruiser...) ~~> bounce
- Laser ~~> randomly curved
- Orbital/Fixed movement (spinner...) ~~> no change
- Random ~~> go straight, like laser
* It can't be replaced by anything like bouncy dirt...
* It can't be destroyed
* Even when it's covered with normal dirt, it still affects the area like normal
* And the shape of the effected area is based on how the terrain covered with it is like
I don't think this kind of weapon would fit the game. I bet no one understand how it works
. LOL. Just suggesting
Samail
Magnum/Silver Bullet:
>I like to think of the Pfeifer Zeliska, supposedly the most powerful handgun in existence.
>Line-of-sight weapon.
>Not 100% accurate. (Like Golden Bullet)
>Requires direct hit. No exceptions.
>Upon hitting Fire, the sound of inserting a round into a revolver is heard, and shortly after, a silver streak blasts from the
barrel to wherever you're aiming. A bullet is not seen; just a silver streak, which fades after appearing.
(Whether it animates from barrel to target or just appears is optional.)
>If the ground is hit, a short tunnel is blown out. No explosions either.
>If tank is hit, 100 points given, with a silver explosion like that of the Golden Bullet (but smaller), that violently throws the
tank somewhere.
See the video for ideas on how it should feel.
Should perhaps just stick with Magnum to avoid copyright issues.
sgvaibhav
WsWitch - The points of both the players swap
Minegatives - instead of the giving the player points, points will be minused from the opponent.
Double phase: One phase missile separates into two and does double damage than before
Camaflouge: Similar to an elevator, the opponent reaches the peek of the world, and can shoot anywhere from his elevator
easily with 100 power. Will show an illustation later
Later: "opposite camaflouge [in the sky]
afterall, we can easily notice ppl in ground [so that will not be camaflouge]
so we hide in the sky"
Tank Kill: If this weapon touches the tank, then blood will fall on the terrain (or you can say tomato juice), and this juice
will give points to the other player.
BLOWPUNCH : Similar to Blowtorch, but if the flames touch the opponent, then he is kicked (flies) and the player get 200
Points.
teddyboy09
Cotton Candy - you launch this pink bullet that would, if/when it starts going on a downward angle, rain a pink Hail Storm.
Probably shoot out pink Hail Storms 3 times. The main bullet would take out a minor patch of land, and on a direct hit is
worth 10 points. The pink Hail Storms would deal 1/3 damage that a regular HS would. After a few seconds, some of the
pink HS droplets left would grow into a thinner yet more frizzy Bushwhack. Anything pink is Bouncy Dirt.
If it doesn't get to go into a downward angle (like if your view is being blocked) the explosion and kick are massive.
Damage is about 60-70.
Testament
Cone of Colors - Fires a small bullet, wherever it lands, a small cone shape of dirt (about as high as the tank is tall)
appears. A second or 2 later, 25 randomly colored streamers fly out of the top of the cone (picture streamers being fired
straight up), mixed with 10 color bomb, and toss some fire in the mix and you have a cone firework effect. Not everything
will hit since it will spew out stuff that bounces around in a small area.
The colored streamers that do hit, will do 2 damage each and confuse aim/power, the color bombs will do 5 damage each,
the fire sticks around kinda of like the Volcano fire does do 2 damage each second. All this is spewing at the same time and
lasts for a few seconds.
The icon is supposed to be one of these, but I suck at drawing so you get the idea.
Also, here's a video of one working in real life to give you an idea of what I'm trying to get across.
http://www.firework-review.org.uk/v0/multifount.wmv
dmac208 commented: "i can just imagine a tesla coil cone of colors combo"
TH155
Inversion:
All land becomes air and all air becomes land, the land becomes that type that stays up and if you hit it
with a weapon, it still doesn't come down.
NOTE: The tanks are burried when you do this, so you first have to free yourself or use a digging weapon to hit the
opponent.
Elemental: (or twixt, that's what i called the icon)
OR
(Differnce: The first one's top swirl is green, the second
one is brown) A bullet with swirls of red, green (or browny-yellow), blue and transperancy (nothing & coverd later) (like
gravity well) lands, with no explosion or dammage. While in the air the swirls rotate slowly, and wherever they touch the
ground that type of thing is created.
RED: Fire comes out, the type that moves and does less dammage
BLUE: Water comes out, the type that does less dammage
Green (or browny-yellow): If you use the first icon, then it's green and earth comes out (may need a new engine where you
can create earth) If you use the second icon, dirt comes out, roughly cruball sized.
Transperancy (nothing) This eats away at the ground, like mower.
Remember, it is only in contact with the ground for alittle while, so this is an underpowerd weapon! (Unless you make it
come out all the time, then it's OK.)
Mass Digger:
Randomly, like the mass driver, a bullet appears, around the same size too. Exept it appears at the
bottom of the screen, diggs and demolishes dirt like you can see in the icon, then it explodes when it reaches the top, using
the same power as mass driver, 300 max in 2 dammage rounds.
Mike goes insane: A grab bag of every weapon in this thread.
Shifter: (can't be botherd makeing an icon.)
From the top of the screen, above where the bullet lands, a curved white thing appears, semi-circular and 1-3 pixels in
length. (3, so it will appear on windowed) Then, from above it, sand falls in. Once it is full, diggers, 1px in size, make holes
in it, leaving 1px of space in between them. After a little bit of the sand falls through, the shifter starts shaking so as to not
have a pileup where the white bits still are, and they fall onto the place where the bullet landed. The bullet should be white
and the shifter should make up approx. 1/2 of the field in height and approx. 1/4 of the field in length. The holed shifter
stays in the air as an obstacle.
Birthday of the prince: (or birthday for short) Your tank fires everything that would be at an expensive party,
fireworks, streamers and the prankster with a few chaos grenades.
Chaos BOMB: Think chaos grenade. Think randomly 10 out of every weapon in the game (it reads the packs that you
have. Prob needs new engine) Yes if you get spinner it will explode where the chaos grenade usually does so you will get
more points than normal, but less than gliched.
Flash:(Camera icon perhaps?)
A bullet is fired and when in proximitary, it brightens untill white, and stays still (bullet is dark red...) Once it is completely
white, it releases a burst of pure light towards the opponent's tank. The max ammount of dammage is in the center of the
blast for ~50 points and at the edges you get ~25.
It leavs the terain in a cone from the "camera" white, untill it goes out of the screen.
If it hits the ground it does nothing.
the false me
Mothballs Shoots a whole bunch of mothballs out the turret and "cleans" the area around it (if the tank it covered in
terrain, this will make way for a small tunnel with the shots, sorta like the lucky shot). However, multiple mothballs are
fired but they all land in the same spot. They do mild-ish damage. They basically give off an odor (seen as fumes) in the
general area and do some damage, though not a lot, this weapon isn't super powerful.
Mass Drivers Plural this time. A handful (maybe 3,4,5 or 6-ish) of mini mass drivers fall from the ground, each one of
them in random locations. They each do less damage and have a smaller explosion, but the randomness of multiple Mass
Drivers falling will be awesome. Note: the timing of the intervals in which they fall is also random.
Mass Driver Storm A countless number of very small Mass Drivers fall ALL OVER the screen to the ground in a violent
storm. They have very small explosions and small kick, but, given that there are several of them, their explosion will alter
the terrain.
Mega Mass Driver WOAH, this bad boy will be devastating to say the least. Again, like the Mass Driver, only this one is
much bigger, and its explosion is slightly larger than the Earth Mover (but with an insane kick), and the damamge is
unrivaled (with a direct hit, maybe somewhere in the 300-450, but it's explosion would be big enough that it would be hard
not to get yourself negative points as well, when a direct hit happens). Again, random where it is, and with it's explosion
size, someone (either you or the opponent) will get hurt.
It seems far fetched, but it would certainly make the round more interesting if someone has that weapon. By the way,
before it falls, the warning beep will be lower in pitch. My dream about this one being in the game is what inspired this
suggestion. The Mega Mass Driver's Size would be much larger yet than the Mass Driver in proportion to damage and
explosion (another words, it should cover up a pretty big portion of the screen when it falls).
Mass Driver Target Would only appear in the weapon shop when a mass driver appears as well. In the weapon shop, the
number of Mass Driver weapons (any kind except the Mass Driver Storm) could always be greater than the number of Mass
Drivers, but this could never be the other way around. The projectile would look like the Space Laser when being launch as
upon landing. This would apply to the Mass Driver, the Mega Mass Driver, the Mass Drivers (with these Mass Drivers, they
would all land in the same spot), but this would in no way apply to the Mass Driver Storm. Ok, here is what this weapon
does: when landed, your turn is over, and when someone (whether it's your or the opponent) launches as Mass Driver, it
lands where the Mass Driver Target landed. Once this happens, the Mass Driver Target cannot be reused, you'll have to fire
another one for that to happen. It eliminates the randomness of Mass Driver.
Mega Mudpie Pretty self-explanatory. This is just like a mud pie but far more devastating since it covers much more area.
THIS IS DEVASTATING. Oh yeah.
The Pyromaniac
Mud Brick
- Shoots a brownish rectangle, when it lands, it acts like dirt ball except creates a giant rectangle of dirt.
Tristanern
Lemonic acid: 20% chance of getting this if you pick Lemon in the weapon selection screen. You fire a Lemon in a
"normal" trajectory, just like any other weapons. When the lemon gets near the tank, it bursts open into multiple acid glops
and behaves like the Acid Bomb, only the color is yellow.
Tank Jammer: 25% chance of getting this if you pick Glue Bomb in the weapon selection screen. The effect of this bomb
depends on how Mike will program the effects of glue - if it stays the same, when the Tank Jammer hits, it cuts away the
terrain in the shape of a comb - naturally, jamming up the movement of the opposing tank. It also glues up the cannon's
angle for 2 turns. If Mike is able to program glued dirt to prevent tanks from moving on it, well, HELL YEAH! No combed up
terrain, looks better!
Sticky Defense: 25% chance of getting this if you pick Glue Bomb in the weapon selection screen. The bomb changes the
dirt around where it landed to become yellow, not only the top part of the dirt, but in a blast radius of around.. well, the
size of what Big Shot's crater is. The effects of the glued terrain not only stops moving projectiles, but also jams up the
weapon's warhead, making it into a dud which does not explode. It also stops things like fleas and acid. The only way to
deal damage will be to hit the tank spot on, or use a weapon with a much larger blast radius than Big Shot.
Sniper's Tracer: 15% chance of getting this if you pick Tracer/SuperTracer in the weapon selection screen. Your next
weapon shot after using the Sniper's Tracer will deal *1.5 damage!!
Mystery Solved: 20% chance of getting this if you pick Mystery Bombs in the weapon selection screen. Mystery is solved.
One bomb behaves like a drill, eating up the dirt in it's path, as the other 3 follow it, all in a "normal" trajectory. Same blast
radius & damage as normal Mystery Bombs.
TwilightCM
Plasma Cannon : Shoots out a bullet of plasma, which in this case is a substance that is like fire or acid, but afterward
leaves a gooey-like substance that is sticky (Like shooting acid, then glue bomb). Explodes and burns, then leaves area
covered in glue
Plasma Bomb/Plasma Grenade : Shoots a blue Chaos Grenade that sprays out glue while in the air and does an
explosion wherever it lands of a simple 50 points.
