Tape > Hay > Tote > Tape I feel like some natural obsticals would be good, ie saw traps. Player could select which lane it activates, lasts a few seconds, then goes on cooldown, once a player activates 1 then the others become locked until the activated trap goes off of cooldown.
@@FoxDog1080 For Haybots they are. This is because haybots do a lot of damage while very few haybots can be spawned at a time. However Totes win against them due to having far more numbers.
Suggestions for special abilities- Release the tower: Open the gates on one of your farmbots. Also this can be used as a 'hard stop' on the game timer. Wall: Raise a wall. Maybe has some stategic merit. When you do the 'erase your field' ability, is yeeting a possibility? Headshot: Have a few spud gun arrays shoot across the field at haybot head level(not aimed at farmbots). Do something with bombs. Meteor shower?
Totebots already have enough of an advantage so the spudguns should aim down at an angle so it can hit both tall and short bots but may go over totebots sometimes. The wall is a good idea as long as it is temporary and a balanced cost/cooldown. Releasing the farmbots would be interesting, Its not a good ability but a good method to bring the battle to conclusion once time runs out.
So far it seems, that the tapebots run in whenever there are friendlies inbetween it and the target. They seems to not wanting to do friendly fire, so they run in front of them to get clear line of sight, getting into the melee range of enemies.
put spud guns in the walls that fire at random at anything in the arena make a giant roof that goes from behind the seat to behind the seat you can also put spinning saw blades or drills on the roof that drop after wave 5 also add a neutral spawner that spawns farmbots after wave 5 after every 3-4 minutes in the middle of the arena also add a feature so that an explosive tapebot spawns when the farm bot dies so the no of enemy bots in the arena reduces by a lot
First: Add a healthbar that uses sensors to detect if the the farm bots are still alive. Just a little light display for style. Also, maybe add walls for better lane control??? That or a bot-cooldown per bot-type. I say this because a stalemate isn't strategically interesting.
Some idea: • increase the mana capacity to 50 • reduce tape bot cost to 5-7 mana •add the farmbot to the spawn option for 30 mana •add an ability that kills every thing on the battle field for 50 mana, it has a 1 minute and 30 second cooldown so you cant just kinda spam them at stage 8, you can only use the ability 3 times •add a storage option to spawn bot in a box and you would release all of them in 1 burst (dont know if this will be usefull but if you can add it just add it) •Add a sudden death mode after playing for after 5 minute on the last stage where you have infinite mana and you cant use ability anymore •Add more wave, probably to 7-8 wave stage 7 would have 5 mana per second recovery rate Stage 8 would have 8 mana per second recovery rate They would have a longer time between stages, with stage 6 to 7 having 1 minute and 30 time and stage 7 to stage 8 having 2minute time •add woc for diversion for the tot bot and haybot for 2 mana, woc will spawn on the middle so their actually somewhat usefull, they will distract both team •make 4 player mode because why not •ai bots that spawn randomly in the middle of the map, would try to kill every team
You should add in abilities that you can only activate a few times. One could be you can activate potato guns that shoot through a lane and maybe it bursts like 20 shots with 3 uses. Another ability could be that you raise a wall on your side so it could either mass a bunch of enemies for you if used right and balance the battle or it could just make it worse for you. Or the sudden death thing could be explosive tape bots spawning on each side to just cause absolute chaos. Also perhaps adding some walls to prevent the lanes from merging into a mass. Basically have walls going up and down the lanes, terminating a little before the spawners, that way they can still merge in emergency situations but overall they may generally stay in their lane. Alternatively just put a short wall they spawn just in front of that way they still have to get closer to shoot the farm bots but they will still be able to attack them pretty easily. Those are just a few simple ideas for abilities. I also literally just heard you talking about people recommending abilities in the video... so now I feel kind of dumb. Hopefully this is helpful though
Maybe it'd be good to have one of the lanes self isolate from the other two by having a wall pop up at like 2 or 3 in the mana stage, so the players have to focus even more on separating resources to make it more strategic.
