KR3 Idea
Posted: Wed Apr 02, 2014 10:28 pm
Kingdom Rush: Alliances
Lineria is facing peace - but it comes at the price of constant vigilance. Thanks to the brave men and women who fight to protect it, the kingdom sees a new era of peace, and all law-abiding people, creatures, beasts and demons can live well and prosper without threat of attack from outside its borders - but what of the threat from above its borders?
An unforseen force attacks Lineria from the sky. They had been among the peoples of Lineria for a long time - you can see their stargates, their packing crates all over the game - and soon they attack in large numbers with fearsome weapons, making entire cities disappear in a blink of an eye, bringing down scores of alien troops from seemingly nowhere to storm populous cities, blasting the dark gods in furthest reaches of the forsaken demon lands and heathen jungles in an instant, using fearsome genetic modified beasts and thinking machines the likes of which Lineria has never seen.
Who can stop this seemingly unstoppable force? What would possibly stop something that threatens to take over the whole planet? - Everyone. Every, single, one, of Lineria's creatures.
What this game would entail is first kicking the froggy aliens out of Lineria, then taking the fight to them on their own planet. The first 'act' of the game would take part on Lineria, fighting their way to a froggy base. They use their stargate to go to froggy bases on other planets and sattelites, and they fight their way to the froggy capital where they can fight the Chief Froggy and defeat their entire invasion.
The key feature of this game, would be the 'alliances' mentioned in this. The specialist towers the player gets to control are all populated by the defeated peoples from the last game. For example,
Melee
Troll cabin - Low armour, but great hit points and regen and upgraded abilities involve throwing axes, improved shields, and a berserker mode that increases their hit points if their health is low.
Nomad tent - High armour warriors, resilient, upgraded abilities are mystic healing, dual swords for double the hit points, and 'kicking sand' that would confuse enemies and dodge attacks for a short while.
Archer
Duskar bunker - Slow, but sureshots, armour piercing, upgrade abilities involve 'sabotage' shots that can bring specifically down big enemies or devices OR cause a lot of damage (like the musketeer sniper shot in KR) and traps / nets for enemies that get too close.
Haunted house - Ghostly archers that fire quickly but weak arrows. Upgrade abilities are arrows that pass through enemies ignoring armour and cause more damage, and arrows that explode causing splash damage.
Mage
Demon tower - Slow, strong fireballs cast by powerful demon mages. Upgrade abilities involve calling a powerful demon guards (more than one guard) and 'damnation' that opens up a portal to hell on the ground and instakills enemies.
Shaman hut - Quick spell casting, but weak. Upgrade abilities include quicksand to slow down, true damage enemies and curses that cause damage over time (but do not fade away until the enemy dies.)
Arty
Bandit hideout - Bandit bombardiers, slower but higher damage. Upgraded abilities are frag grenades for area damage and napalm that sets enemies on fire and leaves the ground on fire.
Saurian coils - A saurian device that fires a 'broadcast' of harmful rays in a perfect circle around it (unlike Tesla 104, this causes damage throughout it's AoE like the DWAARP). Upgrade abilities are a ray that focuses the radius broadcast into a single ray for maximum damage and 'electrifying' nearby towers to fire at higher rates at longer ranges.
And as long as I'm at it...
Reinforcements - Pirates! Upgraded pirates have muskets and parrots.
Rain of fire - Thermal fissures that ooze lava!
The heroes would also be from the 'evil factions', for example
A quick orc warrior
A powerful troll
A dark slayer with magic assistance
A tribal shaman who can bring forth spiders and beasts
A demon duke of hell, who can bring forth legions
A desert warrior with a sharp blade and a quick horse
A saurian prince with a gun
A 'halloween creep' voodoo doctor who can bring back fallen enemies as zombies to fight for him
The sasquatch!
A djinn with a sense of humour
and... drumroll please... Vez'nan!
That's right! After he escaped from Moloch's cage, he started building up his forces again, and when the aliens attacked, he offered to use his evil magic to help Lineria... for a price!
