They could do things like a certain amount of cows will activate defenses like spud turrets and they could also have towers with the cows in the center like the archer towers in clash royal, look at different cards from clash royal to think of some ideas
I think it's pretty fleshed out as-is. Maybe if the farm bot arena was fully enclosed and you could place portals around the entire outskirts it'd open up more, I could see being able to tactically deploy units around the map is better than just spamming them out of one portal.
Maybe there's a way to rig a timer so you have timed rounds after say 10 minutes or so the wall drops and both defense armies fight as they are. Could prevent potential stalemates lol
@@SonnyKnutson explosive bots seem kinda game breaking. Kill the enemies units but also your own. Literally railroading you into only using them for offense and then they become obnoxious. Rushing one will likely be a sort of meta. Place it in the right spot and get at least 2 or 3 shots off killing all defenders and dealing good damage to the farm bot. But that's just my theory
@Martin Canchola Another option maybe is free units spawn to attack every 5 minutes on both sides that progressively get larger so one side doesn't build too much defense. The units that spawn are the same on both sides. Which means you either defend against enemy reinforcements or attack with ally reinforcements. And even if there is still a stalemate they can just a agree that next wave both players should attack next round so that one side is sure to fall short. Though that would work I think it might hurt the 1v1 feel the game has.
Idea: Dropping an explosive canister into the enemy staging area; cost: 10 to 15 woks. That would be a purely defensive ability though. And I feel the game is already favoring the defensive a bit too much. An offensive ability could be to have a door (not tall enough for a farmbot) that leads into a death zone. The door would only open while something is in there (sensors), and anything that goes in the death zone gets killed by spudguns. You'd use it by spawning woks into it (or your own bots). The woks obviously will get shot up by the spudguns just like bots do, but if your enemy has spawned in enough defending bots then each wok can attract more bots than it is worth itself. Won't work on tapebots, though. Another important change that I would make is to add an automatic collection of bots in your staging area into one corner, so that you don't have to juggle the portals as much. You could have a wok permanently spawned in one corner of the staging area. You'd just need to make it both out of reach of haybots and toadbots and auto-respan it using sensors, (because tapebots). If you add explosive tapebots they'd need to spawn in a separated part of the staging area. Or if the maximum step size that bots can go up is reasonable, you could shape the staging area like a funnel with steps of that height.
Couple ideas. Have the sensors considerably higher than the kill chamber so that you don't get the double for one thing. Then (Idk if this actually possible, but I'd imagine it is, tho could be complicated to do) have the spawners only spawn at a constant rate, and have some sort of counting memory logic thing to "stack" units in "training".
Suggestion: maybe separate the different types of bots into their own section of the bank so you can put different bots towards different things instead of putting your whole army.
I'm loving the concept! What an awesome game! What if the wall would rise up every 5 mins for like 10-30 seconds so the armies woudnt get big enough to prevent the problem u were talking about. In the time the troops are being teleported to fight a giant army the enemy army it's slicing them 1 by 1 already
One thing that My brain picked up on: Woks and Toadbots are equivalent. They have the same value (convert 1:1) and as the rules are stated, you can pay for anything with toadbots too. The advantage would be that you always have possible defenders to spawn while you have money. The disadvantage is that it's an unnecessary extra conversion.
Deployable turrets would be a great idea. Set them on a 1 minute timer so they go away. That way you can deploy them as defenses. You can use like 10 wocs to upgrade the number of turrets that deploy or how long they deploy for. This has a lot of potential to be a great mini game. Why not add some deployable terrain like a metal sheet for the price of 5 wocs that get moved to a chest next to the player. You could jump into your area and build some walls up for defense.