You can put a second timer for a special spawn from above in the middle. The Explosive Bot for example. Yes, your own bots will die too, but you can clear the area out if you need it. And you have to put the arena more up in the air. xD
here's an idea. You should hav an upgrade system instead of the current level system. So let's say you have 10 mana, you could use it on 3 hay bots or you can buy the speed upgrade to get faster mana reload. Second idea, you should have a second part to the upgrade system where you can buy a fortification upgrade to make 1 block or 2 block tall wall go in front of the boss bots. Third idea, instead of having a 1 time explosive emergency for half of the board, make it less powerful, make it only destroy bots immediately in front of you wall, also make that cost 7 mana.
Okay, hear me out: add wocs. If you double the mana rates, mana storage, and cost of bots, you can make wocs cost one mana and be a distraction as they run away from enemies. They can split up enemy forces and pull them away from your towers. And they'll last a short while because they have quite a bit of health.
you should make it so that on the final level, 2 more rows of mana pop out, but they can only be used if all 3 rows are full, and you can spawn a farm bot (or just push tape bots down to five which should be done either way and make it 10 on level 5 only)
Table of counters : - Totebots can swarm Tapebots, as they take just as many tapes as the Haybots to kill. They are also good as making a metal wall in emergency. -Tapebots counters Haybots, though can be swarmed. Multiple Tape bots, two or more, are highly effective as they can kill a Haybot or a Totebot twice as fast. Useless when surrounded and outnumbered. -Haybots are good to counter Totebot spam, but are weaker for building up resistance.
I think a great change for this could be a two way battle arena instead of just one way. What I mean by this is have the arena shaped like a plus, with two players facing each other and then on the other axis, have two more players facing each other . This would allow a 1v1 cross another 1v1. This would also make the game four player and total carnage would happen at the intersection in the middle if each player chose a different color to represent their team. It was just an idea to make things a little more interesting, I’m not even sure if this would work very well but it’s still an idea and I hope you consider it. Either way, nice job, I really like your creation, it’s fun to watch!
Suggestions for special abilities- add a color sensor to either wall at the mid point. if a bot gets close enough then that player with the color of the bot gets a 30 second boost to mana production, 1 minuet latter the sensor unlocks again. the second sensor could be use the give a similar de-buff to the enemy player.
simple strat, on wave 5 once your units reach the halfway start pounding totes, get them to the center, then start haybots, if enemy haybots become an issue drop a single tape then switch to totes. repeat.
One thing I noticed watching this is that the three bots have a sort of rock paper scizors interactions: farm bots destroy tote bots, but get wrecked by tapebots. meanwhile, tape bots appear to struggle against tote bots, having a tendency to run in against them and get destroyed...
I feel like it'd be nice if you could just queue up bots and have the game automatically spawn them once you have enough mana. I've sketched up some ideas on how I can get that done with vanilla logic and low input delay, but before I spend my entire evening building that, I figured I should ask if you're remotely interested in it.
2 things: 1. You should have switched sides at some point. Because maybe there is some imbalance regarding on which side you're on, which makes Dapper win all the time. 2. Make something that kills the bots outside (and make the cages thicker, not just 1 block, so that definitely nothing can attack through the walls).
I think you should put in obstacles and traps between the lanes so there isn't as much of a pile up of the armies. They could get delayed or even yeeted out of the fight due to a poor spawn placement.
ya, a small open area in front of each endzone, but then divide the center into lanes with walls. Then one of the abilities could be to summon an auto spudgun that fires down one lane.
I think elevation change could help the map. Like the lower side lanes, but not so much to obstruct there field of view so they can still shoot. So bots can go from the center to the side lanes, but they are stuck in those lanes. Although I say that but I've never play the game... Btw I love your channel ! Keep on the good work :)
Ideas to improve the game: 10% chance of spawning an explosive tapebot when spawning tapebots, a blank painted version so you can paint murals on the battlefield floor and in the tower positions, expanded mana storage so you could spawn a boss at like 20 mana. Also, I do think the tapebot mana requirement should be lowered because they seem kinda lacking.
Make it so your Mechanic can be involved in the fight as your “hero” have sensor plates you can walk over to trigger traps and summon units. And have the cheap units on an automatic spawn. Like a true moba laner.