Mortar : Like fireworks but shoots a single blast high into air (still onscreen though) in which after reaching its peak it
explodes sending down many fireworks (the 2nd type from Fireworks weapon after exploding in air)
Fountain : Makes a little box (like a tiny pedestal) that sprays out sparks that are like the already-exploded Fireworks.
Refuel : Shoots nothing and leaves tank there, but gives the tank using it 1 extra/more 'Move'
Pocket Change : Shoots out 10 random coins (Either penny, nickel, dime, or quarter) that do damage based on their value
(i.e. penny does 1 damage, quarter does 25)
Donation : Does nothing, just gives the user a one-time random amount of points based on USD bills (i.e. $1 - 1point, $55 points, up to $100-100pts)
Amount given is random and once (per time used)
(Wishing) Well : Shoots out a bullet and wherever it lands, a hole in the ground is made straight down, and then is filled
with water. (Like a Flying Digger straight down, then a HailStorm)
Blizzard : I have 2 ideas for this.
- Sand Storm but with snow.
- Solar Flare, but snow
Beat-Up : Shoots a simple bullet. If it misses, it makes a simple imprint like a Lemon shot. If it hits, the enemy's tank is
launched into the air. It stays there and is bombarded by giant fists attacking it from all directions, each one doing 5
damage each. Also, there are 12 fists.
Guitar Rift / Soundwave : Makes a sound of an electric guitar being strummed, then shoots a single, large version of
Sonic Blast's effect. Does twice the damage of Sonic Blast's damage also, but this weapon really is like putting the 2 sides
blasts into one.
Give and Take : Either gives the enemy or takes away from you a random amount of points from 1-50. Then gives you or
takes from the enemy 3 times that. (I.E. takes 14 points away from you, then 72 points away from enemy. Or Gives your
enemy 42 points, then gives you 126 points)
Nuclear Launch : A giant missile comes from the top of the screen and lands in the direct center of the map, on the dirt. It
makes an explosion of a Toaster size that does 250 damage, with the same idea of the farther from the explosion, the less
damage. The missile looks like a Bazooka missile, only twice as big. 3 times as wide, and has flames coming from the back.
Satellite Laser : A Small satellite is shot directly up from your tank, and off-screen to the top. A laser is then shot from
off-screen from the top directly at the enemy's tank. Its a LOS weapon, but from the satellite. If the tank using is is
underground, or is covered, the satellite will dissipate into the ground where it hits.
Twister : Fires a bullet like normal, but wherever it lands, a giant twister shoots down and lasts for about 5 seconds,
dealing some damage, and picking up some terrain. The max damage is would do is 80, but the damage is random from 2080. Like Tractor Beam, but the tank stays on screen and floats in the Twister, having damage dealt to it.
Washing Machine : Makes A sphere with Dirt, such as Dome Protect does, only about two or three times the size of Dome
Sphere, with a lighter border of dirt. After it is made, water is rushed inside of it (the way Mower or Gyro Glue spins, only
with water). Then the water evaporates (or disappears), and the Tank is 'taken out', by the sphere of dirt being destroyed,
possible by a small, Crater Maker-like explosion.
Sniper Tower : Launches the Tank straight up in the air, then makes a big tower (Which is really a small version of a
Great Wall), then fires a single LOS bullet that does 50 damage, and does not go through terrain. Like Pedestal does, only
thinner and twice the size. The tank lands on the top, and from the Tank a 50 damage bullet is shot.
Earthquake : Causes the screen to shake a bit while a zigzagged hole is made in the center of the screen, through the
terrain. If no terrain is present, nothing happens, the screen just shakes.
Speedy Snail : Shoots a small, round Roller-like object roll on the ground for a bit. No damage is dealt, but wherever it
rolls, a trail of Glue is left.
Fuzion : A shot of 4 colors. Red (fire), blue(ice), yellow(glue), and purple(bouncy). It shoots the tank for up to 120
damage (each color does up to 30 damage themselves) and randomly covers the area around where it hit in glue AND
bouncy. It can have 2 animations options
- My first one is the 4 little balls of it spinning in a circle while flying thru the air
- Second is 4 twirling trails of it
RPG : Yes, it's a rocket-propelled-grenade, but PT version. A rocket is shot like normal, being affected by gravity, only
halfway thru its flying, it stops short, then turns into a LOS weapon from where it stops. It does a maximum of either 40 or
60 damage [its up to the gods (Mike and Brian) which number], and makes an explosion just the size of maybe a Crater
Maker.
Air Charger : A ball of liquid electricity is fired through the air. This is a normal bullet, only its effect is a cousin to that of
Hot Potato. IT grows bigger and does more damage the longer it flies through the air. It starts as being able to do just 10
damage but can eventually do up to 100 damage. IT doesnt do that big of an explosion.
Pollution : Nothing is shot. From where the tank currently is, a medium sized cloud of gas is created, and does gradual
damage to anything in it. If the enemy tank is caught, it does about 50 damage.
Bouncy Fracture : A normal Fracture whose holes are bouncified.
Bouncy Cauldron : Normal Cauldron attack, only instead of fire, it's filled with Burning Rubber that does less damage, but
bouncifies the area.
Bouncy FD : A Flying Digger that carves the land out like normal, then bouncifies it!
Bouncy Tar : Creates a pitch pink ball that traps tanks in hard-to-see, bouncy terrain.
Bouncy Dome : A bouncified Dome Protect that is shot at the enemy.
Flock / Migration : A swarm of birds attack the enemy's tank, then flies off. The different ways they can attack follows :
- Shot from the tank (i.e. Snowblower, Flying Discs, etc.)
- Shoot a bullet, and the only attack the area around that bullet.
- From the sides of the screen (I.E. Saucer Attack)
Global Warming : A giant iceberg (snow terrain) is made in the center of the screen. From the top of the iceberg, water
spews as the snow slowly dissipates.
EMP Missile : Fires a purple rocket. The missle stops when it hits a target and deals 30 damage (if it hits), then after 2
seconds of it being stuck in the ground where it landed, a small pulse/ring comes from it dealing up to an additional 50
damage (The damage is per distance like a Nuke for instance)
Popcorn Machine : Shoots a Flying Digger, then at the bottom of the hole made by it, fire spews and a Popcorn bullet is
launched.
Sunny Day : A yellow sphere comes from the top of the screen in the center of the map, in the shape of the sun. IT starts
giving off yellow-esque rays that do light damage to all in its path.
Pop Rox : A colorful bullet is shot. Wherever the bullet lands, small,colorful popcorns are made in the form of Firecracker
effects.
Watermelon : Shoots a normal Watermelon that does 50 damage. When it lands however, it explodes and shoots 20 seeds
that do 2 damage each. Max Damage is 90, but the realistsic damage is like 60-70. A great addition to the Fruit Pack.
Ninja Strike : 50px away from your enemy tank on the ground a LuckyShot-type digger is made on that spot, then a black
square bullet flies out of it, acting like a small Run'N'Gun. A good way to understand is thinking of a Ninja popping from the
ground and jumping over the enemy and throwing knives at them.
Upload / Virus : LOS | A wire is shot directly to the other tank. If it hits, a charge is ran through the wire that does 30
damage to the tank, and messes up its Aim and Power. No explosion. Just disappears if it hits anything else.
Ring Toss : A bullet of Bouncy Wall is shot. Instead of the wall being bouncy, it is actually a metal pole. After it is made, 8
rings of different colors are shot, each at different angle intervals. They are attracted to the wall such as Lodestones of
Gamma Blaster's homing powers. If they dont land on the pole, nothing happens. If they make it on the pole, they do 15
damage each after falling to the bottom.
Ferris Wheel : The tanks are spun in a Ferris Wheel-like motion for 1/2 of a rotation. Wherever they stop, a dirt platform
is made where they are.
Drill Bomb : A Flying Digger is shot. Instead of it making a digger effect, though, dirt is removed in a spinning fashion, and
at the end when the sides meet, a 30 damage explosion is made.
X Slash : 2 possibilities.
-Dirt near your tank removed in two slashed made by diggers in an 'X' fashion
-2 sets of 3 slashes are made at the enemy. Each individual slash does 10 damage. A probable 60 damage.
Ritual : A star is made one line at a time where shot. From the 5 points, Zapper-like lasers are shot into the center, each
doing 10 damage. 50 damage, no explosions.
Mirror Image : A normal bullet is shot like a single shot dealing 40 damage. However, when shot, another bullet mirroring
the first's path EXACTLY follows as well. Goes through anything, including glue and bouncified areas. They exploded when
tehy meet eachother, so its a hit-or-miss.
Forest Fire : Magic Forest is shot, and where the 'tree's (walls) are made, a bit of fires spews from each one.
Ring of Fire/Flame Wheel: A feiry bullet is shot. Where that bullet lands, napalm is shot out in a ring formation, rotating
aronud the area landed. Think Orbiter meets Super Star, but its non-moving and spewing flames.
Gravity : For the rest of the game, all weapons causing the tank to jump are etiher doubled in effect, or halved. I doubt the
engine can support this, but I think it is a good idea nonetheless.
Ice Age : Works as a cousin to the anti of Bulldozer. Meaning, It has Bulldozer's effect, except instead of removing dirt, it
adds snow, completely covering the stage in a 25px thick layer of snow.
Drunk Shot : A variant of Single Shot, this bullet has a behaviour that is similar to a MYstery Bomb, swerving around while
still keeping a clear trajectory. It does 120 damage if it hits, but there is no explosion. Another Hit-or-miss.
Amnesia : Acts like Cheap Shot, but screws up Power and Angle instead of dealing 20 damage.
Negativity : Am bullet is fired of a colorful persuasion. Where it lands, an explosion the size of Toaster is made. It only
does 30 damage (not affected by range, 30 damage regardless of area inside the explosion), yet it makes the colors of
everything inside the explosion opposite of what they are (I.E. black = white).
Insane Ivan : A Crazy Ivan with a bigger kick and more projectiles.
Hornets : Like Beehive, but with a big variation. Instead of a multitude of bullets, there are just 12 bigger ones. Also, they
each do 10 damage and instead of speeding towards the enemy, they have the movements of Phantom bullets but just a bit
faster.
Hot Glue Gun : Like Glue Gun, but has a Burning Rubber effect (glue is on fire).
V-Shot : LOS Stun Gun, without kick, and a tiny bit more powerful ( × = tank ~~~ × <)
Ruler : A LOS Tracer.
Chainsaw : Longer lasting, more powerful close-range Rail Gun. Low damage, but over a long amount of time.
Lance of Longinus : A devastatingly powerful weapon. First is gets shot up above screen (regardless of Angle or Power).
Then, is Comes blaazing down within ±200 pixels near the enemy at random. It's explosion is a lemon sized one, but it
makes a huge eye candy effect. A giant beam of light in the shape of a lance is made, enlargigng the lance itself. It does no
extra damage, just looks cool!
Waterfall : A thinner Great Wall of 2/3 the size is made. From the top, water spews out for a prolonged period of time.
Parabola : An 80 damage bullet whose trajectory is a parabola. http://en.wikipedia.org/wiki/Parabola
King : Shoots a Lead Balloon-type bullet with no kick, that does 150 damage.