I think glowbugs could be used as a powerful secondary currency, by having them chew through cardboard, and when the cardboard is finished a powerful upgrade is unlocked. Glowbugs could also be used in the battle zone to force players to attack and defend the glowbugs as they chew to an upgrade
i feel like making this capture the point would be better, give more reason for woks. If you could paint woks you could also have red/blue woks to either distract the enemy or direct your side
To fix "button spamming royale" games, you could store all players button presses in memory blocks and active them together with a "clock", like how instructions in computers happen with clock rises/falls. I miss your logic creations, would love to see you try building this in a vid or livestream like the good old days :(
You could also go for a pachinko style depository, where what you get per cow is slightly random based on where it lands. The offset would be "jackpots" that go up to triple or even quad counts. A single player version could have limited wok spawns based on your economy, and you have to deal with increasingly tough waves. You could also make it multiplayer co-op with everyone sharing farmbots. The randomness really lends itself here since it'd create variations in game length, which is probably the #1 killer for normal defense games. Too much skill/strat focus only dials down the player base to the most hardcore fans.
Adding a powerup that costs 10 wocs destroys the enemy's army spawn somehow, maybe spud guns. So if you think they have a huge army saved up you can potentially gain a big advantage but they might be playing late game by building their woc economy instead of army which would waste 10 wocs. This would add a deceptive element to the strategy. Of course you can just not leave a big army waiting to either defend or attack but then you can't make a surprise attack or sudden reinforcements. This might complicate the game too much but would be fun to experiment nonetheless.
You should have experimented at the end: Simulate a 2v2 where u and Moonbo team up against the big army you had on your side. You'd get an idea of what 2v2 was like for about ~2 minutes or longer.
Make the spawn counter be currency you can spend to get an explosive. Like it takes 4 points in spawning to get an explosive and then you would have to redo your spawn speed.
I think a cool way to implement the explosives (and it would be simple to add) is to make your basic seat-controlled explosive launcher with a vertical feed and change the button for launching for one of your currency counters.
Maybe some defensive ability that temporary disables/hides the portal wall (the large gray area you're supposed to place the portal on) for your opponent, this would allow you to slow down your opponents attack.
Are wocs more effective as a distraction unit than just tote bots? I would think you could replace the economy system with switches and timers and just focus on moving units around, unless you want the distraction. Could also maybe have a way to upgrade your unit spawners
Idea but I'm not sure how to successfully implement it. You should have some kind of sensor for the farm bot and have the "pylon" idea be just another set of spawners and resource collecting. Treat the farm bots as "town centers" if this was Age of Empires. So if you can afford to spawn in another farm bot, it unlocks another set of spawners that will allow you to get more faster. On the flip side, just as in AOE if you have the resources available, you should have it to where if you lose your last farm bot, if you have enough Woks and can buy one, you can and you're still in the game at the cost of 2/3s your production or something like that. But having your last farm bot destroyed should stop the wok spawner so you have the choice of a last hurrah or get back into the game. You could then make it a 4 player arena and so that way you could establish "trading" if desired. But that's a whole programming logics mess I don't know how to do. But it's something you could consider to improve the concept.
MM idea: There is a Godzilla mod by 00fant. That thing eats creations. Have one or more Godzillas in an arena with each player having an HQ on the edge of it. Lure the Godzillas with your creation towards an opponents HQ and away from yours, all while it eats your creation. The winner is, whoevvers HQ stands last.
You should add a timer that drops the middle wall after a couple minutes so that at some point you just have the bots all fight & one of the farmbots will die.
Maybe another thing that you could add is sabotage, like if you save 30 - 50 cows you can disable one of your opponents bots, like they can’t buy economy or tote bots or anything like that
Suggestion!! Maybe add a slow wok spawner to fight around to incetivize early spawn of bots plus it is also a good late game obj to fight for building massive army :))
You could do the same thing unmoded with a set woc spawner at each cabin triggered by switches then have maybe a retractable wall to the battle field or a sping board, adding the ability to get explosive tape bots and farm bots, but it will probably be better using a bot for the less hp for spawns
Suggestion: if you make a version with spawnable farmbots, you should have a sort of supply mechanic where the amount of bots you can spawn is limited by how many farmbots you have
This would be a great multiplayer Monday idea can you make a Rican spin cows for upgrades so then your forces can spawn in faster than more boss box and yeah the explosive pots would work well I am genuinely excited to see more from this
An idea is a spudling gun mounted to a movable platform that can be moved short distances and when ready, will fire x shots before resetting and needing to be bought again/on cooldown
How about the farm bot is in an open hive area, with 3 small lanes heading to the other hive. Players can spawn their armies just on their side of the lane only. Player upgrades could include bomb spawners above the middle of the lanes, meaning you'd need to time your payment to kill the amassed enemy without hurting your own. Or a bank of spud guns that activate for a short time after payment made. Or perhaps existing spud gun emplacements that can eventually be destroyed. For the ultimate coup de grace how about a bomb spawner directly over the enemies farm bot but the cost is horrendously expensive. Guaranteed damage but your economy would suffer. Think LoL in Scrap Mechanic.