The boss takes overtime damage from being aggravated. Because of the boss bot being mad it then tries to go to the battle then as it is stuck it strikes the box causing it to ragdoll and take damage over time. So, no matter what there is already a timer for the battle Pleas try to fix this
You could make the bars in front of the bosses from a destructible block so that if you get melee units to destroy them, the tape bots become more useful.
You should make it so there’s a fourth bot spawn where it’s just a tape bot that you can spawn in like a guard position so like build them a cage on the side or something so they can only face right in front of your area but add a timer to kill them with explosives or something else
If you use a combination of invisible mod and invincible mod, you could make a ceiling on the arena to prevent bots from being yeeted out. You could also replace all the glass with invisible blocks. Also, if you add a delay between spawns (probably equal to the timing of one mana), it would discourage using a constant stream of totebots and encourage spawning in groups. For preventing mana loss, would you be able to make the spawning for tapebots only work if you have 10 mana? And for the haybots, maybe only make it work for 3, 4, 6, 7, 9, or 10 mana (4, 7, and 10 so you don't need to have perfect timing).
Seems the meta is: Haybots kill Taodbots, Tapebots kill Haybots and Toadbots kill Tapebots. A good tactic would be to swarm the enemy and spawn Tapebots when the enemy is busy with the cannonfodder
Hey kAN! i have ideas: 1) put color sensors under the farmbots to make a points counter 2) create a timer that starts after mana speed is max, after X mins goes to crazy mode, random speeds 3) after Crazy mode, sudden death (mana is always maxed out) 4) put each bot spawner in the numbers, so you can add more bots or maybe the abilities the others are talking about 5) if you have 4 mana and spawn a haybot, subtract 3 and keep 1 or just spawn a haybot and a totebot 6) random non-colored bots to get in the way 7) put the player seat higher, and put higher walls edit: 8) be allow to choose the bots/abilities you want with a "cost" type selection (like in plants vs zombies) i know you wanna keep it vanila but maybe a 00Fant's mod variable?
It kind of looks likes the pieces of the dead bots are hitting the tower bosses and causing damage. Every once in a while you see a leg or head yeeted into them with a damage sound.
have the tape bots in a cage that you than raise from the floor so they wont move any where, but will only be realy good for defence. and add neutral traps like a sawblade on a piston that randomly moves across the battlefield
strat is the tote bots some hay bots and then some tape bots in the back pawns rooks and bishops. infantry armor and artillery. trying to give you as many ideas same purpose lol much love always wanted to see this when i saw that you could pin them against each other by changing the colors
You should make some of the towers able to be taken out by tape bots and some not to encourage maleé attacks. Or set the tape bot up as a turret by restricting his movement but still allowing him to be attacked.
Kan, Next time, you can like.. make some towers in the sides of the walls for the tapebot spawners, then, hence the tapebots are on top, they dont run into the swarm.
Do bots attack the cows ? Maybe you can spawn them as tanks? If then don’t move maybe some corn spawners in the ground could change that? Also maybe you can make small Plato’s for tape bots spawning in the middle, so they don’t run around ! Only problem is you have to limit the amount of tape bots per lane because of the Plato’s!
I have an great idea for special ability... why not make a catapult that lunches bombs to the other side but you only have a limited number of bombs just to balance it out a bit more
its a rock paper scissors thing (Tape > Hay > Tote > Tape)... Haybots can handle swarms of Totebots, Totebots can swarm Tapebots, Tapebots can clear the Haybots.
Dapper beat you by spamming everything as soon as it gets to the First Mana point, thats why it was a never ending row of Tote bots, where kan was waiting for the final mana.
I don't know what kills the last farmbot, but it isn't the totebot outside the arena that Kan blamed. That totebot is staying away from the farmbot for a while before the farmbot dies.
OK got a theory i re winded many times and I think its all the parts on the ground and it tripped on them and they take damage every time they trip i think that's why yours died so quick because dapper has more parts on your half then yours on his side if you understand. So maybe make it so the big guys end up on a higher surface so they dont get their legs jammed
Ive seen a lot of great ideas for abilities and I have a idea Though this might be a bit to big for this project and it would require a few of different abilities being able to choose 2(or a different amount) to have access to at the start of the game would be cool even just choosing 2 from a list of 3 would be neet.