Castle : Shoots a 50 damage Single Shot with the kick of Stun Gun, then moves your tank 50px in the direction opposite of
the bullet shot.
Promotion : A 10damage Single Shot is fired. IF IT HITS the enemy tank, another bullet dealing 100 damage is fired.
en passant : Shoots a weaker version of Run'n'Gun, then moves the tank to 50px behind the enemy tank.
Checkmate : Shoots a bullet that causes the area inflicted to be surrounded by a 25px cube around it, with a 25px hollow
in the center. As if Dome Protect were a square.
However, it removes one corner, so it is only trapped by 3 sides, and cannot move, only shoot.
Drunk Shot : A variant of Single Shot, this bullet has a behaviour that is similar to a MYstery Bomb, swerving around while
still keeping a clear trajectory. It does 120 damage if it hits, but there is no explosion. Another Hit-or-miss.
Amnesia : Acts like Cheap Shot, but screws up Power and Angle instead of dealing 20 damage.
Negativity : Am bullet is fired of a colorful persuasion.Where it lands, an explosion the size of Toaster is made. IT only
does 30 damage (not affected by range, 30 damage regardless of area inside the explosion), yet it makes the colors of
everything inside the explosion opposite of what they are (I.E black = white).
Insane Ivan : A Crazy Ivan with a bigger kick and more projectiles.
Hornets : Like Beehive, but with a big variation. Instead of a multitude of bullets, there are just 12 bigger ones. Also, they
each do 10 damage and instead of speeding towards the enemy, they have the movements of Phantom bullets but just a bit
faster.
Hot Glue Gun : Like Glue Gun, but has a Burning Rubber effect (glue is on fire).
V-Shot : LOS Stun Gun, without kick, and a tiny bit more powerful ( × = tank ~~~ × <)
Ruler : A LOS Tracer.
Chainsaw : Longer lasting, more powerful close-range Rail Gun. Low damage, but over a long amount of time.
Lance of Longinus : A devastatingly powerful weapon. First is gets shot up above screen (regardless of Angle or Power).
Then, is Comes blaazing down within ±200 pixels near the enemy at random. It's explosion is a lemon sized one, but it
makes a huge eye candy effect. A giant beam of light in the shape of a lance is made, enlargigng the lance itself. It does no
extra damage, just looks cool!
Waterfall : A thinner Great Wall of 2/3 the size is made. From the top, water spews out for a prolonged period of time.
Parabola : An 80 damage bullet whose trajectory is a parabola. http://en.wikipedia.org/wiki/Parabola
King : Shoots a Lead Balloon-type bullet with no kick, that does 150 damage.
Castle : Shoots a 50 damage Single Shot with the kick of Stun Gun, then moves your tank 50px in the direction opposite of
the bullet shot.
Promotion : A 10damage Single Shot is fired. IF IT HITS the enemy tank, another bullet dealing 100 damage is fired.
en passant : Shoots a weaker version of Run'n'Gun, then moves the tank to 50px behind the enemy tank.
Checkmate : Shoots a bullet that causes the area inflicted to be surrounded by a 25px cube around it, with a 25px hollow
in the center. As if Dome Protect were a square. However, it removes one corner, so it is only trapped by 3 sides, and
cannot move, only shoot.
Angle Shot : LOS | Like Laser, but halfway though flying int he air, it turns to form a 90 degree angle in the air.
Obviously, its 90 points.( Looks like /\)
Disintegrator : LOS | A Rail Gun-like beam is shot once, and makes a Saucer Attack explosion. Not the SA bullets, but the
explosion it makes when it hits terrain. A large, non-moving crater. Does 150 damage.
Freeze Ray : LOS | A Laser-mixed-with-RailGun~ish beam is fired at enemy. When it hits,It makes a Bouncy Ball
explosion. Only, when the explosion ceases, snow is left, instead of bouncy.
Plasma Cannon : Shoots out a bullet of plasma, which in this case is a substance that is like fire or acid, but afterward
leaves a gooey-like substance that is sticky (Like shooting acid, then glue bomb). Explodes and burns, then leaves area
covered in glue
Plasma Bomb/Plasma Grenade : Shoots a blue Chaos Grenade that sprays out glue while in the air and does an
explosion wherever it lands of a simple 50 points.
Mortar : Like fireworks but shoots a single blast high into air (still onscreen though) in which after reaching its peak it
explodes sending down many fireworks (the 2nd type from Fireworks weapon after exploding in air)
Fountain : Makes a little box (like a tiny pedestal) that sprays out sparks that are like the already-exploded Fireworks.
Refuel : Shoots nothing and leaves tank there, but gives the tank using it 1 extra/more 'Move'
Pocket Change : Shoots out 10 random coins (Either penny, nickel, dime, or quarter) that do damage based on their value
(i.e. penny does 1 damage, quarter does 25)
Donation : Does nothing, just gives the user a one-time random amount of points based on USD bills (i.e. $1 - 1point, $55 points, up to $100-100pts)
Amount given is random and once (per time used)
(Wishing) Well : Shoots out a bullet and wherever it lands, a hole in the ground is made straight down, and then is filled
with water. (Like a Flying Digger straight down, then a HailStorm)
Blizzard : I have 2 ideas for this.
- Sand Storm but with snow.
- Solar Flare, but snow
Beat-Up : Shoots a simple bullet. If it misses, it makes a simple imprint like a Lemon shot. If it hits, the enemy's tank is
launched into the air. It stays there and is bombarded by giant fists attacking it from all directions, each one doing 5
damage each. Also, there are 12 fists.
Guitar Rift / Soundwave : Makes a sound of an electric guitar being strummed, then shoots a single, large version of
Sonic Blast's effect. Does twice the damage of Sonic Blast's damage also, but this weapon really is like putting the 2 sides
blasts into one.
Give and Take : Either gives the enemy or takes away from you a random amount of points from 1-50. Then gives you or
takes from the enemy 3 times that. (I.E. takes 14 points away from you, then 72 points away from enemy. Or Gives your
enemy 42 points, then gives you 126 points)
Nuclear Launch : A giant missile comes from the top of the screen and lands in the direct center of the map, on the dirt. It
makes an explosion of a Toaster size that does 250 damage, with the same idea of the farther from the explosion, the less
damage. The missile looks like a Bazooka missile, only twice as big. 3 times as wide, and has flames coming from the back.
Satellite Laser : A Small satellite is shot directly up from your tank, and off-screen to the top. A laser is then shot from
off-screen from the top directly at the enemy's tank. Its a LOS weapon, but from the satellite. If the tank using is is
underground, or is covered, the satellite will dissipate into the ground where it hits.
Twister : Fires a bullet like normal, but wherever it lands, a giant twister shoots down and lasts for about 5 seconds,
dealing some damage, and picking up some terrain. The max damage is would do is 80, but the damage is random from 2080. Like Tractor Beam, but the tank stays on screen and floats in the Twister, having damage dealt to it.
Washing Machine : Makes A sphere with Dirt, such as Dome Protect does, only about two or three times the size of Dome
Sphere, with a lighter border of dirt. After it is made, water is rushed inside of it (the way Mower or Gyro Glue spins, only
with water). Then the water evaporates (or disappears), and the Tank is 'taken out', by the sphere of dirt being destroyed,
possible by a small, Crater Maker-like explosion.
Sniper Tower : Launches the Tank straight up in the air, then makes a big tower (Which is really a small version of a
Great Wall), then fires a single LOS bullet that does 50 damage, and does not go through terrain. Like Pedestal does, only
thinner and twice the size. The tank lands on the top, and from the Tank a 50 damage bullet is shot.
Earthquake : Causes the screen to shake a bit while a zigzagged hole is made in the center of the screen, through the
terrain. If no terrain is present, nothing happens, the screen just shakes.
Speedy Snail : Shoots a small, round Roller-like object roll on the ground for a bit. No damage is dealt, but wherever it
rolls, a trail of Glue is left.
Fuzion : A shot of 4 colors. Red (fire), blue(ice), yellow(glue), and purple(bouncy). It shoots the tank for up to 120
damage (each color does up to 30 damage themselves) and randomly covers the area around where it hit in glue AND
bouncy. It can have 2 animations options
- My first one is the 4 little balls of it spinning in a circle while flying thru the air
- Second is 4 twirling trails of it
RPG : Yes, it's a rocket-propelled-grenade, but PT version. A rocket is shot like normal, being affected by gravity, only
halfway thru its flying, it stops short, then turns into a LOS weapon from where it stops. It does a maximum of about 70
damage, and makes an explosion just the size of maybe a Crater Maker.
Air Charger : A ball of liquid electricity is fired through the air. This is a normal bullet, only its effect is a cousin to that of
Hot Potato. IT grows bigger and does more damage the longer it flies through the air. It starts as being able to do just 10
damage but can eventually do up to 100 damage. IT doesnt do that big of an explosion.
Pollution : Nothing is shot. From where the tank currently is, a medium sized cloud of gas is created, and does gradual
damage to anything in it. If the enemy tank is caught, it does about 50 damage.
Bouncy Fracture : A normal Fracture whose holes are bouncified.
Bouncy Cauldron : Normal Cauldron attack, only instead of fire, it's filled with Burning Rubber that does less damage, but
bouncifies the area.
Bouncy FD : A Flying Digger that carves the land out like normal, then bouncifies it!
Bouncy Tar : Creates a pitch pink ball that traps tanks in hard-to-see, bouncy terrain.
Bouncy Dome : A bouncified Dome Protect that is shot at the enemy.
Flock / Migration : A swarm of birds attack the enemy's tank, then flies off. The different ways they can attack follows :
- Shot from the tank (i.e. Snowblower, Flying Discs, etc.)
- Shoot a bullet, and the only attack the area around that bullet.
- From the sides of the screen (I.E. Saucer Attack)
Global Warming : A giant iceberg (snow terrain) is made in the center of the screen. From the top of the iceberg, water
spews as the snow slowly dissipates.
EMP Missile : Fires a purple rocket. The missle stops when it hits a target and deals 30 damage (if it hits), then after 2
seconds of it being stuck in the ground where it landed, a small pulse/ring comes from it dealing up to an additional 50
damage (The damage is per distance like a Nuke for instance)
Popcorn Machine : Shoots a Flying Digger, then at the bottom of the hole made by it, fire spews and a Popcorn bullet is
launched.
Sunny Day : A yellow sphere comes from the top of the screen in the center of the map, in the shape of the sun. IT starts
giving off yellow-esque rays that do light damage to all in its path.
Pop Rox : A colorful bullet is shot. Wherever the bullet lands, small,colorful popcorns are made in the form of Firecracker
effects.
Watermelon : Shoots a normal Watermelon that does 50 damage. When it lands however, it explodes and shoots 20 seeds
that do 2 damage each. Max Damage is 90, but the realistsic damage is like 60-70. A great addition to the Fruit Pack.
Ninja Strike : 50px away from your enemy tank on the ground a LuckyShot-type digger is made on that spot, then a black
square bullet flies out of it, acting like a small Run'N'Gun. A good way to understand is thinking of a Ninja popping from the
ground and jumping over the enemy and throwing knives at them.
Upload / Virus : LOS | A wire is shot directly to the other tank. If it hits, a charge is ran through the wire that does 30
damage to the tank, and messes up its Aim and Power. No explosion. Just disappears if it hits anything else.
