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  • IAmJarvisTM
    commented on 's reply
    This doesn't really tell me much in terms of the mechanics except for loose implications. Could you, perhaps, explain this in a little more detail, please?

  • Icantbreathe14
    I do have an idea that can be useful to the battle field.
    Support Tower
    cost is 560

    base hp: 100

    Tower name:
    Monkey Jeep
    The basic idea for this is a truck base on the spare space (doesn't allow the base to be on the track)

    Path 1 and tiers:
    1-x-x: 3 watt engine: Increases car speed by 12 percent.
    2-x-x: 12 watt engine: Increases speed by 4 percent (adds up to the 12 percent speed boost)
    3-x-x: Monkey Truck: Increased speed and more hp to last longer
    4-x-x: Gunner seat: Shoots down bloons with its heavy machine gun
    5-x-x: Ram Head: 1200 hp with 20 percent speed boost, allows for ramming 300 bloons.

    Path 2 and tiers:
    x-1-x: Thicker Metal: allows 20 more hp
    x-2-x: Bulletproof glass: 10 hp increase
    x-3-x: Military Truck: Ability lets you spawn 3 snipers with semi auto riles anywhere on the map
    x-4-x Snow Plow: utilizing this snow plow can shove bloons over the truck and be shot by the snipers in the truck
    x-5-x Walking Fortress: ability brings 4 more snipers and grants them full auto

    Path 3 and tiers:
    x-x-1: Night light: allows camo detection.
    x-x-2: Dark paint: hides the truck from bloon eyesight to allow ambush.
    x-x-3: Gunner support: controls nearby trucks to follow orders and gun down bloons
    x-x-4: Sgt. Monkey: sgt. monkey enters the battle field and commands all trucks mapwide for a full attack.
    x-x-5: Truck Expert: Summons a battalion of 3 truck every 15 rounds

    Leave a comment:

  • IAmJarvisTM
    Lab Monkey - A special helper that normally aids in the Monkey Knowledge Department, this scientist has a special place on the battlefield to aid your towers.

    Listed Attributes (Specified):
    - Support Tower
    - Medium range
    - Very large hitbox (Similar to Banana Farm, but circular)
    - Applies various passive AND active effects to the towers around it
    - Active effects have a moderate duration and activation rate, only able to affect two towers at any given time (Affected by upgrades and other towers that are able to)
    - Each Lab Monkey cannot affect other Lab Monkeys (Much like the Alchemist)
    - Allows otherwise inaccessible upgrades to towers in the highest Tier upgrades of the Top upgrade path.

    Path 1- (Passive)
    1-0-0: Field Researcher - Slightly increases the range and fire rate of nearby towers (+2 range, +10% fire rate)
    2-0-0: Field Developer - Reduces the cost of nearby towers and their upgrades by 5% (Stacks with Villages)
    3-0-0: Lab Station - Sets up a small station that doubles the effects towards nearby towers
    4-0-0: Experimental Physics - Larger station allows nearby towers to have Tier 2 upgrades in all three paths, but at a higher price. (Ranges from non-upgraded towers having a 25% higher upgrade cost to towers that already have two upgrades in the other two paths to have the upgrades of the third path doubled.*)
    5-0-0: Mad-Monkey Laboratory - "Only the craziest of monkeys to produce the craziest of inventions!" Allows towers within influence to access a second Tier 3 upgrade, cannot be applied to towers that already have upgrades in all three paths. The price for this additional Tier 3 upgrade is not affected, unlike with the Tier 4 upgrade before this.

    Path 2- (Active)
    0-1-0: Monkey Supplier - Temporarily gives nearby towers +1 pierce (Lasts ten seconds, applies to a random tower within range every five seconds, but cannot renew when already active)
    0-2-0: Improved Supply - Boost additionally allows affected towers to pop one additional layer. (Does not enable towers to pop bloons that they can't normally pop)
    0-3-0: Supply and Demand - Boosted towers gain double the effect, but their attack speed is reduced by 10% (Allows the affected towers to pop all bloon types)
    0-4-0: Supply Chain - Boost rate is doubled. Ability doubles the attack speed of all nearby towers for 20 seconds, but then reduces it by 25% for 10 seconds. (60 second cooldown)
    0-5-0: Monkey Cartel - "Everything has a price... Well... ALMOST everything." Range of influence and active boosts are doubled and all attack speed debuffs are no longer applied. Supply Chain ability is extended to 30 seconds.