For 5 or 4 mana you can launch a cow to one of the enemy's farmbot tower to distract all of your and their bots to that side. This way you could choose witch tower to attack and you can stop your enemy's rush. Would be kinda cool right
I think you should lower the cost of tape bots to 7 mana. And have some kind of trap activate on 10 mana. Maybe 10 mana turns you seat into a turret for a few seconds.
certainly, one thing that might help balance things better is to compare not what the 1:n ratios are for the bot matchups, but how those ratios scale: if one tape bot equals 3 farm bots, do two tape bots equal six farm bots?
Add a flap above the bosses so they can shoot out with the paint cannons, and check your footage I'm pretty sure the tote bots were insind the boss cages at one point
It’s not paint and there not bosses there farm bots and they only shot the paint if your above them and the thing they shoot can’t damage bots it can only damage people
Kangaming WAY to improve this "game" Place indestructable moving cover which you can pop up for a limited time for mana points. Farmbots should be spawnable with long periods of cooldown. Spawn explosives for mana points. Build actuall enclosed arena with cealing and walls. Place some traps activateable for a limed time for mana (like Saws, drills, jump pads, censor spud turrets, piston pits with crushers. FOUR WAY ARENA, WITH FOUR PLAYERS
bonus/special abilities should come up as your towers fall, that way they can act as catchup mechanisims
Tape > Hay > Tote > Tape
I feel like some natural obsticals would be good, ie saw traps. Player could select which lane it activates, lasts a few seconds, then goes on cooldown, once a player activates 1 then the others become locked until the activated trap goes off of cooldown.
Imagine different maps that could be exchanged via under-ground pistons.
you could add floor traps as an ability were the floor comes up and yeets bots, but you can't activate it in tandem with the saw
That would be nice but the program would be hard & it would be easier to spam
Why is tape superior?
@@FoxDog1080 For Haybots they are. This is because haybots do a lot of damage while very few haybots can be spawned at a time. However Totes win against them due to having far more numbers.
For the end stage, there could be spud guns in the boss cages. Whichever boss has less HP will die first, and should speed up the end-game.
That will also allow spawning without /popcapsules
Suggestions for special abilities-
Release the tower: Open the gates on one of your farmbots. Also this can be used as a 'hard stop' on the game timer.
Wall: Raise a wall. Maybe has some stategic merit.
When you do the 'erase your field' ability, is yeeting a possibility?
Headshot: Have a few spud gun arrays shoot across the field at haybot head level(not aimed at farmbots).
Do something with bombs. Meteor shower?
Totebots already have enough of an advantage so the spudguns should aim down at an angle so it can hit both tall and short bots but may go over totebots sometimes.
The wall is a good idea as long as it is temporary and a balanced cost/cooldown.
Releasing the farmbots would be interesting, Its not a good ability but a good method to bring the battle to conclusion once time runs out.
So far it seems, that the tapebots run in whenever there are friendlies inbetween it and the target. They seems to not wanting to do friendly fire, so they run in front of them to get clear line of sight, getting into the melee range of enemies.
put spud guns in the walls that fire at random at anything in the arena
make a giant roof that goes from behind the seat to behind the seat
you can also put spinning saw blades or drills on the roof that drop after wave 5
also add a neutral spawner that spawns farmbots after wave 5 after every 3-4 minutes in the middle of the arena
also add a feature so that an explosive tapebot spawns when the farm bot dies so the no of enemy bots in the arena reduces by a lot
First: Add a healthbar that uses sensors to detect if the the farm bots are still alive. Just a little light display for style.
Also, maybe add walls for better lane control???
That or a bot-cooldown per bot-type.
I say this because a stalemate isn't strategically interesting.