Ring Toss : A bullet of Bouncy Wall is shot. Instead of the wall being bouncy, it is actually a metal pole. After it is made, 8
rings of different colors are shot, each at different angle intervals. They are attracted to the wall such as Lodestones of
Gamma Blaster's homing powers. If they dont land on the pole, nothing happens. If they make it on the pole, they do 15
damage each after falling to the bottom.
Ferris Wheel : The tanks are spun in a Ferris Wheel-like motion for 1/2 of a rotation. Wherever they stop, a dirt platform
is made where they are.
Drill Bomb : A Flying Digger is shot. Instead of it making a digger effect, though, dirt is removed in a spinning fashion, and
at the end when the sides meet, a 30 damage explosion is made.
X Slash : 2 possibilities.
-Dirt near your tank removed in two slashed made by diggers in an 'X' fashion
-2 sets of 3 slashes are made at the enemy. Each individual slash does 10 damage. A probable 60 damage.
Ritual : A star is made one line at a time where shot. From the 5 points, Zapper-like lasers are shot into the center, each
doing 10 damage. 50 damage, no explosions.
Mirror Image : A normal bullet is shot like a single shot dealing 40 damage. However, when shot, another bullet mirroring
the first's path EXACTLY follows as well. Goes through anything, including glue and bouncified areas. They exploded when
tehy meet eachother, so its a hit-or-miss.
Forest Fire : Magic Forest is shot, and where the 'tree's (walls) are made, a bit of fires spews from each one.
Ring of Fire/Flame Wheel: A feiry bullet is shot. Where that bullet lands, napalm is shot out in a ring formation, rotating
aronud the area landed. Think Orbiter meets Super Star, but its non-moving and spewing flames.
Gravity : For the rest of the game, all weapons causing the tank to jump are etiher doubled in effect, or halved. I doubt the
engine can support this, but I think it is a good idea nonetheless.
Ice Age : Works as a cousin to the anti of Bulldozer. Meaning, It has Bulldozer's effect, except instead of removing dirt, it
adds snow, completely covering the stage in a 25px thick layer of snow.
Drunk Shot : A variant of Single Shot, this bullet has a behaviour that is similar to a MYstery Bomb, swerving around while
still keeping a clear trajectory. It does 120 damage if it hits, but there is no explosion. Another Hit-or-miss.
Amnesia : Acts like Cheap Shot, but screws up Power and Angle instead of dealing 20 damage.
Negativity : Am bullet is fired of a colorful persuasion. Where it lands, an explosion the size of Toaster is made. It only
does 30 damage (not affected by range, 30 damage regardless of area inside the explosion), yet it makes the colors of
everything inside the explosion opposite of what they are (I.E. black = white).
Insane Ivan : A Crazy Ivan with a bigger kick and more projectiles.
Hornets : Like Beehive, but with a big variation. Instead of a multitude of bullets, there are just 12 bigger ones. Also, they
each do 10 damage and instead of speeding towards the enemy, they have the movements of Phantom bullets but just a bit
faster.
Hot Glue Gun : Like Glue Gun, but has a Burning Rubber effect (glue is on fire).
V-Shot : LOS Stun Gun, without kick, and a tiny bit more powerful ( × = tank ~~~ × <)
Ruler : A LOS Tracer.
Chainsaw : Longer lasting, more powerful close-range Rail Gun. Low damage, but over a long amount of time.
Lance of Longinus : A devastatingly powerful weapon. First is gets shot up above screen (regardless of Angle or Power).
Then, is Comes blaazing down within ±200 pixels near the enemy at random. It's explosion is a lemon sized one, but it
makes a huge eye candy effect. A giant beam of light in the shape of a lance is made, enlargigng the lance itself. It does no
extra damage, just looks cool!
Waterfall : A thinner Great Wall of 2/3 the size is made. From the top, water spews out for a prolonged period of time.
Parabola : An 80 damage bullet whose trajectory is a parabola. http://en.wikipedia.org/wiki/Parabola
King : Shoots a Lead Balloon-type bullet with no kick, that does 150 damage.
Castle : Shoots a 50 damage Single Shot with the kick of Stun Gun, then moves your tank 50px in the direction opposite of
the bullet shot.
Promotion : A 10damage Single Shot is fired. IF IT HITS the enemy tank, another bullet dealing 100 damage is fired.
en passant : Shoots a weaker version of Run'n'Gun, then moves the tank to 50px behind the enemy tank.
Checkmate : Shoots a bullet that causes the area inflicted to be surrounded by a 25px cube around it, with a 25px hollow
in the center. As if Dome Protect were a square.
However, it removes one corner, so it is only trapped by 3 sides, and cannot move, only shoot.
Chaingun : LOS | 30 bullets are shot quickly one after the other at the enemy ±2 degrees of your angle. Each bullet does
3 damage.
ShotGun : LOS | 7 bullets are shot ±5 from tank. Each does 15 damage, with no explosions (like Sniper Rifle). They fly
very fast through the air, and do not go through anything, but can't (or shouldn't) bounce.
Quickdraw : LOS | For 3 seconds after using this weapon, nothing happens. Then, at the point where the tank is aimed, a
bullet is shot, traveling so fast, it cant be seen. It just sorta happens :3. It IS a LOS weapon, but you can't see the bullet,
so it just appears at the terrain. Like a super-super-super-fast Laser. However, there is no kick, and no explosion. Just 50
points.
Dancing Chisel : A dark grey, squarish pellet bounces around such as a Fireball, but bounces near the enemy tank, sort of
like Collide-O-Scope, but it purposely misses the tank. Every bounce makes a small sized explosion that does 10 damage.
Trowel : Dirt Slinger's opposite. Dirt is removed in a triangular fashion., but in about 2/3 the size of a normal Dirt Slinger.
Shovel : Upgraded Trowel. Dirt removed in a triangular fashion 1.5 times the size of Dirt Slinger.
Dancing Chisel : A dark grey, squarish pellet bounces around such as a Fireball, but bounces near the enemy tank, sort of
like Collide-O-Scope. Every bounce makes a small sized explosion that does 10 damage.
Trowel : Dirt Slinger's opposite. Dirt is removed in a triangular fashion., but in about 2/3 the size of a normal Dirt Slinger.
Shovel : Upgraded Trowel. Dirt removed in a triangular fashion 1.5 times the size of Dirt Slinger.
HAZMAT : Shoots out a large amount of Acid. It shoots it tlike Flamethrower, but 3 times the amount, and acid.
Hedgehog : Either a Pineapple or Porcupine explosion, but instead of normal bullets, each part is a small, weak one-time
Buzzsaw.
Panic Room : Dirt compacted and welded together so powerfully, nothing can go through it. IT covers your tank.
Oil Slick : A new type of terrain to add to boucny and glue. It's called either
-Oil
-Ice
-Slippery
and causes everything and anything that touches it to ROLL.
Asteroids : 20 asteroids hail randomly from the sky, each doing 15 damage, landing in random areas. They make medium
sized explosions with little to no kick.
Shampoo : A stream of dense, purplish water shot from tank. When it lands, does damage like HailStorm, but also makes
Fizz (Bombs) from where the water is.
Crash Landing : Turn and Burn's opposite. Has the same TAB kick to it, but the damage is deal to where the tank lands. It
makes a Crater Maker sized explosion when it lands, then spawns fire in the form of a regular Napalm.
Six Feet Under : A 30 point bullet is shot, like a normal Single Shot, but if it hits the enemy tank, it transports them 60px
below from where they are, into the dirt. If no dirt is under them, they just get damage. If not enough dirt is under them,
they just transport to the bottom.
Underground Base : Your tank dives 100px (below) in the angle its in, then clears a hole like Dome Protect. A defensive
weapon.
Road Spikes / Road Block : 2 bullets are fired that if aimed correted, would each land on separate sides of the enemy
tank. From where they land, walls are made that are just big enough that you cant Move over them.
Pulse Rifle : Small, red balls of energy are shot/flung towrads the enemy, acting as acid. 10 balls of energy are shot out,
each doing 4 damage, and dig through the terrain.
Lock-On : Shoots a single Tracer and a LOS bullet that gives you the Angle needed for your current Power to hit the
enemy, both gravity-affected and Line of Sight.
Labyrinth : Creates a series of both vetrtical and horizontal Walls throught the map.
Eruption : LOS | Shoots a bullet through the ground. After (supposed to) hitting the bottom of the screen, it stops then
shoots straight up. After coming out of the ground, Napalm is made on the spot, and Mudslide rocks are made.
Gumballs : Shoots colorful balls each within ±5 degrees. When they land, they each explode shooting out a few bouncy
balls (the balls that Molten Plastic explodes)
Matches : Shoots 3 matches that are lit. When/if they hit the ground, they each create a smaller effect of a Scorcher. The
matches themselves don't do any damage.
Stairwell : Diggers are made in front of the tank going diagonally upward, each one above the other, 20px next to it. This
may be confusing, so if anyone needs clarification, I can draw a picture.
Tidal Wave/Tsunami : A large amount of water pours out from either both sides of the screen, or one side.
Lob-Around : LOS | A bullet is shot that acts like Phase Missile. However, when in proximity of the tank, it circles around
it once in a 20px diameter circle. Whenever it circles ABOVE the tank (the half of the time), it drops Lob-o-matic --er...
lobs?
Gauss Rifle : LOS | When shot, it must work like Late Bloomer. It has to go through ground, then pop out of it for its
effect to work. When that happens, how, it makes a 50px explosion doing 80 damage, that doesn't have falling dirt (again
like Saucer Attack).
Magma : Shoots a Lava out first, then covers the same area with rocks.
Helicopter : Shoots a yellow plane-like bullet. When it lands, it spins for a bit, then flies up and off-screen released
Fireworks pellets as it flies up.
Ground Spinner : A variation of Firecracker. When it lands, it spins on the ground and while spinning it makes tiny
Firecracker explosions only on the area where it spins.
Sparkler : Shoots a modified Magic Forest, that shoots out 3 extremely thin walls. At the top of the walls, they sparkle with
Star Dust pellets that are twice as fast.
Trident : A long stream of water is shot from the tank ranging in ±2degrees. While the water is rushing out, a single
trident is fired somewhere in the water that does a medium explosion with no kick and does 50 damage.
Car Crash: A cousin of Stampede. In the direction of the tank's angle, a large, ovular shaped object rolls along the ground
at a very high sped, and doesnt stop until it hits something or goes offscreen. If it hits the tank, it disappears and the tank
gets 80 damage, and a extreme kick and gets launched through the air. It's like mixing Stampede with Pop Rocket.
Bull Ride : Causes your tank to jump randomly at different angles from 0-180 with Jump Jets at power of 25. Then, after
about 5-10 jumps (random) your tank uses a 100power JumpJet at a random Angle of any.
Bombs Away : An airplane flies in from the side of the screen, such as Saucer Attack's ships do. The plane drops bombs
from it when in proximity of the enemy tank. The way it works, is it drops bombs when it passes an amount of pixels
distance form the enemy's tank. The pixels are counted horizontally, not vertically, so it is regardless of how high or low the
tank is. The distances are -80px, -40px, 0px, 40px, and 80px. The explosions are 30px wide each and do 30 damage each.
