Four colours, controlled by marbles, battle for control of a 1000x1000 pixel grid.
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
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Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
Boosting shot - Charged shot, but fires small shots to proper itself.
Gravity shot - Charged shot, but applies gravity to pull smaller shots towards itself.
Revival
One minute after dying, a player is able to revive if a shot with size 1M+ touches it.
1% of charge will be used to create a shield.
10% of charge will be used to refill ammo.
It will spawn up to 2 + 1 marbles for every 3 minutes of game time, the first costing 100K charge, the next double, etc.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Credits:
Song: Lensko - Let's Go! [NCS Release]
Music provided by NoCopyrightSounds
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Song: Elektronomia - Sky High [NCS Release]
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Song: Tobu - Lost [NCS10 Release]
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Song: Max Brhon - The Future [NCS Release]
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Song: Rob Gasser - Ricochet [NCS Release]
Music provided by NoCopyrightSounds
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Song: Clarx - Zig Zag [NCS Release]
Music provided by NoCopyrightSounds
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