At the end game time you could just release the farm bots from their cages rather than immediately end the game
That's good sudden death mechanic
Some idea:
• increase the mana capacity to 50
• reduce tape bot cost to 5-7 mana
•add the farmbot to the spawn option for 30 mana
•add an ability that kills every thing on the battle field for 50 mana, it has a 1 minute and 30 second cooldown so you cant just kinda spam them at stage 8, you can only use the ability 3 times
•add a storage option to spawn bot in a box and you would release all of them in 1 burst (dont know if this will be usefull but if you can add it just add it)
•Add a sudden death mode after playing for after 5 minute on the last stage where you have infinite mana and you cant use ability anymore
•Add more wave, probably to 7-8 wave
stage 7 would have 5 mana per second recovery rate
Stage 8 would have 8 mana per second recovery rate
They would have a longer time between stages, with stage 6 to 7 having 1 minute and 30 time and stage 7 to stage 8 having 2minute time
•add woc for diversion for the tot bot and haybot for 2 mana, woc will spawn on the middle so their actually somewhat usefull, they will distract both team
•make 4 player mode because why not
•ai bots that spawn randomly in the middle of the map, would try to kill every team
Add more ideas if you want
Maybe instead of having an open field have a gap in the middle with two bridges across kind of like in Clash Royale.
kamikaze option: open the farmbot cages
I think 30 is a bit high, probably 20-25, it takes about 7 haybots to kill a farm bot fairly evenly if I remember correctly
explosive tapebots maybe
You should add in abilities that you can only activate a few times. One could be you can activate potato guns that shoot through a lane and maybe it bursts like 20 shots with 3 uses. Another ability could be that you raise a wall on your side so it could either mass a bunch of enemies for you if used right and balance the battle or it could just make it worse for you. Or the sudden death thing could be explosive tape bots spawning on each side to just cause absolute chaos.
Also perhaps adding some walls to prevent the lanes from merging into a mass. Basically have walls going up and down the lanes, terminating a little before the spawners, that way they can still merge in emergency situations but overall they may generally stay in their lane. Alternatively just put a short wall they spawn just in front of that way they still have to get closer to shoot the farm bots but they will still be able to attack them pretty easily.
Those are just a few simple ideas for abilities.
I also literally just heard you talking about people recommending abilities in the video... so now I feel kind of dumb. Hopefully this is helpful though
This seems like a great idea
Idea: make spawnable cows that distract the hole battle field. Also it would be cool to have pop-up walls that deploy when you have enough mana
Make a flipper like defences in sides what stuns the bots a bit and pushes those back uknow :D
and u could use that 'mana' in middle to use those flippers by buttons or something or a neutral trap would be nice too :D
Maybe it'd be good to have one of the lanes self isolate from the other two by having a wall pop up at like 2 or 3 in the mana stage, so the players have to focus even more on separating resources to make it more strategic.
You can put a second timer for a special spawn from above in the middle. The Explosive Bot for example. Yes, your own bots will die too, but you can clear the area out if you need it. And you have to put the arena more up in the air. xD
I also think the map shape could benefit from being a kind of octagon like shape with more spacing between the farm bots.
Ooooh yeah.
here's an idea. You should hav an upgrade system instead of the current level system. So let's say you have 10 mana, you could use it on 3 hay bots or you can buy the speed upgrade to get faster mana reload. Second idea, you should have a second part to the upgrade system where you can buy a fortification upgrade to make 1 block or 2 block tall wall go in front of the boss bots. Third idea, instead of having a 1 time explosive emergency for half of the board, make it less powerful, make it only destroy bots immediately in front of you wall, also make that cost 7 mana.
Okay, hear me out: add wocs. If you double the mana rates, mana storage, and cost of bots, you can make wocs cost one mana and be a distraction as they run away from enemies. They can split up enemy forces and pull them away from your towers. And they'll last a short while because they have quite a bit of health.
Idea: make spawnable cows that distract the hole battle field.
So like monkey bombs
you should make it so that on the final level, 2 more rows of mana pop out, but they can only be used if all 3 rows are full, and you can spawn a farm bot (or just push tape bots down to five which should be done either way and make it 10 on level 5 only)
Table of counters :
- Totebots can swarm Tapebots, as they take just as many tapes as the Haybots to kill. They are also good as making a metal wall in emergency.
-Tapebots counters Haybots, though can be swarmed. Multiple Tape bots, two or more, are highly effective as they can kill a Haybot or a Totebot twice as fast. Useless when surrounded and outnumbered.
-Haybots are good to counter Totebot spam, but are weaker for building up resistance.