Frisbee : A cousin to Skipper. Instead of skipping around, it glides with every bounce. Imagine a bouncing Frisbee. It will
only bounce 5 times. It has no explosion, but each bounce does 20 damage. The last bounce has a Lemon-sized explosion
and does 30 damage.
Flashbang : A Flash blast that does only 20 damage, but covers 3 times the range of Flash Blast.
Fire Punch : LOS | Fires a heated up ball of flames. It doesn't explode and goes through every type of terrain. When it
comes in close proximity it spews Fire.
Ice Punch : LOS | Fires a frozen sphere. When it blah blah blah... no explode... IT releases water, or Snow type dirt. Up
to you, Mike.
Mega Punch : LOS | Fires a compact ball of steel. When it comes in proximity of the enemy which is a slim radius, it
instantly stops and drops like anvil, but causes 120 points and a Lemon-sized explosion.
Paper Towels : Light gray type of dirt that absorbs and nullifies all water-type weapons. Meaning, if this was fired, then a
Hail Storm which would normally do 25 damage, the Hail Storm would do little to no damage, such as 3 or 4.
Microfibers : Dark gray dirt that is fireproof. Same effect as above.
Liquid Alloy : Silver metal that can't be burnt through with acid. Same as above.
Shuriken : LOS | A throwing star is shot (yes its SHOT) straight out of the cannon. When it hits something, it makes a
Buzzsaw-like explosion, but with twice the size and does 40 damage.
Mirror Wall : A wall that causes anything to hit it to be shot back. Like bouncy, but instead of it still having the same
trajectory, it has the opposite, so a 50 power 30 angle shot that hits it would be shot back at 50 power and 30 angle from
where it hit on the wall.
Graveyard : A magic wall bullet is shot. Instead of MagicWalls coming out, there are twice the amount, but each is smaller
than normal, and grey colored. From the tips of the 'walls' (tombstones) a Phantom bullet is released. Each bullet does 5
damage and homes in on the enemy.
Bouncy Forest : Magic Forest that spawns Bouncy Wall.
Bouncy Pedestal : Creates a bouncified Pedestal, but the Pedestal is just a bit smaller than usual. Can either be a normal
Pedestal but bouncy, or one that can be shot.
Bounce House : Creates a square around the enemy, with just the top side open. Once it is finished, bouncy bullets are
sprayed all about. No damage.
Jackrabbit : A green Jackhammer bullet that bounces around like Skipper, but has smaller bounces.
Shooting Star : LOS | When shot, it shoots an already exploded Super Star. However, instead of homing in on the enemy,
it acts like Run'n'gun, firing the bullets from Super Star whenever it is in the area of the enemy tank (a 100px diameter
around). It fires just a bit faster than a single Super Star star would.
Cannonball! : Shoots a blue cannon ball that does 30 damage and has a 25px explosion. However, when it hits, it sprays
out a mass amount of water, but the water sprays out lightly, not as fast as Aqua Bomb, but like it.
Cough Drop : A basic shot that messes with enemy tank's Power. Its like a red lemon with double the explosion size of
Lemon. Does 30 damage, and homes in just a wee bit.
Poker Chips : Varying colored poker chips are shot out like Flying Discs, but with a thinner area of angles. There are 20
chips shot. Each chip can do either 1,2,3,5, or 10 damage randomly. So, you can get either 20 points, 200 points, or
anywhere in between. When the chips land, they don't explode, but make a Pop Rocket-like fizz effect.
Spinning Top : Likes a miniature homing tornado. A top is shot, then it begins to spin around back and forth randomly up
to 10 pixels in both directions from where it was shot. It does a bunch of 1's over time, like Spinner or ekoz' Pendulum
series.
Loop de Loop : An 80 damage single shot with a medium explosion is shot and flies in a Loop-DE loop trajectory
Sickle : Shoots a 20 damage bullet that removed damage in a spinning fashion while still flying through the air and ground.
Unnamed?! : Dirt is removed in a circle around you. Great for when you got hit with Blackout, used a Dome Protect, etc.
Need a name for this weapon please.
Baseball : A baseball is hit (shot from you tank). Depending on how it bounces, points are delivered.
OUT! - If it hits the opponent straight on, its a simple 10 points
Single - If it bounces once, then hits, its 20 points
Double - Bounces twice, 40 points
Triple - Bounces Thrice, 70 points
Homerun - Bounces 4 times 100 points <--- Full effect
Note that instead of bouncing lightly, it could also be rolling on the round, and the number of pixels represents amount of
bounces.
Soda Pop : A weaker Pop Rocket that only has 1/3 the kick and 20 damage, but once it hits them, it spews water. Can't
go thought ground.
Stab : A short-ranged weapon like Blowtorch, but makes a jab like motion of a bullet that only goes up to 40 pixels, then
disappears. 50 damage, and if the opponent within 40 pixels of your tank, guaranteed hit.
Spark Plug : A spinoff of Power Grid. A single beam from it is shot directly from your turret. So, the single beam breaks
into two, then again, etc... Instead of 15 points, each one does 30 for a possibility of 120 points I think. (A probable 60 or
90). The Power level determines how many pixels before each break. So, a 20 Power SP shot would have the single beam
go 20 pixels, then split into two, with those beams going 20 pixels, then the same again. Or if it was 100 Power, it would
split and go 100 pixels.
Silly Tank : A cousin to Wacky Tank. It only does 20 damage, but has a medium kick and homes in on the enemy, all
while screwing up Power and Angle.
Blitz :Your tank shoots a 40 damage football, then follows the exact same trail of the football with Jump Jets. So, wherever
the football lands, your tank follows shortly after. There is a small explosion with a small kick.
Ion Cannon : LOS | Actually, I had an idea of this when I was in elementary school. A destructive light blue beam is shot
with a green and red trail around it that causes an explosion. The way it works, is it shoots a 3 second beam like Rail Gun
but much shorter, however, when it hits something it makes a Toaster like explosion, WHILE it hits something, when it
stops, the explosion ceases. It does a maximum of 150 damage.
Particle Ray : LOS | A doubly thick Laser is shot, but in the form of well, a beam. When it hits, it disintegrates the terrain
around it slowly, while doing some damage. The way the terrain is removed is very much similar to MS Paint's Airbrush /
Spray Paint tool.
Disintegrator T-II : A no damage weapon that makes a Earth Mover sized explosion that doesn't move dirt, and makes a
FlashBlast color effect.
Crypt : Shoots a 1/2 lasting Tunnel straight down where your tank is. The carving of terrain stops about 50 px above the
bottom of screen. The tank, obviously falling to the bottom, is shortly covered up with dirt, filling the hole up a large
amount.
Selfdestruct : Causes the tank itself to fizz with sparks, for about 2 seconds, then creates a massive explosion doing a
large amount of damage. Has a huge kick and removes Mountain Mover amount of dirt. It does 200 damage. So, it is best
to use this when you have little to no amount of points, as it remains 200 points of damage regardless of where in the
explosion you get hit.
Planet Mover : Removes all the terrain on the screen.
Lime : Like lemon, but makes a green explosion 3 times as big as Lemon and does a simple 10 damage. Same sound and
look, only green.
Orange : Shoots an orange proximity bullet. When in range of the enemy tank (50px) it explodes lightly with orange pellets
that explode with a pop noise after falling. The bullets each do 3 damage and there are 25 relased.
Coconut : Shoots a coconut that when hits, does 40 damage without an explosion. The first part is hit-or-miss. After
landing though, it slowly releases an average amount of Hail Storm that is white water.
Stereo System : Shoots out blue and black Magic Wall. From those walls, tiny, weak Sonic Blast are made.
Buried Alive : 1 damage Cheap Shot that spawns a Medium Dirtball on the enemy's tank.
Star Burst : 3 stages.
1. A Super Star bullet is shot, affected by gravity and everything else.
2. Regardless of where it goes, after traveling 150px, it explodes into 10 smaller stars that go LOS in separate, equidistant
directions. These stars unaffected by Wind and are LOS.
3. After they all go 20px they each explode yet again into 2 smaller stars making 20 stars. These stars finally explode
wherever thay are after 10px. The explosions have Laser sounds and each look like a tinier version of SuperNova's
explosions. Each explosion does 5 damage.
Rain Drop : A dud weapon. A 1 damage 'I hope I don't get this' weapon. A guaranteed hit, though, if they have a clear
view to top of screen. Right above the tank from the top of the screen, a single drop of Hail Storm falls onto the enemy
tank, doing 1 damage then disappearing.
Die-aganol : Like Side Kick, but Diagonal Lasers come from the two top corners of the screen.
Tar Wall : A doubly thick, but a bit shorter version of Magic Wall made of tar is created.
Torpedo : Bazooka's watery friend. 3 ideas.
-A slightly weaker Bazooka that can go through the ground
-A very weak Bazooka that spews a lot of water as it flies.
-A slightly weaker Bazooka that when it hits, makes a smaller explosion, only a slight kick, and makes a Sink and Swim
explosion, spewing water along with it when it explodes
Aqua Jet : Jump Jets, but water is released from under your tank as you fly.
Geysers : 5 2/3-powerful Old Faithfuls are fired each ±10 degrees from your tank.
Eagle : A 70 damage bullet it shot. It homes in on the enemy similar to Homing Missile. When it is about to land, it turns
into a single Shredder bullet. However, it only makes a hole 1/2 the length of a normal Shredder
Cheetah : Roller + Buzzsaw = pain. A super fast Roller does its job like normal, however, when it hits the enemy it makes
a 60 point Buzzsaw explosion.
Sting Ray : Shoots a grey bullet that acts in a weird way. Its a proximity weapon, but it has to come out of the ground
first to activate. Once pops out from the ground and is in proximity of the enemy, it stops 10 px out of the dirt, then shoots
out 7 silver Sunburn needles.
Atomic Bomb : A powerful weapon. It is a highly upgraded cousin to the Mega Nuke and/or Earth Mover. An Earth-Mover
sized explosion is made doing 100 damage (regardless of distance) to anything that touches it. After the explosion ceases,
random fires are made on the ground for 5 seconds.
Frozen Lake : Shoots a stream of water at the enemy, then shortly after shoots out snow to cover the enemy.
Cyborg : An upgraded cousin of the Nanobots. A doubly large Nanobot cube is shot. When it lands, it waits a moment, then
turns into a Nanobot 3-5 times as large as normal. Instead of doing DoT, it charges a single laser that does 80 damage and
has a 10px explosion that isnt dirt-moving.
Havoc Grenade : RED Chaos Grenade Alternative. Bouncy Ball, Cruball, Water Balloons, Hot Foot, Shredder, Sniper Rifle,
Popcorn, Comet, Riptide, and Nuke.
Insanity Grenade : BLUE Chaos Grenade Alternative. Magic Wall, Bubble Wrap, Volcano, Mystery Bomb, Gravity Well,
Whiplash, Spinner, Glue Bomb, Snowballs, and Rainbow Dirt.
Chaos Mole : A Chaos Grenade that instead of flying through air, arcs through the ground.
Poseidon's Rage : A large amount of water is rushed out of your tank along with a Sink or Swim bullet, Puddle Jumper,
and Riptide.
Gaia's Wrath : Shoots a Mountain Mover, and after it is done, it shoots Rainbow Dirt, Ground Shocker, Fracture, and Magic
Forest.