Could be cool if you could buy an upgrade that activates a tower that you can spawn tape bots on. so you could shot at the enemy side until it gets kill.
Tell about this, to Scrapman. I really liked the idea to playing 2v2. Make different structure for arena and even maybe add explosion 💥 to it. I believe 2v2 will be amazingly fun
you should make a loader that you can unlock that u can load the bots in to to make the bots "spawn" on the battle field faster and make faster rushes, like a u can put a portal at the bottom and to shoot them and thay will keep falling in to the portal and to load it u put a portal on top and they fall into a 4x4 or 5x5 pillar.
also you could have a farm bot spawner, that auto deploys on the enemy teratory like 50 lights lol... maybe also have your auto spud cannos for defense wit limited ammo.
What if you add an expensive ability to have an explosive pop up on enemies side. You can use it to cut down on tape bot swarm and your opponent would need to kite the farm bot away from the explosion with a wok
Maybe make the diffent type of bots in you'r army maker be decided so it is easier to strat and apawn one type of bot. Or for example spawn haubits to tank and then spawn tapebots to snipe the enemy army from behind
OK but what about making a chamber that after paying 10/20/50 woks respectively, it will auto spawn tote/hay/tape bots at a slow rate. So not only could you work on passive economy, you can also invest in passive military.
We definitely need more of this!
Version 2.1: Upgrades!
4 player as well, make it a tournament open to the public maybe?
Yes MOAR PLEEZ :D
I’d love to see this game expanded or other RTS is like this made by you. I think they are really entertaining to watch.
They could do things like a certain amount of cows will activate defenses like spud turrets and they could also have towers with the cows in the center like the archer towers in clash royal, look at different cards from clash royal to think of some ideas
I think it's pretty fleshed out as-is. Maybe if the farm bot arena was fully enclosed and you could place portals around the entire outskirts it'd open up more, I could see being able to tactically deploy units around the map is better than just spamming them out of one portal.
This will become laggy
What does rts mean?
@@aetherian_wolf Real-Time Strategy.
Maybe there's a way to rig a timer so you have timed rounds after say 10 minutes or so the wall drops and both defense armies fight as they are. Could prevent potential stalemates lol
Seems pretty cool
I think explosive bots would fix the stalemate situation anyway but it's not a bad idea. Maybe it could be optional through a switch or something.
@@SonnyKnutson explosive bots seem kinda game breaking. Kill the enemies units but also your own. Literally railroading you into only using them for offense and then they become obnoxious. Rushing one will likely be a sort of meta. Place it in the right spot and get at least 2 or 3 shots off killing all defenders and dealing good damage to the farm bot. But that's just my theory
@Martin Canchola Another option maybe is free units spawn to attack every 5 minutes on both sides that progressively get larger so one side doesn't build too much defense. The units that spawn are the same on both sides. Which means you either defend against enemy reinforcements or attack with ally reinforcements. And even if there is still a stalemate they can just a agree that next wave both players should attack next round so that one side is sure to fall short. Though that would work I think it might hurt the 1v1 feel the game has.
@@desocationhasidea9243 "Natural" enemy waves are a thing in Bloons Battles 2, so it's definitely a workable design element.
The 2v2 would be sick! Can't wait to see more.
archon mode
If you need unit HP display. Fant Mod has part that show HP above units.
Idea: Dropping an explosive canister into the enemy staging area; cost: 10 to 15 woks. That would be a purely defensive ability though.
And I feel the game is already favoring the defensive a bit too much.