I think a great change for this could be a two way battle arena instead of just one way. What I mean by this is have the arena shaped like a plus, with two players facing each other and then on the other axis, have two more players facing each other . This would allow a 1v1 cross another 1v1. This would also make the game four player and total carnage would happen at the intersection in the middle if each player chose a different color to represent their team. It was just an idea to make things a little more interesting, I’m not even sure if this would work very well but it’s still an idea and I hope you consider it. Either way, nice job, I really like your creation, it’s fun to watch!
When the new chapter comes out with the other bots this is going to be so cool.
Terry,or a bit randomly y
Im really happy youtubers still use my mod :)
It's a great mod!
Suggestions for special abilities-
add a color sensor to either wall at the mid point. if a bot gets close enough then that player with the color of the bot gets a 30 second boost to mana production, 1 minuet latter the sensor unlocks again. the second sensor could be use the give a similar de-buff to the enemy player.
simple strat, on wave 5 once your units reach the halfway start pounding totes, get them to the center, then start haybots, if enemy haybots become an issue drop a single tape then switch to totes. repeat.
One thing I noticed watching this is that the three bots have a sort of rock paper scizors interactions:
farm bots destroy tote bots, but get wrecked by tapebots.
meanwhile, tape bots appear to struggle against tote bots, having a tendency to run in against them and get destroyed...
I feel like it'd be nice if you could just queue up bots and have the game automatically spawn them once you have enough mana.
I've sketched up some ideas on how I can get that done with vanilla logic and low input delay, but before I spend my entire evening building that, I figured I should ask if you're remotely interested in it.
Kan: Anything
Dapper: Yea, I see that
2 things:
1. You should have switched sides at some point.
Because maybe there is some imbalance regarding on which side you're on, which makes Dapper win all the time.
2. Make something that kills the bots outside (and make the cages thicker, not just 1 block, so that definitely nothing can attack through the walls).
tape bots > haybots
haybots > totebots
totebots > tape bots
i think it's really well balanced.
amazing job
I think you should put in obstacles and traps between the lanes so there isn't as much of a pile up of the armies. They could get delayed or even yeeted out of the fight due to a poor spawn placement.
ya, a small open area in front of each endzone, but then divide the center into lanes with walls.
Then one of the abilities could be to summon an auto spudgun that fires down one lane.
I think elevation change could help the map.
Like the lower side lanes, but not so much to obstruct there field of view so they can still shoot.
So bots can go from the center to the side lanes, but they are stuck in those lanes.
Although I say that but I've never play the game...
Btw I love your channel !
Keep on the good work :)
Ideas to improve the game: 10% chance of spawning an explosive tapebot when spawning tapebots, a blank painted version so you can paint murals on the battlefield floor and in the tower positions, expanded mana storage so you could spawn a boss at like 20 mana. Also, I do think the tapebot mana requirement should be lowered because they seem kinda lacking.
Make it so your Mechanic can be involved in the fight as your “hero” have sensor plates you can walk over to trigger traps and summon units. And have the cheap units on an automatic spawn. Like a true moba laner.
It would be cool if you could spawn in cows as distractions
An easy to implement way to add strategy might be: buying a Totebot costs 2, and increments the round timer. Now you have econ at the cost of offence.
This man built Clash Royale in Scrap Mechanic.. bravo sir
The boss takes overtime damage from being aggravated. Because of the boss bot being mad it then tries to go to the battle then as it is stuck it strikes the box causing it to ragdoll and take damage over time. So, no matter what there is already a timer for the battle Pleas try to fix this
I'd say the strat would be to spam a mix of tote and hay bots to serve as a front line to keep enemies away from a handful of tape bots at the rear
You could make the bars in front of the bosses from a destructible block so that if you get melee units to destroy them, the tape bots become more useful.
You should make it so there’s a fourth bot spawn where it’s just a tape bot that you can spawn in like a guard position so like build them a cage on the side or something so they can only face right in front of your area but add a timer to kill them with explosives or something else
Now kAN needs to make an RTS game in scrap mechanic using the different bots and stuff... but the groundwork for it would be soooooo much modding.