Zeus' Justice : Fires a Lightning Rod, Static Ball, Super Nova, Super Zapper, and then a Mass Driver is summonned.
If possible, because of its immense strength, is there any way you could make it so this weapon can ONLY be fired on the
Final Volley
Peanut : A duel shot, like Stun Gun, but with a wider range. 2 brown bullets that cause 2 explosions on each side of the
enemy tank. Each explosion does 30 damage and does a brownish blast.
Radiation : 2 ideas.
-100 Gamma Blaster shots are shot out from your tank at all angles. Meaning, random angles from 0-359.
-72 GB shot out in a clockwise motion every 5 degrees.
Crayons : Shoots 7 crayons, each a different color of the rainbow. When they land, each one makes a ball of dirt of its
corresponding color. The balls of dirt are about 2-3 times as big as a Snowball.
Scorpion : A brown and yellow bullet is fired that activates when it lands. After about a second after landing, it shoots out
a steady, fairly thin stream of 30 Stingers that are aimed at the enemy tank from where the bullet is landed.
Going Green : Shoots Flower Power, Magic Forest, and Bushwhack. Afterwards, it makes a dirtball that is GREEN.
Eraser : A Digger is made horizontally centered on your tank. The Digger is 10px high and 50px wide.
Pole Vault : Same effect and weapon as Jump Jet. However, halfway through your flying through the air, you drop a Magic
Wall about 2/3 the height of normal.
Umbrella : Like Shield, but appears as more curved, doesn't have a hole in the middle, and always is directly above you.
Great for countering water-type weapons.
Drain Pipes : Makes 2 Shredder-type holes directly to the sides of your tank, just big enough for water
Blind Bullet : A single 300 damage bullet with an explosion twice the size of Lemon is shot. The catch, however, is that it
stays the same Power, but fires with a completely random angle from 0-359.
Symphony / Orchestra : A barrage of musical notes is fired at the enemy, and some classical music is played for a short
time while the notes are fired.
Fire Alarm : A fire alarm (like the ones at schools, workplaces, etc.) is set off. Then, like Fire Storm, fiery explosions
happen all over the screen, each one twice as big as a Fire Storm one, and there are 50 of them (or however would make a
good, powerful amount). They can happen anywhere all over the screen, so its a Solar-Flare family weapon I suppose.
Popsicle : A colorful Magic Wall is shot. After its made, a Dirtball of Snow appears over it, so it just covers the wall, looking
like, well, a popsicle!
Dry Ice : A rectangular block of snow is made. Then around is, Fizz Bomb steam is created.
Gardener : A roller that lasts twice as long. However, instead of it doing damage and exploding, every so often while
rolling it creates a Magic Forest-type wall.
Prairie Dog : First, it creates a Dirtball or Big Dirtball on top of your tank. Then, it shoots a homing bullet that goes
through dirt and does 50 damage.
Dead End : A bullet it shot that does 30 damage and a 30px explosion. After the explosion, a wall is made at the end of
it(behind it) that causes anything that hits it to roll downwards on it. Thus, it will usually hit the opponent.
Duct Tape : A much stronger form of glue that makes EVERYTHING stick, including weapons like Phase Missile and Gamma
Blaster. Also, because of its strength, it can only be destroyed or covered. It can't be rebouncified.
Glacier : A doubly large Dirt Slinger is made, but out of Snow. The triangle of snow ALWAYS points upward.
Blaster : LOS | 10 Phaser beams are shot ±3 degrees. Each one does 10 damage, however, instead of 20.
Leapfrog : Causes your tank to do 5 Jump Jets. However, they can only go up to a power of 33 no matter what they are
set to above it. The angle isn't affected, though.
Photosynthesis : Creates a yellow Tractor Beam-like weapon that IS shot. It doesn't lift, but after the effect is over, it
makes either a no damaging Bushwhack or spawns balls of green dirt.
Ice Rink : Shoots a wider version of Stun Gun. Instead of doing damage and kicking, it just spawns 2 medium sized walls.
Afterwords, snow is filled inside the walls.
Mole : An underground Jackhammer. Literally speaking, its like Worm, but Jackhammers through the dirt, going deeper,
then makes an explosion after popping through, but it doesn't pop out. It bounces back under the dirt until it ends.
Slingshot : Shoots a rock that goes LOS for the first (no matter power) 50 pixels, then gets affected by gravity. Makes a
explosion 15px wide and 60 damage.
Tar Pits : Acts like a normal Tar Ball when shot. However, it doesnt activate until going underground. Once it reaches the
ground, it splits into 3 shots, looking like /|\. It splits into 3 IMMEDIATELY after hitting ground, then travels for only 20
pixels until exploding into 2/3 sized Tar Balls.
Paper Airplane : A dud weapon. Though, a fairly powerful one. A simple 10 damage, no explosion and no kick paper
airplane is fired. when it lands, it makes a tiny fizz effect.
Divine Judgment : A beam of light comes down from the top of the screen and does DoT. It automatically comes right
onto their tank for 5 seconds doing 1 damage every 100 milliseconds (50 damage over 5 seconds). It doesn't lift them and
it won't work if the are underground. The beam is a bit bigger than Tractor Beam's beam and yellowish, maybe whitish a bit
too.
Tesla Ball : A cousin to Tesla Coil.It starts as a 20 damage, 10 pixel explosion, Static Ball-looking orb. However, the longer
it stays in proximity of the ground, the stronger it gets. While in proximity of the ground, the ball asborbs lightning, as if
the Tesla Coil lightning bolts were attacking your own tank. Each bolt it absorbs/receives makes it 2 points of damage
stronger, and increases its explosion by 1 pixel. It can absorb up to 40 bolts, making it a 100 damage, 50 pixel wide
explosion.
Fingerprint : Dirt is removed around you in the shape of a large fingerprint. the Dirt floating doesn't fall.
Control Tower : Makes a silver tower like the ones radio stations use. From the top, a 100pixel pulse is sent out 5 times,
each one doing up to 20 damage, affected by range.
Hot Water : Yet another dud weapon. 2 ideas
-A single Fire and Ice bullet is shot out, but weaker.
-A single Napalm flame and a single Hail Storm droplet.
Inferno : An insanely powerful fire weapon, but its a Hit-or-Miss. First, is shoots out a single-stream version of
Flamethrower (like a chain of Firebolts), then spawns (From where the Flamethrower variant landed) a Volcano, then finally
a Napalm that is 3 times as big as normal (meaning 3 times the flames).
Baked Alaska : Shoots a small amount of snow [just enough ot make it so that the enemy tank can't move (if it hits)],
then a little bit after, shoots some Firebolts with each ±2 Power, but same exact angle, so they are just barely spread out.
The Answer to Everything : 42 bullets are shot each doing 42 damage and 42pixel wide explosions at ±42 degrees and
±42 Power from your tank.
Burning Rubber T-II : A cousin to Burn Barrel. A tire is shot from your tank that does no damage or explosion. When it
lands, you hear the sound a car makes when it revs up but doesn't move, and you see the Tire spinning. After the noise
ends, the tire acts like Burn Barrel, releasing fire whle it rolls, but it doesn't explode, or do anything when/if it hits the
enemy tank, it just rolls pass it. However, whiel releasing fire, it also leaves a trail of either Glue or Tar from under it
where it rolls.
Avalanche : Makes a large, traingular shaped wall (Like mixing Dirt Slinger with Great Wall) from where the bullet shot
lands. From the top of it, A large amount of snow (2/3) and rocks (1/3) are formed, and go rolling or thrown downhill. Like
2 Snowballs and a Mudslide that go on each side (so fromn the top, 4 full effect Snowballs weapons and 2 Mudslide
weapons are made, btu split evenly on each side). However, there is no damage done at all.
Bathtub : Liek Cauldron, but makes an area doubly wide and fills it with water. Instead of black dirt for cauldron, it makes
it snow (or just any white dirt).
Mystic Jungle : An upgraded cousin of Magic Forest. 20 walls of different shades of greens are shot out ±7 from your tank.
Each one makes a different wall size from 10-50px in height and 1-8px in length.
200 Magic Pen : I don't know if this weapon will work with the current engine. THE FIRST INTERRACTIVE
WEAPON!!1!1!one!!shiftone!!!!!two!!
A sound of a coin being inserted into a machine is made. Then, the screen darkens just a tad bit, and your cursor appears,
shaped like a pen or paintbrush. You have 10 seconds to make dirt yourself. The dirt you make is non-moving, and you
only have 300 pixels of dirt (yes, 300 pixels. Meaning a single dot counts as one of those tiny,tiny squares) to use.
Platypus : A weird weapon. It is shot like Worm when it starts, arcing through the ground like normal. However, instead of
exploding after emerging through the dirt, it starts to roll! When it explodes, it does 30 damage with a 20px explosion. It
causes a Sink or Swim explosion, though, releasing water.
Neon Fight : Another Cross-Over! Enemies from Neon Wars come from all sides (except the bottom) of the screen, flying
around and shooting their weapons randomly.
Dragon Breath : Like BlowTorch. At short range, a mix of fire, char, and acid is shot out. Instead of it moving up and
down, its always just spread out. Like a long lasting, short ranged Flamethrower, Char, and Acid Bombs.
Steam Roller : A cousin of Bulldozer + Tunnel. A large, square, yellow bullet is shot. Wherever it lands, all the terrain is
taken off above that line. Meaning, the whole terrain is leveled to that point.
Instigator : A blood red tetrahedron is shot. Is flies normally, but stops when in 40px proximity of the enemy tank. When
it stops, it waits for 2 seconds while glowing such as the Cheap Shot's effect. After 2 seconds, it starts spinning and attacks
the enemy, then quickly flies back up into the air for another 1.5 seconds. Then, it spins again and attacks the enemy, then
quickly returning to the air. Then it waits for 1 second, then spins agian then attacks the enemy spinning again, and so on.
After 1 second, the time lowers by .2 seconds until it reaches .2 seconds wait time. After .2 seconds wait time, it flies 100px
in the air and instantly speeds back towards he enemy with its final explosion.
Tough Love : LOS | A for-fun weapon.A pinkish-red bullet is fired straight from your cannon. When in proximity (About 2050px) of the enemy, the bullet splits in two and each one arcs outward, then inward, like the side of a heart (♥). They
always meet after arcing, so there are no half shots or such. When they meet, a smooch or kiss sound is made, and a
heart-shaped explosion is made on the enemy's tank. The explosion is 3 colors, red, pink, and purple. After the explosion
ceases, any terrain encountered is turned red. The bulelts arc through anything including bouncy terrain and such, so no
problems are encountered as previously mentioned.
Sparkle Ball : A ball like Color Bomb is created above your tank. It then follows the same path as if it was just shot from
your tank. It stops 80px above enemy when in proximity. From the ball, colorful sparkles are released doing 1 damage each
in all directions. However, there are a large amount of sparkles released from your tank over a period of 5 seconds. The
rate they fly is a bit faster than Star Dust's.
Hot Sauce : At first it acts like Glue Gun. A red bottle is shot. When in 30px proximity of the enemy tank, is sprays little
red balls at it. The balls give fire damage, but no fire is shown. The ground where the balls landed smolders. Meaning, it
does fire damage and slowly melts the terrain under it. By melting it, I mean ist removes it, but slowly and a bit erratically.