    Path 3- (Self)
    0-0-1: Self-Critic - Reduces own upgrade costs by 10% for a different route path (Does not apply to Bottom Route, can only affect Top and Middle routes)
    0-0-2: Increased Influence - Increases range by 20%
    0-0-3: Self Defense - Gives the Lab Monkey an automated turret to aid your towers in battle (Turret appears similar to an Engineer's turret, but with a longer barrel and laser sights, behaving similarly to a 1-0-2 Sniper Monkey with camo detection)
    0-0-4: Radio Tower - Adds a radio tower that allows global influence. (Active boosts are indicated as small supply drops and are activated every second instead of every five seconds. Application limitations still apply.)
    0-0-5: Monkey Fortress - "Global support and global influence, this is our cause." Adds three more automated turrets, all four now being upgrades to behave similarly to 2-0-3 Sniper Monkeys with granted camo detection. Additionally, all boost effects are doubled.

    Monkey Knowledge:
    - Sphere of Influence: Increases Lab Monkey range by 5%
    - Self-Employed: Reduces Lab Monkey base cost by 10%

    *This 25% increase is applied to the third path upgrades for each upgrade the tower has already received, up to and including Tier 2 upgrades.

    Just so you guys are aware... I have no idea what the heck I'd list for the prices... I just don't, considering how absurd the applications for this can potentially be... Not to mention the fact that the level of development that would be necessary for this to even be possible would be HUGE... Probably enough to be a major update to the game all on it's own. Also, in regards to the name of the 0-5-0 upgrade, I would have tried to find a better name, but Banana Farms already took the better ones that came to mind... Suggestions would certainly help if an alternative name is deemed necessary.

    Leave a comment:

  • chainsawplayin
    Grenadier : Military Tower
    0-0-0 throws grenades that have a 2-second fuse, cross obstacles and explode, slightly smaller than the Bomb Cannon
    Cheap to place, more specialised upgrades are more expensive. Unreliable without 2-x-x

    1-x-x Bigger Explosions (50%)
    2-x-x Impact Grenade - Grenadier now targets Bloons directly, grenades explode on contact and stun the hit bloon for 0.5 second, they also explode when they hit the ground.
    3-x-x Fragmentation (5 shards)
    4-x-x Triple Throw (like the Dart Monkey's Triple shot)
    5-x-x Cluster Grenade - each grenade explodes 5 times

    x-1-x Long Throw - increases range by 45%
    x-2-x Streamlined - throws grenades 25% faster, they travel 20% faster aswell.
    x-3-x Flash Grenade - occasionally throws a grenade that stuns all Bloons in range for 2 seconds.
    x-4-x Trench Warfare - builds a trench underneath that increases all ground-based monkeys' range by 2 and projectile speed by 25%. Also increases Grenadier's firerate by 20%.
    x-5-x The Flashiest One - Active Ability, stuns ALL bloons on the map for 6 seconds, including MOAB-class bloons. Strips Camo paint from all Bloons.

    x-x-1 Flame Grenades - all grenades set Bloons on fire for 3 seconds, damage frozen Bloons aswell
    x-x-2 Smokescreen - sometimes throws a grenade that bursts into smoke, which slows down Bloons (similar to Obyn's totem)
    x-x-3 Hot Smoke - smoke deals damage to Bloons passing through it, strips Camo paint
    x-x-4 Firebombs - each fire grenade leaves a burning spot, similar to Gwendolyn's lvl 3 ability. Short duration, less damage than its counterparts, but sets Bloons on fire for 6 seconds.
    x-x-5 Thermite Mixture - fire grenades deal extreme damage to MOAB-class bloons, fire spots deal much more damage and set on fire for 12 seconds.

    Leave a comment:

  • IAmJarvisTM
    I've got one, of my own, that involves integrating the Dartling Gun from BTD5 into BTD6... I've made a Google Doc on it, which I THINK I can post, in which case, here it is:
    The document is View Only, with comments enabled. That being said, in the event that you do not wish to open that new tab or generally just avoid using links like this altogether, I'll also provide the details... Keep in mind that this is with trying my best to stick to what it originally had in BTD5, but also made a few modifications here and there to accommodate for the additions made to the tower that, in my opinion, would work as a pretty solid Military tower for BTD6.

    Dartling Gun (1275 / 1500 / 1725) - A long-ranged tower with fast firing, poor accuracy, versatile targeting, and powerful upgrades. Be wary of the minimum range!