If you use a combination of invisible mod and invincible mod, you could make a ceiling on the arena to prevent bots from being yeeted out. You could also replace all the glass with invisible blocks.
Also, if you add a delay between spawns (probably equal to the timing of one mana), it would discourage using a constant stream of totebots and encourage spawning in groups.
For preventing mana loss, would you be able to make the spawning for tapebots only work if you have 10 mana? And for the haybots, maybe only make it work for 3, 4, 6, 7, 9, or 10 mana (4, 7, and 10 so you don't need to have perfect timing).
as an endgame the arena should release the farmbots the hack at each other until the game ends
:)
That's a clever idea, though would probably mean automatic win to whoever has all 3 of theirs at that time.
THIS is the greatest thing i think you have ever made btw. The time limit should open doors for the 3 farm bots.
Seems the meta is: Haybots kill Taodbots, Tapebots kill Haybots and Toadbots kill Tapebots. A good tactic would be to swarm the enemy and spawn Tapebots when the enemy is busy with the cannonfodder
Hey kAN!
i have ideas:
1) put color sensors under the farmbots to make a points counter
2) create a timer that starts after mana speed is max, after X mins goes to crazy mode, random speeds
3) after Crazy mode, sudden death (mana is always maxed out)
4) put each bot spawner in the numbers, so you can add more bots or maybe the abilities the others are talking about
5) if you have 4 mana and spawn a haybot, subtract 3 and keep 1 or just spawn a haybot and a totebot
6) random non-colored bots to get in the way
7) put the player seat higher, and put higher walls
edit:
8) be allow to choose the bots/abilities you want with a "cost" type selection (like in plants vs zombies)
i know you wanna keep it vanila but maybe a 00Fant's mod variable?
It kind of looks likes the pieces of the dead bots are hitting the tower bosses and causing damage. Every once in a while you see a leg or head yeeted into them with a damage sound.
I think farmbots die on their own becouse of flying parts, sometimes those hit them so hard farmbots get demaged
you would have to like mod the game so those flying parts don't spawn after bots die
Ayyy I was curious how this project was going, seems to be well :)
Suggestion: after 7-10 minutes one farm bot is released from both sides team onto the battlefield
have the tape bots in a cage that you than raise from the floor so they wont move any where, but will only be realy good for defence.
and add neutral traps like a sawblade on a piston that randomly moves across the battlefield
Dapper would make a great game tester. xD
Can’t wait for version 3! 👍
This is actually kinda fun, totbots counter tape bot, hay bot counter tot bot
And tape bot counter hay bot
strat is the tote bots some hay bots and then some tape bots in the back pawns rooks and bishops. infantry armor and artillery. trying to give you as many ideas same purpose lol much love always wanted to see this when i saw that you could pin them against each other by changing the colors
You should make some of the towers able to be taken out by tape bots and some not to encourage maleé attacks. Or set the tape bot up as a turret by restricting his movement but still allowing him to be attacked.
Kan, Next time, you can like.. make some towers in the sides of the walls for the tapebot spawners, then, hence the tapebots are on top, they dont run into the swarm.
Rock Paper Scissors never looked so fun.
10 for 2 would possibly work better than 1 for 5
Do bots attack the cows ? Maybe you can spawn them as tanks?
If then don’t move maybe some corn spawners in the ground could change that?
Also maybe you can make small Plato’s for tape bots spawning in the middle, so they don’t run around ! Only problem is you have to limit the amount of tape bots per lane because of the Plato’s!
I think a way to balance totebot spamming in the later stages would be to make them cost 2 instead of 1 during the later stages
I would love this with a bigger arena using the terrain, obstacles, and secondary objectives. Go full rts with it lol.
He should add cows that distract the whole battle field and walls that pop up from the ground
Damn I love the greeny they are so cute
I have an great idea for special ability... why not make a catapult that lunches bombs to the other side but you only have a limited number of bombs just to balance it out a bit more
its a rock paper scissors thing (Tape > Hay > Tote > Tape)...
Haybots can handle swarms of Totebots,
Totebots can swarm Tapebots,
Tapebots can clear the Haybots.
If each lane was walled from one another it could make it more strategically oriented
Dapper beat you by spamming everything as soon as it gets to the First Mana point, thats why it was a never ending row of Tote bots, where kan was waiting for the final mana.