An offensive ability could be to have a door (not tall enough for a farmbot) that leads into a death zone. The door would only open while something is in there (sensors), and anything that goes in the death zone gets killed by spudguns. You'd use it by spawning woks into it (or your own bots). The woks obviously will get shot up by the spudguns just like bots do, but if your enemy has spawned in enough defending bots then each wok can attract more bots than it is worth itself. Won't work on tapebots, though.
Another important change that I would make is to add an automatic collection of bots in your staging area into one corner, so that you don't have to juggle the portals as much.
You could have a wok permanently spawned in one corner of the staging area. You'd just need to make it both out of reach of haybots and toadbots and auto-respan it using sensors, (because tapebots). If you add explosive tapebots they'd need to spawn in a separated part of the staging area.
Or if the maximum step size that bots can go up is reasonable, you could shape the staging area like a funnel with steps of that height.
This is so cool! I'd love to see you expand on the concept even more!
Couple ideas. Have the sensors considerably higher than the kill chamber so that you don't get the double for one thing. Then (Idk if this actually possible, but I'd imagine it is, tho could be complicated to do) have the spawners only spawn at a constant rate, and have some sort of counting memory logic thing to "stack" units in "training".
It needs a special chaos button that opens up the centre divider for a few seconds and then closes again .
I love this concept!! More videos like this please!
Suggestion: maybe separate the different types of bots into their own section of the bank so you can put different bots towards different things instead of putting your whole army.
I'm loving the concept! What an awesome game! What if the wall would rise up every 5 mins for like 10-30 seconds so the armies woudnt get big enough to prevent the problem u were talking about. In the time the troops are being teleported to fight a giant army the enemy army it's slicing them 1 by 1 already
That's freaking amazing! I wanna see a whole series on this 🤣
When you’re so early, you can’t even watch the video
Internet issue smh my head
One thing that My brain picked up on: Woks and Toadbots are equivalent. They have the same value (convert 1:1) and as the rules are stated, you can pay for anything with toadbots too. The advantage would be that you always have possible defenders to spawn while you have money. The disadvantage is that it's an unnecessary extra conversion.
22:15 the discord notif had me dead
I’m amazed of how equal the match was! 😮
Wow, the Warcraft reference was awesome! Really took me back.
Deployable turrets would be a great idea. Set them on a 1 minute timer so they go away. That way you can deploy them as defenses. You can use like 10 wocs to upgrade the number of turrets that deploy or how long they deploy for. This has a lot of potential to be a great mini game.
Why not add some deployable terrain like a metal sheet for the price of 5 wocs that get moved to a chest next to the player. You could jump into your area and build some walls up for defense.
I think glowbugs could be used as a powerful secondary currency, by having them chew through cardboard, and when the cardboard is finished a powerful upgrade is unlocked. Glowbugs could also be used in the battle zone to force players to attack and defend the glowbugs as they chew to an upgrade
i feel like making this capture the point would be better, give more reason for woks. If you could paint woks you could also have red/blue woks to either distract the enemy or direct your side
To fix "button spamming royale" games, you could store all players button presses in memory blocks and active them together with a "clock", like how instructions in computers happen with clock rises/falls.
I miss your logic creations, would love to see you try building this in a vid or livestream like the good old days :(
You could also go for a pachinko style depository, where what you get per cow is slightly random based on where it lands. The offset would be "jackpots" that go up to triple or even quad counts.
A single player version could have limited wok spawns based on your economy, and you have to deal with increasingly tough waves. You could also make it multiplayer co-op with everyone sharing farmbots. The randomness really lends itself here since it'd create variations in game length, which is probably the #1 killer for normal defense games. Too much skill/strat focus only dials down the player base to the most hardcore fans.
This is awesome, there is a lot of potential. I can't wait to see version 2.
This was great! I’m sure you’re happy you did the rework and achieved something that actually feels tactical and satisfying to play
"Righto". "What?" "WHAT?" "STOP POKING MEEEE!"
Why no Scrapman? Would love to see much more of this and see you do 2v2 as well. : )
This is amazing! You should make more of these types of mini games!