Drum Roll : Literal weapon xP. A Drum is shot that rolls along the ground until it hits the enemy or goes to upward hill.
After hitting the enemy or going uphill a total of 25px, it does a tiny explosion with no kick. While it rolls, it constantly
releases small rings around it that are Sonic Blast's effects, dealing a bunch of 1s quickly. Its about 20 total per second, it is
a constant stream. All the time the drum is rolling you hear, well... a drum roll!
Lava Lamp : A neon bullet is shot. Where it lands, a large ovular Cauldron-like formation is shot. However, there are no
openings. Bubbles of goop are randomly spawned inside. They either fall to the floor, or some float to the top. Once they
reach the edges they disappear. Each bubble varies in size and can do 3-10 damage. There are 10 bubbles made. The
bubbles are neon, bright, and possibly all different colors. When the bubbles cease, the 'lamp' is left intact.
Fluorescence : A Light bulb is shot out like normal. When it lands, it turns on, then a circular, colorful neon glow
surrounds it fully dealing a lot of damage over time. The damage is weak, but for a long time. After the glow ends, the light
bulb shatters for another 10 points. The max I suspect could be maybe 70 or 80. Its more of an eye-candy weapon.
Dirt Magnet : a brown magnet is shot. It stops 20px above the ground or wherever it lands. When it stops, it lets out a
yellow glow for a second, then dirt from 50px all around comes to the magnet forming a ball where the magnet was. The
dirt from 50px around is gone from where it was now. The dirt then falls with the magnet and you see the brown magnet
inside.
Lemon Drops : Sprays out yellow Hail Storm from your tank along with a single Lemon that is twice as big and does 50
damage.
EDIT : Wait, so I just realized a lime is 250 points?
EDIT 2 : Maybe the dirtballs themselves could roll? Y'know like it releases Cruballs instead? That would be epic
Bendy Straw : Shoots a non-LOS, green Zipper. When it lands, it creates a Magic Wall that bends randomly 3 times. The
full length is 1.5 that of a normal Magic Wall.
Crackle : Shoots a normal rock. However, where it lands, it creates small holes that are made by quick fizzes. The holes
made are similar to Laser Strike
s when they are made unrground. However, they are only 1.3 as small and closer to where the rock lands. Each hole is a
simple 2 points. When the holes are made above dirt, it is the opposite. If they are made ABOVE ground, then tiny balls of
dirt are made instead.
False Win : Hit-Or-Miss. A golfball that is constantly changing color is shot out of your tank (that's right, the golf ball form
the PTanks loading screen! And its rainbow!!
). When it lands (provided it hits your opponent) The effect that you get
when you win appears over them. However, after 3 seconds, it stops, and the fireworks effect turn into real Fireworks that
do damage to the opponent. The Fireworks that fall are all much weaker though, dealing 1-2 damage. However, the letters
from 'Winner!' fall too. They do damage based on their alpha number. Meaning, W = 24, I = 9 points, etc. A for-fun
weapon. And the first non-crossing Crossover weapon!
Ferret / Chipmunk : A gray-brown bullet is shot. It bounces 3 times, then goes underground 20px and makes a 50px
explosion that deals 60 damage.
Pocket Rocket : A weak, but for-fun weapon. A single, blue Quad Missile-like rocket is released from your tank, but it
comes from 5px under your tank. It flies twice as fast. Meaning, it doesn't fly farther, it just flies FASTER. It just hits the
ground quicker, not farther. It only does 30 damage and a medium explosion.
Staple Gun : Shoots a silver bullet. It acts like Glue Gun, stopping at close range. However, it fires 8 staples doing up to
10 damage each. The staples are just big enough so 2 can fully stop a tank from being able to MOVE.
Trap Hole : Wherever it shoots, it makes a SledgeHammer-sized hole in the ground that looks like normal dirt. However,
when you try to MOVE or shoot through it, you realize it is not actually there.
Water Gun : Shoots a small stream of water. Firebolt's water equivalent. The damage is less, but lasts just a tad longer.
Also, it moves much slower (but still moves) compared to a normal Hail Storm. Yes I know it is unoriginal, but I have
always wanted this weapon for fun :3
Skunk Stench : Shoots a black and white bullet. When in proximity, it sprays green Hail Storm, along with some fizz.
Bagel : Like a cousin of Dome Protect that YOU shoot. 2 ways
-Shoots a ball of dirt that gets cleared just in the middle in a way similar to Bubble Wrap
- Shoots a semicircle of dirt that gets an anvil halfway thru the middle.
Val81
Turret: Where the bullet lands, grows a small outpost that shoots homing bullets (homing like Collide-o-Scope wheels, but
not bouncing) at the other tank's shots twice per second when the other tank is firing. Five shots on an enemy bullet
destroy it in midair. Each shot does 10 damage if it hits a tank. Has 100 health (shots hitting it by either tank do not add or
take away points from either tank's point value, simply has a "-X" floating up from it when hit by X points' worth of
damage). Invulnerable to explosions before its health reaches 0, and simply explodes colorfully if it does reach 0. Somewhat
easy to destroy, but very annoying.
Airstrike: Fires a bullet that shoots Minigun bullets (that do 5 damage on impact each) with aim ±1 degree 4 times per
second (at the other tank) as it flies through the air. When the bullet lands, it "crash lands", resulting in a Burn Barrel-like
explosion.
Clay Ball: Makes a gray Tar Ball (no damage) where the bullet hits. The dirt is special: when hit by explosions, the pixels
are erased in a checkerboard pattern (it then collapses on itself, so the clay basically has a half-life for every explosion that
hits it).
Reshaper: Twists the dirt where the bullet lands. I don't have any specifics, but I hope this inspires something better.
True Wall: Builds like a Magic Wall, but any weapon can pass through it. Note deceptive name.
Rock Wall: Builds a gray Magic Wall invulnerable to explosions where the bullet hits. Still falls down when dirt under it
suffers explosions.
Coilgun: A Railgun that does the parabolic path rather than being a Line of Sight weapon. Useful for cutting a clear path
before getting some points.
Rust Bombs: Like Porcupine, but rather than the typical 10-point tiny explosions, each bullet bursts like Acid Bombs'
bullets (color is brown rather than green). Very useful for rusting the opposition's defenses.
Deluge: Napalm: Fire Storm:: Hail Storm: Deluge
Havoc Grenade: Not too creative, but includes Mud Pie, Pin Cushion, Potholes, Super Skipper, Super Zapper, Mega
Cruiser, Nuke, Pillow Fight, Hotfoot, and Skimmer on proximity spread out.
Windshield: Either a) renders your bullets immune to wind and/or b) makes an invisible (showed by a clear, white color)
thick shield (wind current) around your tank that pushes out most low-power and some mid-power bullets. Note-- they don't
just bounce off like on bouncy dirt, they are slowly, then quickly thrown back. As for high-power bullets, you're out of luck.
Target: Like Bubble Wrap, but the top layer of bouncy dirt has a small spot of glue at the top of the dome that can be hit
to break the barrier, but only from the outside. Also wraps (completes the bouncy circle) underground.
Mike W. wrote: "Oh! That's evil!
I like the effect."
Earthquake: Like a Firecracker, but the explosions are brown (like Boomerang's explosion color), they do 8 points max
rather than 5, and it goes underground if it hits the dirt (digs like Ground Hog).
Screw: A weapon that makes a set of small explosions winding downward when it lands. Similar to Firecracker, but firstly
it's vertical, and secondly, the explosions form a synchronized twisting pattern going down one-by-one. Useful for putting
the enemy in a tight spot while getting points for it.
Super Fireworks: When in sufficient proximity, it bursts into 20 bullets in the same way as Pineapple. Half a second later,
each one of those bullets splits again into 20 more. With 400 bullets on-screen, you can probably guess that each one has
the explosion size and number of points as a Lemon. One second after the second set of splitting bullets, any bullets still
on-screen explode in an explosion the same size as one made by Single Shot that would give 10 points maximum.
Grave Digger: Does a Crater Maker explosion (same points) where the bullet lands, but it's a square. Then shoots a
Mudslide-like barrage of dirt bullets (spraying them similarly to how Power Washer sprays water) from above (where the
bullet hit) and then covers the dirt pile with a mini-Pedestal (that grows from where the bullet hit) that is 1/4 size (1/2
length & width).
Rift: Digs a Tunnel straight down where the bullet lands. Useful if your opponent either has a lot of dirt weapons (aim
about halfway between you and your opponent) or if your opponent has no dirt weapons (aim directly on your opponent).
Pawn Chain: Think "8 Shot". Eight equally spaced shots with 15 points each and a small explosion size.
Knights: Basically two Skippers spread out like Stun Gun.
Bishops: Another two shots spread out like Stun Gun. They have 50 pts each with a tiny explosion size.
Rooks: Another two shots spread out like Stun Gun. They have 60 pts each with no explosion.
Quick Shot: An upgraded Single Shot weapon worth 80 points rather than 60. Also, the trail is white and the power is
doubled: firing it at 50 power is like firing a normal Single Shot at 100 power.
Ozone: Creates a protective layer of floating light blue dirt right above your tank that leaves a small hole to fire from
(depending on the angle of your tank when you fire it) that cannot be destroyed and stays up when it's hit by another
weapon.
Supreme Warheads: No visual effect when you fire it, but from that point on, any explosion from your tank that hits a
tank always does maximum damage. Note that this effect can backfire on your own tank. Icon looks like several of these
.
Dirt Spread: Fires tiny Dirtballs (size of those in Mudslide) in a Power Washer-like pattern when it approaches the other
tank.
Splinter: Digs two columns down from the dirt on either side the other tank if it hits. If it does not hit the other tank, it
does nothing. Used to place the other tank in a position where a slight bounce will make it fall into one of the pits below.
Bouncy Fort: Like Bumpers, but also covers the top of the screen in bouncy, floating dirt.
Clone
- Selects a random weapon in your inventory to fire a duplicate of. For example, if it is the 6th volley and you
have Cauldron, Cheap Shot, Heatseeker, Super Skipper, and Clone left, if you fire Clone there will be a 25% chance of firing
an extra Cauldron, a 25% chance of firing an extra Cheap Shot, a 25% chance of firing an extra Heatseeker, and a 25%
chance of firing an extra Super Skipper. If it's the last volley and you fire the Clone, nothing happens!
Quick Shot: A Single Shot with four exceptions. The points it gives when the other tank is next to you is 250 (of course,
you would also lose 250 points, but that's its purpose). However, the longer it travels, the lower the points that it gives are:
number of points earned with this weapon decreases by 1 point per hundredth of a second. Thirdly, its "tail" when it is in
the air is silver, and its explosion is a blackish-gray, and finally, if it hits with its points already depleted, it only digs the
small hole that Single Shot does, without a zero floating up. Also, the power is doubled: firing it at 50 power is like firing a
normal Single Shot at 100 power.
Flood Fountain: A proximity weapon that starts spraying hail straight up when it gets close enough to the other tank. The
aim of the hail then slowly spins clockwise, and it stops spewing when it gets back to shooting straight up.
Reflector: A weapon that is slightly affected by gravity (like Skimmer shots) bounces off of whatever it hits. It gives 10
points for each time it hits the other tank, and lasts for 3 seconds.