So... what do you guys think?
Lineria is facing peace - but it comes at the price of constant vigilance. Thanks to the brave men and women who fight to protect it, the kingdom sees a new era of peace, and all law-abiding people, creatures, beasts and demons can live well and prosper without threat of attack from outside its borders - but what of the threat from above its borders?
An unforseen force attacks Lineria from the sky. They had been among the peoples of Lineria for a long time - you can see their stargates, their packing crates all over the game - and soon they attack in large numbers with fearsome weapons, making entire cities disappear in a blink of an eye, bringing down scores of alien troops from seemingly nowhere to storm populous cities, blasting the dark gods in furthest reaches of the forsaken demon lands and heathen jungles in an instant, using fearsome genetic modified beasts and thinking machines the likes of which Lineria has never seen.
Who can stop this seemingly unstoppable force? What would possibly stop something that threatens to take over the whole planet? - Everyone. Every, single, one, of Lineria's creatures.
What this game would entail is first kicking the froggy aliens out of Lineria, then taking the fight to them on their own planet. The first 'act' of the game would take part on Lineria, fighting their way to a froggy base. They use their stargate to go to froggy bases on other planets and sattelites, and they fight their way to the froggy capital where they can fight the Chief Froggy and defeat their entire invasion.
The key feature of this game, would be the 'alliances' mentioned in this. The specialist towers the player gets to control are all populated by the defeated peoples from the last game. For example,
Melee
Troll cabin - Low armour, but great hit points and regen and upgraded abilities involve throwing axes, improved shields, and a berserker mode that increases their hit points if their health is low.
Nomad tent - High armour warriors, resilient, upgraded abilities are mystic healing, dual swords for double the hit points, and 'kicking sand' that would confuse enemies and dodge attacks for a short while.
Archer
Duskar bunker - Slow, but sureshots, armour piercing, upgrade abilities involve 'sabotage' shots that can bring specifically down big enemies or devices OR cause a lot of damage (like the musketeer sniper shot in KR) and traps / nets for enemies that get too close.
Haunted house - Ghostly archers that fire quickly but weak arrows. Upgrade abilities are arrows that pass through enemies ignoring armour and cause more damage, and arrows that explode causing splash damage.
Mage
Demon tower - Slow, strong fireballs cast by powerful demon mages. Upgrade abilities involve calling a powerful demon guards (more than one guard) and 'damnation' that opens up a portal to hell on the ground and instakills enemies.
Shaman hut - Quick spell casting, but weak. Upgrade abilities include quicksand to slow down, true damage enemies and curses that cause damage over time (but do not fade away until the enemy dies.)
Arty
Bandit hideout - Bandit bombardiers, slower but higher damage. Upgraded abilities are frag grenades for area damage and napalm that sets enemies on fire and leaves the ground on fire.
Saurian coils - A saurian device that fires a 'broadcast' of harmful rays in a perfect circle around it (unlike Tesla 104, this causes damage throughout it's AoE like the DWAARP). Upgrade abilities are a ray that focuses the radius broadcast into a single ray for maximum damage and 'electrifying' nearby towers to fire at higher rates at longer ranges.
And as long as I'm at it...
Reinforcements - Pirates! Upgraded pirates have muskets and parrots.
Rain of fire - Thermal fissures that ooze lava!
The heroes would also be from the 'evil factions', for example
A quick orc warrior
A powerful troll
A dark slayer with magic assistance
A tribal shaman who can bring forth spiders and beasts
A demon duke of hell, who can bring forth legions
A desert warrior with a sharp blade and a quick horse
A saurian prince with a gun
A 'halloween creep' voodoo doctor who can bring back fallen enemies as zombies to fight for him
The sasquatch!
A djinn with a sense of humour
and... drumroll please... Vez'nan!
That's right! After he escaped from Moloch's cage, he started building up his forces again, and when the aliens attacked, he offered to use his evil magic to help Lineria... for a price!
So... what do you guys think?