Adding a powerup that costs 10 wocs destroys the enemy's army spawn somehow, maybe spud guns. So if you think they have a huge army saved up you can potentially gain a big advantage but they might be playing late game by building their woc economy instead of army which would waste 10 wocs. This would add a deceptive element to the strategy. Of course you can just not leave a big army waiting to either defend or attack but then you can't make a surprise attack or sudden reinforcements. This might complicate the game too much but would be fun to experiment nonetheless.
You should have experimented at the end:
Simulate a 2v2 where u and Moonbo team up against the big army you had on your side. You'd get an idea of what 2v2 was like for about ~2 minutes or longer.
Make the spawn counter be currency you can spend to get an explosive. Like it takes 4 points in spawning to get an explosive and then you would have to redo your spawn speed.
I think a cool way to implement the explosives (and it would be simple to add) is to make your basic seat-controlled explosive launcher with a vertical feed and change the button for launching for one of your currency counters.
Maybe some defensive ability that temporary disables/hides the portal wall (the large gray area you're supposed to place the portal on) for your opponent, this would allow you to slow down your opponents attack.
this actually sorta reminds me of the way Bloons Tower Defense Battles works
Are wocs more effective as a distraction unit than just tote bots? I would think you could replace the economy system with switches and timers and just focus on moving units around, unless you want the distraction. Could also maybe have a way to upgrade your unit spawners
GG to all.
All 3 of you did a great job putting these rooms / levels together.
Good job everyone!
Definitely more of this! It’s awesome!
Idea but I'm not sure how to successfully implement it. You should have some kind of sensor for the farm bot and have the "pylon" idea be just another set of spawners and resource collecting. Treat the farm bots as "town centers" if this was Age of Empires. So if you can afford to spawn in another farm bot, it unlocks another set of spawners that will allow you to get more faster. On the flip side, just as in AOE if you have the resources available, you should have it to where if you lose your last farm bot, if you have enough Woks and can buy one, you can and you're still in the game at the cost of 2/3s your production or something like that. But having your last farm bot destroyed should stop the wok spawner so you have the choice of a last hurrah or get back into the game. You could then make it a 4 player arena and so that way you could establish "trading" if desired. But that's a whole programming logics mess I don't know how to do. But it's something you could consider to improve the concept.
I know the earlier version of this arena didn't go as supposed but still I wanna watch the earlier version with moonbo and scrapman.
Really cool concept man!
You definitely need to make a Nr.2 version about this damn. It was so funny and entertaining throughout the video 💪🏻 can't wait for the next 🤟🏻
Definitely want to see 2vs2 with powerups!
14:10 this part is really true...
You should make a turret that takes like 15 wocs but when you spawn it it spins and shoots in all directions then explodes.
I Love this Please do more!
Also Add explosive Tapebots
Deffinatly need more of this
This is amazing Kan!
Oh man this looks sick
The warcraft 3 referrence was perfect
This has so much potential.
MM idea: There is a Godzilla mod by 00fant. That thing eats creations. Have one or more Godzillas in an arena with each player having an HQ on the edge of it. Lure the Godzillas with your creation towards an opponents HQ and away from yours, all while it eats your creation. The winner is, whoevvers HQ stands last.
You should add a timer that drops the middle wall after a couple minutes so that at some point you just have the bots all fight & one of the farmbots will die.
Maybe another thing that you could add is sabotage, like if you save 30 - 50 cows you can disable one of your opponents bots, like they can’t buy economy or tote bots or anything like that
An obscene number of cows were slaughtered in the making of this video. The barbecue will never be the same.
Suggestion!! Maybe add a slow wok spawner to fight around to incetivize early spawn of bots plus it is also a good late game obj to fight for building massive army :))
You could do the same thing unmoded with a set woc spawner at each cabin triggered by switches then have maybe a retractable wall to the battle field or a sping board, adding the ability to get explosive tape bots and farm bots, but it will probably be better using a bot for the less hp for spawns
its so well made and clean...
Suggestion: if you make a version with spawnable farmbots, you should have a sort of supply mechanic where the amount of bots you can spawn is limited by how many farmbots you have
cool concept, I can't wait to see version 2.0
so, having it so you can both view the battle field while build would be better. so maybe looking down from above at an angle.