    Listed Attributes (Specified):
    - 2 shots per second.
    - Unlimited range.
    - Minimum range extends to just beyond the gun barrels. Tower cannot target or hit anything within this minimum range.
    - Large hitbox (similar to Super Monkey).
    - Spread has a range of 10° to either side.
    - Fixed rotation speed of 30 degrees per second

    Targeting Priorities:
    -Locked (Works similarly to Mortar and the unlocked ability in BTD5.)
    -Follow Mouse (The normal Dartling targeting)
    -Auto (Aims like a normal tower with First priority)

    Path 1-
    1-0-0: Powerful Darts - Darts have higher velocity and have double the pierce. (765/900/1035)
    2-0-0: Faster Rotation - Increases firing and rotation speeds by 25% (1020/1200/1380)
    3-0-0: Laser Blaster - Fires laser blasts instead of darts, allowing the tower to pop frozen bloons and shatter Fortified properties. Increased firing rate, pierce, and projectile speed by 50%. (6425/7560/8690)
    4-0-0: Ray of Doom - “Unyielding beam of bloon-disintegrating energy.” Fires a large beam of energy instead of laser blasts. Infinite pierce, damages all bloon types for 10 layers per hit, 10 hits per second. (59160/69600/80000)
    5-0-0: Pulsar Cannon - “The power of the Sun God, in the palms of our hands.” Unleashes powerful arcing waves of ultra-dense energy that vaporizes 20 layers of bloon per hit, each wave having 100 pierce, firing waves 5 times per second and pushing back MOAB-class bloons much like MOAB Shove. (177480/208800/240120)

    Path 2-
    0-1-0: Smart Targeting - Faster turret rotation speed (Similar boost to Faster Rotation, but without the firing speed bonus) and improved Auto Targeting Priority allows the Dartling Gun to utilize the Elite Targeting Priority. (680/800/920)
    0-2-0: Depleted Bloontonium Darts - Each dart deals +1 damage to all bloon types, including Frozen, Fortified, Lead, and MOAB-class. Damage bonus has a 50% chance to stack per trait for each trait the bloon has.* (1225/1440/1650)
    0-3-0: Hydra Rocket Pods - Fires rockets instead of darts, fitted with sharp tips that can also pop black bloons. Remember that these rockets also retain the damage bonus. (5610/6600/7590)
    0-4-0: B.A.D.S. - Bloons Aerial Denial System ability unleashes a powerful spray of rockets for 20 seconds and additionally affects the nearest 100 bloons. 1 minute cooldown. (24480/28800/33120)
    0-5-0: N.S.N.A.T.I. - “No Such Thing, None, As Too Insane.” Spray is a constant shower of 5 rockets per shot and ability affects all bloons on the screen 20 times in 10 seconds (Much like Pop And Awe but without the stun bonus), though with a long 90 second cooldown. (79560/93600/107640)

    Path 3-
    0-0-1: Focused Firing - Greatly increases accuracy to half the spread. (305/360/415)
    0-0-2: Heavy Darts - Fires heavy darts that can each pop and slightly knock back 8 bloons at once (About half the effect of the Knockback upgrade of the Super Monkey). (1430/1680/1930)
    0-0-3: Radar Scope - Allows for near-perfect accuracy (reduces spread to one degree in either direction) and the ability to pop Camo bloons. Grants Camo detection to towers in the immediate vicinity (Increases range indicator, which should initially be to show the minimum range of the Dartling Gun, by half to show the range of influence). Knockback is increased by half. (4895/5760/6620)
    0-0-4: Auto-Cannon - Dual rotating cannons fire heavy shells that deal 4 damage per shot to all bloon types (retains the pierce), double this against Lead, Fortified, Ceramic, and MOAB-class bloons. Extends Camo detection support and minimum range by 20%. (27540/32400/37260)
    0-0-5: The Perforator - “Ever wonder if the bloons would rather be popped or wither into a shriveled husk?” Large turret sports four spinning cannons on a rotating axis, each having double the firing rate, damage, and pierce. Camo detection support and minimum range are increased by 50%.

    Monkey Knowledge:
    - Expert Mechanics: Reduces the cost of upgrades by 5%.
    -Dartling Gunner: Detaches the external targeting module and adds the Gunner monkey to operate the weapon, enabling the Follow Mouse Targeting Priority.**
    - Razor Bindings: Adds small blades to the ends of the barrels, allowing for the Dartling Gun to cut up bloons that are slightly within minimum range. (Slightly reduces minimum range, but does not affect Bottom Path exclusive upgrades)***