You should add random cows spawning on the sides to distract the bots. Maybe every time a tower is taken or and each wave. Atleast 1-3 cows.
I don't know what kills the last farmbot, but it isn't the totebot outside the arena that Kan blamed. That totebot is staying away from the farmbot for a while before the farmbot dies.
I think it was FLYING debree
Perhaps you could put a cage for the 'explosive tape bots' to spawn in as a map clear out skill.
It would be cool if you made a bunch of different maps that you could weild into the battle field. That way, other people could make maps, too
Maybe add an “auto mode” to spawn the bot you have selected as soon as you have enough mana, but on a switch so that you can have strategy if you want
If you cut the top of the bars containing the farmbots the tape bots can again target them.
For a special ability: metal wall for a short period of time to protect 1 Boss
OK got a theory i re winded many times and I think its all the parts on the ground and it tripped on them and they take damage every time they trip i think that's why yours died so quick because dapper has more parts on your half then yours on his side if you understand. So maybe make it so the big guys end up on a higher surface so they dont get their legs jammed
I think a better solution for dealing with the ejectees is to put an invisible roof over the arena.
Ive seen a lot of great ideas for abilities and I have a idea Though this might be a bit to big for this project and it would require a few of different abilities being able to choose 2(or a different amount) to have access to at the start of the game would be cool even just choosing 2 from a list of 3 would be neet.
For 5 or 4 mana you can launch a cow to one of the enemy's farmbot tower to distract all of your and their bots to that side. This way you could choose witch tower to attack and you can stop your enemy's rush. Would be kinda cool right
You should release the boss bots as a tie breaker
You should add bars to the back of the boss boxes so that the ones that fling out can do stuff
Maybe you should put it in that you can put mana aside to create big pushes
I think you should lower the cost of tape bots to 7 mana. And have some kind of trap activate on 10 mana. Maybe 10 mana turns you seat into a turret for a few seconds.
literally rock paper scissors. haybots beat totes, totes beat tapes, tapes beat hays. lol
should start on level/wave 3.. 1 and 2 seem really slow. starting at 3 will drastically push your strats more effectively.
man, this really reminds me of the fvDisco mincraft redstone game modes
After a period. Just have it so no more spawning and the bars lift to end the match and the person with bots left wins
It’s the peasant spam from TABS all over again.
Cool, what about version with ability to open cover, so your boss can shoot chemicals?
The explosive ability is really needed as in end game, there is a lot of bots
Put a delay to mana generation after spawning anything to buff building up mana and slightly nerf spamming
you could mabey add an ultimate where for example once per match the summoner can send in an explosive bot. Just to spice things up
certainly, one thing that might help balance things better is to compare not what the 1:n ratios are for the bot matchups, but how those ratios scale: if one tape bot equals 3 farm bots, do two tape bots equal six farm bots?
pretty much reminds me of clash royale lite ^^
you could even make a card game like Magic if you like to code something into it :)
When the update comes out I’d love to see u incorporate the new bots in when they come out
For the endgame there should be a passive spawner in the middle that spawns bots
There should be towers in each lanes that defend and stuff
Kan that looks like a fun game to play but have you thought about an ejector seat for whoever loses and whoever loses gets ejected
8:12 STREAGH IN NUMBAS BRUDA
Add a flap above the bosses so they can shoot out with the paint cannons, and check your footage I'm pretty sure the tote bots were insind the boss cages at one point
It’s not paint and there not bosses there farm bots and they only shot the paint if your above them and the thing they shoot can’t damage bots it can only damage people
kan, the last farmbot that died, died because it knocked itself around and caused itself damage.
Kangaming
WAY to improve this "game"
Place indestructable moving cover which you can pop up for a limited time for mana points. Farmbots should be spawnable with long periods of cooldown. Spawn explosives for mana points. Build actuall enclosed arena with cealing and walls. Place some traps activateable for a limed time for mana (like Saws, drills, jump pads, censor spud turrets, piston pits with crushers. FOUR WAY ARENA, WITH FOUR PLAYERS
Tote bots on final wave = Yugi’s kuribo bum rush