This would be a great multiplayer Monday idea can you make a Rican spin cows for upgrades so then your forces can spawn in faster than more boss box and yeah the explosive pots would work well I am genuinely excited to see more from this
5:08 you had me until you said friend
We need more of this!
An idea is a spudling gun mounted to a movable platform that can be moved short distances and when ready, will fire x shots before resetting and needing to be bought again/on cooldown
Not sure if this was already mentioned, but you should mark the spot where the wocs spawn in so you can easily place the portal there
22:16 **checks discord in confusion**
Idea: each player has a spud gun turret that can shoot into their own arena only, but they have to buy ammunition for it.
You should make some hoppers so you can send a group of units all at once with one portal rather than sending a few at a time
Fant's mod does have a robot sensor that show HP of bots if you need that
How about the farm bot is in an open hive area, with 3 small lanes heading to the other hive. Players can spawn their armies just on their side of the lane only.
Player upgrades could include bomb spawners above the middle of the lanes, meaning you'd need to time your payment to kill the amassed enemy without hurting your own. Or a bank of spud guns that activate for a short time after payment made.
Or perhaps existing spud gun emplacements that can eventually be destroyed.
For the ultimate coup de grace how about a bomb spawner directly over the enemies farm bot but the cost is horrendously expensive. Guaranteed damage but your economy would suffer.
Think LoL in Scrap Mechanic.
super cool. Maybe try the bots from the fantmod?
Scrap Daytime Heroes, I can't wait for the beta steam keys.
very intresting gamemode i would definitely love to see a 2v2
Great idea we need more
All I see is darkness...... Oooh my hood is down
Love the Rick and morty portal gun
Could be cool if you could buy an upgrade that activates a tower that you can spawn tape bots on. so you could shot at the enemy side until it gets kill.
Maybe some variation to the arena sections after a while, so that bots have to travel in order to attack?
It would be cool if there was a place you you build them up on the other side for a bigger instant push rather than portaling them over one at a time
Wait but scrapman didn't play for multiplayer monday
Looks like he did during the initial voice over and probably had to dip as Kan and Moonbo refined this game mode.
Tell about this, to Scrapman. I really liked the idea to playing 2v2. Make different structure for arena and even maybe add explosion 💥 to it. I believe 2v2 will be amazingly fun
you should make a loader that you can unlock that u can load the bots in to to make the bots "spawn" on the battle field faster and make faster rushes, like a u can put a portal at the bottom and to shoot them and thay will keep falling in to the portal and to load it u put a portal on top and they fall into a 4x4 or 5x5 pillar.
also you could have a farm bot spawner, that auto deploys on the enemy teratory like 50 lights lol... maybe also have your auto spud cannos for defense wit limited ammo.
Can't wait for chapter 2 bots added to this
Please make a series out of this game. Plsss!
Bro…….
I love watching scrap mechanic! Wish i had it lol
After a certain amount of time the middle wall needs to come down for sudden death. That will solve the overpopulation issue.
damn, when im not too busy i might make my own version of this in a custom game mode, of course with pleanty of my own ideas added in
This is complicated... I'm gonna need a cow-culator to keep up.
What if you add an expensive ability to have an explosive pop up on enemies side. You can use it to cut down on tape bot swarm and your opponent would need to kite the farm bot away from the explosion with a wok
Maybe make the diffent type of bots in you'r army maker be decided so it is easier to strat and apawn one type of bot. Or for example spawn haubits to tank and then spawn tapebots to snipe the enemy army from behind
OK but what about making a chamber that after paying 10/20/50 woks respectively, it will auto spawn tote/hay/tape bots at a slow rate. So not only could you work on passive economy, you can also invest in passive military.
This is sick
You should make this for Multiplayer Monday! Will be cool with 2v2!
So is the escape room still coming or was this in place of it?
I would very much like to see this in a 2v2 format, I would suggest taking inspiration from Legion TD
Something tells me kAN should look into game development seems like you enjoy rts making. Especially the mechanical dispensing kind.
there was a discord ping sound when testing the remaining hp of the bot and it got me
wait, if you put a totebot into the income slot, what stops it from activating? you could trade unneeded or damaged units for having inccome, right?
This looks like it could easily be expanded to 4 players, just mirror the field.