Arrow Barrage: Launches 11 arrows that each spread out a few degrees from each other. When they land, they stay stuck
in the ground and considered the kind of dirt that is not affected by gravity. They each give 10 points.
Dirty Trick: A Toaster-type explosion that causes the tank to slide to the bottom of the explosion.
Mirror Grass: Blades of bouncy dirt grow all over the terrain, starting at your tank, like how Bulldozer starts at your tank.
The blades are pointed so that they cause bullets to bounce away from your tank. Additionally, your tank (except the tip of
your turret) becomes covered in a ^ caused by the blades spreading off in either direction.
Bubble Gum: A bubble grows where the bullet lands, until it's 'Toaster-size'. When it 'pops', or disappears, the entire area
of effect is coated in a thick layer of Bouncy Dirt.
Spark Reaction: A Chain Reaction with Pop Rocket blasts. The color is preferably purple or white rather than green.
Watery Grave: The bullet digs a tunnel straight down where it lands, pours some hail in, and then tops it off with an antigravity Pedestal.
Funnel Tunnel: Basically a Funnel, but it digs a Bouncy Tunnel straight down from the bottom of the Funnel. Extremely
high points with some weapons.
Heavy Barrage: A nuclear Barrage. So basically, the 6 explosions each do 10 points 4 times maximum, and if the bullet
hits, you still get 20 extra points. Total possible points: 260.
Plastic Explosive: It would explode on a random volley, dealing 50 points and a slightly small explosion. It would just stick
to where it lands, like Space Laser.
Queen: Sniper Rifle that deals 120 pts (part of my Chess Pack above--#19-22).
Radar: The tank fires a proximity-to-ground-when-it-starts-curving-down projectile with a dark green tracer. It is made to
explode just above the ground, with a small-medium explosion size and 20 points. Then, it releases 100+ light green lasers
in all directions, going clockwise (they're equally spaced from each other). The lasers can go through dirt and give 10 points
each, so the closer the explosion is to the other tank, the better. And yes, a laser may almost certainly hit your tank.
Zap Turret: A projectile is fired, and a turret sticks out of the ground where it lands. It is made to zap enemy weapons
that come within the Super Zapper's zapping range of it. However, it will ignore your weapons if they pass by because you
fired it. Useful for getting other tanks to waste moves and then try to figure out how to aim from there. Of course, if the
CPU is as ignorant as it is now, it will simply ignore the turret. Note that only you can destroy it since any weapon your
opponent fires will be zapped if it comes close to the turret. Even if your opponent's turret is ON the Zap Turret it will still
be zapped.
Liquid Nitrogen: Launches a bullet that drips (like Sprinkler, but it's hail, not mini-explosions, and it falls down, rather
than being shot in all directions). The drops of hail left on the terrain expand into ice (this process giving 10 points if it's on
the other tank) and stay there, frozen. On contact with terrain or when in proximity of the other tank, the bullet launched
explodes into a bunch of hail like Puddle Jumper. It deals the same Sink-and-Swim-like explosion, but with 20 points. The
hail released gives some points, then each grain of hail expands into ice (like the drops released from the bullet before it
burst), but gives 5 points instead of 10. I really like this one. I figure the 'expanding' will be Snowball-type explosions.
Apple Trees: A flying apple that gives no points grows a Magic Forest with mini-Bushwhacks on top where it hits. New
apples grow from the 'trees' (Bushwhacks) and fall with small explosions. They each give 10 points.
Ownage Pill: Gives the other tank a dose of its own medicine: this fires a pill that has the same effect as last weapon the
other tank fired at you.
Blunder: If you hit your opponent with this, your opponent gets +20 points. You just lose 20 points if you hit yourself with
it. Medium explosion size. Preferably extremely low weight.
Poison: Like Cheap Shot, but automatically takes 20 points from you.
Cemetery: Shoots the tank up if it hits like Pop Rocket, but with 40 points instead of 50, and grows several slightly smaller
versions of Pedestal in random locations close to where the bullet hits.
Sniper Scope/Calculate: Sets your angle and power to one that would be able to hit the enemy tank (like for a CPU-10).
Speed Sniper: A sniper rifle bullet that doubles the Power of the shot (48 power on the scale -> 96 power in reality, 49
power -> 98 power, 50 power -> 100 power, ..., 100 power -> 200 power) and digs in a straight line where it lands. No
special explosions.
Flying Pedestal: Digger: Flying Digger:: Pedestal: Flying Pedestal
Battery Wrap: Bubble Wrap that goes around in a circle, but starts just right of where your turret aims, and goes around,
stopping just left, to leave a tiny space to fire. Also has Bouncy Dirt underground, to further protect against those attacks.
Bombardment: 20% more 'damage' from you (points you earn from the opponent or points you take from yourself)
Hold the Line: 10% less 'damage' to you (points you take from your self or opponent earns from you)
Search and Destroy: Weaker version of Coilgun that traces the path of your shot in a curved Digger. No damage.
Weapon Hack: Fires all the weapons (that depend on both angle and power) in the Original and Deluxe packs, but spread
out like Char. Also, the weapons' position is random every time you fire it, so you never know what is going to hit and
where.
Microwave: Medium-sized 100 point explosion from a Time Bomb set for 1 sec in air, after it explodes it can still do the
100 points on impact (just like a Sniper Rifle) if it hasn't hit yet.
Cement: A proximity weapon that sprays wet cement when it gets close to the other tank. It causes weapons that have
explosions to lose their explosive ability (no splash points), and can be covered by Bouncy Dirt or Glue.
Ocean Bottle: Where the bullet lands, a hollow bottle-shaped dome forms with a Time Bomb inside. When it detonates, it
only gets 20 points max, but causes a LOT hail (Old Faithful amounts of it) to erupt from it in a Sink and Swim type way.
Match: The tank shoots a lit match that causes a spreading fire, scorching the dirt, and eats the terrain a little.
Sun Tour: A proximity weapon that causes the tank to fly off the screen (like Pop Rocket, but with more push), and when
the tank comes down, it eats terrain like Acid Bombs, but orange rather than green.
Dirt Melter: Burns a clear launch path to the enemy tank, and acts as a Fire Bolt where it lands (on a tank, off screen, or
at bottom of screen). Immune to Bouncy Dirt and Glue. Useful with Bubble Wrap.
Ambulance: A very fast cruiser rushes from the edge of the screen closer to your tank, and gives a tank an automatic 20
points when it reaches a tank.
G-Force: A nasty little proximity weapon that divides opponent's tank's power by 2. If you hit yourself, your power is
multiplied by 2.
Dirt Renewal: Creates a normal-sized Dirtball the same color of Cauldron's dirt creation (the U) where it lands, but there's
a catch. It sprays little bits of water as if flies, in the same way as sprinkler. They grow into mini-Dirtballs wherever they
land, so that it looks like the terrain is being watered to form them.
Lime: Just like Lemon, but it has an effect of 250 points and is light green.
Dirt Jets: Jump Jets for underground. Stops if the tank reaches the surface. Doesn't work above dirt.
Cardstacking: a Jackhammer that bounces 52 times very rapidly (explosion size and point value of lemon). On the 52nd
bounce, however, acts like Sky Strike but without the tank in the air, has 6 shots (like the original), and each bullet is worth
8 points.
Tunnel Network: A Web of Tunnels. Spreads like Hotfoot, but no points taken/earned and dirt is removed rather than
painted.
Water Gun: Combines Hail Storm, Sprinkler, Sink and Swim, Acid Rain, and Power Washer. They are fired spread out like
Tommy Gun's shots.
Adds Riptide and Old Faithful to the list if you have the Meteor Pack.
Adds Water Balloons if you have the Fireworks Pack.
Adds Aqua Bomb if you have the Gold Pack.
Adds Puddle Jumper and Fire Hose if you have the Laser Pack.
Dump Truck: A cruising Mud Pie.
Cloak: Entire tank becomes the color of the terrain it is on and its turret becomes dark purple.
Bouncy Clay: Purple, more resistant to explosions, and gives 50% more kick to weapons that bounce off.
Lemonade: Launches a Tommy Gun-like rain of 50 Lemons (they have to be at least fairly accurate) and one Lime. Max
points possible: 300.
Sort of like Golden Bullet...
Burrow: Works in the opposite way of Elevator. No platform needed.
Electrical Fire: Zaps your opponent and creates Napalm.
xiarch
Fur Ball- The bullet is shot like a normal weapon, but when it hits the ground or tank, it rapidly fires small pieces of fur in
random directions, except downward. There are 100 furs that shoot out of the ball that do 1 or 2 damage each and the ball
itself does 20 damage.
Fallout-A bullet is fired just like mass driver is fired, but is a different color and when it hits the ground, tiny particles of
radiation, (fallout), fall from every part of the sky and do 2 dmg each.
Great Wall of China-A much bigger version of the great wall.
Barbed Wire-when this bullet hist the ground, 2 other bullets fly left and right( not very far away). when they hit the
ground, barbed wire curls upward and traps the opponent and stops him from moving left and right...(or else)
Slash-A very close range weapon. when fired, it creates a slashing movement as if slashing at somebody with a sword.
Fly Trap-This is fired like an ordinary bullet but when it hits the ground the dirt falls out from the area hit (like a large
anvil) and bullets repeatedly fly from the left and right of the hole (like teeth) and damage the tanks.
Crash Landing-No matter where it is aimed, it is always fired up and the height is determined by power, and would fly in
the direction that the tank is facing. It would Fly downward at a 45 degree angle and fire would fall from it as it fell. When
ever contact is made with any substance (except rubber) it would explode and do damage also with excessive fire
exploding from the bullet on "crash landing".
Zwaken
Rocket Battery - Makes a small, grey box which about 50 bottle rockets spray out of in all directions within a small to
medium radius. The bottle rockets make no explosion in the terrain, but they do have splash damage (think Roman Candle.)
Shock Wave: Shoots a blue bullet that makes several rings of sparks. There is one large spark in the middle (gets the
most points, but a direct hit is required) then quite a few outer rings of smaller sparks are sent out (the further away from
the center, the less amount of damage is dealt.) When one ring of sparks dissapears, the next one comes up. They come
and go fairly quickly. An explosion is made shortly after the first big spark in the center, and kind of trails behind the spark
rings.
Hornet's Nest: Shoots a hornet's nest. It breaks into 20 bees that track you down and (almost) always hit. If it's in
proximity of the enemy tank, the hornets will home in on him. If it doesn't reach the proximity, than the hornets attack the
person who used the weapon.
Pipeline Break: Shoots a digging weapon, which you want to go under the opponent. One the weapon is in line with the
tank (think Homing Missle, when it's right above, then it takes effect, but instead, this is underground) the shot splits into
two, in a V sort of formation. Once they've separated enough, they stop moving, and start shooting diggers at the opponent
tank. The diggers are shot 2 times a second from each source, and there's no explosion kick, but a medium - small
explosion size. Once the sources have fired 10 shots, and the tank is undergound, they both shoot one more shot each,
towards the top of the tunnel. Once these shots surface, they immidiately explode into water, and submerge the tank.
Icons without Weapons:
- Adder Poland posted this for a weapon by AWP, but the weapon was not in this thread.
- Val81 posted this icon for anyone to use.