Description
Base Invaders is action-oriented RTS best described as a
combination of “Tower Defense”, “Defend Your Castle”, and “Lemmings”. The game
features a large variety of traps and invaders which each feature unique uses
and abilities.
The player can defeat invaders either through traps placed
in the level, or by grabbing and throwing the invaders. Levels generally have a
series of “waves” where a preset group of invaders attempt to destroy the
tower; in-between Traitor introduces new traps and invaders, and offers various
words of wisdom.
Story:
You are the “Hand” a disembodied appendage that has been
tasked with defending the “Tower” from a hoard of armless, aggressive,
invaders. Your sole ally is “Traitor” a turncoat, basic invader who has decided
to join you and designs your traps and offers advice throughout the levels. It
is unknown whether the invaders truly wish to destroy the Tower, or if they are
simply trying to take out Traitor, but regardless, their objective is the same,
to take out the Tower.
Read on for descriptions of all the invaders and traps in the game. Or
check them out IN GAME!
The Invaders:
Basic Invader
After overcoming years of
denial, the invader has accepted the fact that he is not good at anything
in life, and takes his place among the anonymous rank of invaders. He is the most common invader who
moves directly towards the tower. If he
decides that the route is too difficult or impassible, then he will start
attacking traps or walls that get in his path.
Bomber
Invaders who are convicted
of a felony are given the option to do 1,000 hours of community service or
become a bomber. These invaders wander
aimlessly with a timed explosive on them. When it detonates, a large blast shoots from
the bomber and damages friend and foe alike. His tough thick skin makes him resistant
to damage and he is too heavy to be blown around by fans.
Driller
The driller is the type of
invader who likes to think outside the box.
When he encounters a trap or a wall, he tunnels under it and
emerges past the player's defenses and much closer to the tower. The drill bit on his head is quite heavy
which causes him to be much slower than the average invader.
Kamikaze
Only the most mentally
disturbed invaders go the kamikaze route. Running as swift as the wind,
they charge forward and detonate themselves against the first trap or
wall that gets in their way.
Miner
Bent on destruction and
angry at the world, the miner actively attacks any wall or trap it
encounters until one of them dies. More powerful
than the basic invader, he is adept at attacking. However, his speed is not as great as the
basic invader.
Ninja
Training for a ninja
involves placing the recruit into the most horrible environment imaginable and
seeing if they manage to survive for a few weeks; most do not survive. Those
who do survive become swift and agile, able to scale traps and walls
in a single bound.
Psychic
Through extensive training,
psychics have developed a method to move objects around through
willpower alone. When they encounter a trap or wall, they alter its position
with their mind powers to make the path to the tower as direct as possible.
Since they float above the ground the spring trap will not trigger. Some
say that is the dark sensory depravation chambers that give them such a large
eye.
Spiker
After viewing some of
Earth's high-quality 80's flicks, certain invaders have become enthralled in
the retro counter-culture. Being as they
don't have hair, they have made spiky Mohawks out of metal. They move at a slightly slower speed
than a basic invader. Whenever danger
looms the spiker he huddles down, spikes facing upwards, and waits; spiking
anything that would dare grab him.
Squad Leader
The few who actually manage
to survive a successful invasion instantly get promoted to a squad leader.
These observant individuals are able to detect traps and coordinate other
invaders' actions to get to the tower. Invaders near the Squad Leader
foolishly believe their chances of survival have increased and receive bonus
attack and defense power. Except for other Squad Leaders that know better.
Stacker
The stacker is by far the
most conscientious or lazy of the invaders.
Instead of attacking head on and achieving glory for himself, which
would require work, he stays behind and provides other invaders a
stepping-stone on which they can scale walls with ease. With heavily
reinforced box armor, this is the toughest of the invaders.
Traps:
Bomb:
A small timed bomb, that drops from the hand’s position. It can be used to
cheaply destroy misplaced traps, or kill invaders with its explosion.
Wall:
Moderately tall and cheap to build, walls block invaders from
progressing, until they’re destroyed. They can be dragged out to form lines
quickly.
Hammer:
This oversized mallet slams down and kills the invaders in front
of it. It has a set number of uses before it breaks down.
Fan:
The spinning blades can propel any small invader in the direction if
faces, blowing them into harms way. Its speed decreases with use.
Spring:
Carefully hidden beneath a giant red ‘X’ this device
throws invaders into
the air away from the tower. Cheap parts mean that this trap will break
down after several uses.
Laser:
Entombed in a ziggurat, this mechanical marvel will pop out to shoot at any
nearby invaders. The shots are tracking, so no invader can escape. Its
batteries recharge over time.
Zapper:
A massive bug zapper retrofitted to deal with the invading menace, this trap
will instantly electrocute all invaders around it. Its massive
power usage causes a delay between each electric discharge.
Axes:
Two blunt, rapidly spinning axes serve to whack invaders around
in all directions. Hitting invaders, however, slows the axes’ speed.
Poison
Mist: This toxic pump continuously generates poison clouds
that infect invaders, damaging them over time. The clouds are light enough to
float through cracks in walls, yet can be blown with fans and grabbed.
Bulb:
A giant monument to Thomas Edison’s invention, this trap can
blinds nearby
invaders, causing them to randomly wander around, unable to attack. The
power surge required causes a delay between flashes.
Flame:
Spewing napalm over all nearby invaders, the flam trap can ignite any nearby
invaders. These flaming invaders, while still alive, will also set others
on fire.
Vortex:
The product of a multi-dimensional portal experiment gone bad, this trap sucks
invaders into a space rift, killing them. Suction power decreases with use.
Satellite:
Death from above. This high tech marvel comes in two parts; first a transmitter
is placed on the ground. Then the aerial satellite laser replaces the Hand, and
shoots a continuous beam of death onto the ground. This beam costs money
when in uses, and gets disabled when you go broke.
Missile:
The mother of all traps, the missile trap will fire a devastating close
range nuke. All surrounding invaders are instantly vaporized, along with
any traps or walls. (Hint: Don’t place near your tower!)
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