    * For example, Frozen Fortified DDTs would have the highest damage potential of +5, but a 1/16 chance of this happening and would require the Dartling Gun being able to target them. Bear in mind, however, that this also means that +4 has a 1/8 chance with at least three type prerequisites, +3 has a 1/4 chance with at least two type prerequisites, +2 has a 1/2 chance with at least one type prerequisite, and +1 is a guaranteed to all types.
    ** Displays the Gunner and the module, which interchange positions according to the selected Targeting Priority. Module is normally displayed as being either attached to the back of the Dartling Gun or behind and to the side, and the Gunner follows suit with this, both being to either side in the case of Locked Targeting Priority.
    *** Slightly reduces minimum range, but does not affect Bottom Path exclusive upgrades. In fact, the bottom route upgrades extend these blades backwards to counteract the increases of the minimum range from these upgrades. Essentially, this Monkey Knowledge is intended to mitigate minimum range increases of the bottom route as well as reduce the base minimum range.

    Note 1: Prices are listed in terms of Easy / Normal / Hard respectively, but are liable for change as needed, as these prices are simply what I feel fits based on how prices work in the game, but this - of course - could potentially be inaccurate as well as the price ranging.
    Note 2: Parenthesized text is excluded from in-game descriptions. In addition, quoted text is displayed as the in-game description in place of other information given for the description.

    Also, this is my first post on the forums and I just do not understand why the post preview looks nothing like the post itself, with not having the table follow the parameters I specified (such as text centering and modifying spacing for space efficiency), nor there any bold text showing... The preview is an absolute mess and I don't know what to do about it...

    Edit: I've transferred the data on the table over to just listing the attributes and made a few last-minute tweaks for the sake of clarification. I also added a few Monkey Knowledge attributes and specifications for a minimum range on top of this.
    Edit: Slight alterations have been made upon careful consideration in some regards.
    Last edited by IAmJarvisTM; 27-06-20, 02:01 PM.

    Leave a comment:

  • przemo10371
    Based on old tower i sugested, i think it looks pretty neat.
    Tower name: Age of Monkeys (org. Age Of Empires)
    Range:like dart monkey
    Can place only on ground
    Cost : 500
    Info : when you place this tower it will create camp made of wood with monkey standing in front of camp, this Monkey will throw the rocks and pop 3 bloons at once
    Upgrades :

    (Military path )
    Tier 1
    1 : Iron Age
    Monkey gain iron spear that can pop 6 baloons

    2 : Steel Age
    Cost: 1000
    Reinforces iron spear so they can and pop 10 baloons and frozen

    3 : Steam Century
    Cost : 1800
    Replaces iron spear with steam powered "balista" that shoot hot iron spike
    Reduces shoot speed but increases range
    One projectile can pop 20 baloons lead and frozen

    4 : Industrial BLOOON
    Cost 10000
    Replaces "balista" with mounted artilery cannon
    One projectile explodes at inpact, shoots out shrapnel and pops up to 30 baloons, can pop lead and frozen(extra damage to ceramic)

    5 : Bloons Wars
    Replaces mounted artilery gun with twin AB(Anty bloons) cannon
    Now turret shoots two projectiles, increases speed of shooting and increases range of projectile, add extra damage to MOABS
    there is a chance that projectile will leave flaming pool on ground,
    if it hits MOAB when it happens set it on fire that wont stop untill layer is popped (in case of DDT it will stop after his camo burns away) (BAD is immune).

    (Inteligence/Support path)
    1.Keen eye
    Cost 300
    Range of tower increases a bit

    Cost 500
    This tower can now spot and shoot cammo baloons

    3.Bloon's among us
    cost 2000
    Monkey have spies in bloons HQ and can predict their moves
    (Random chance That MOAB will get targeted with red X on when tower hit them,
    that MOABs will take more damage from all sources(like 10% more)
    (spies marked their weak spots)

    4.Brother Monkey(org.Big Brother)
    (Adds old antnna on top of building, if it is upgraded to tower adds small old broadcast tower)
    (Projectiles look now like radio waves)
    Cost 10000
    "Order" all bloons on map to random efect like. confusion,stun,push back(like a tornado) etc.

    5.The Monkey Show (org. The Truman Show)
    (changes to big anteena near main building, if it is upgraded to tower,
    changes to newer radio broadcast tower instead of antenna)
    Cost 50000
    Upgrade of abiility, adds ability to order baloons to attack other bloon (pops one layer(if attacks ceramic destroys whole "ceramic layer" and go back to track).
    All MOABs are stunned, DDT is stunned and loses it's cammo(for duration of ability).
    After abiility end's all affected baloons and MOABs take extra damage from all sources.

    (Industrial Path)
    Tier 3
    1 : IQ boost
    Cost : 300
    Smarter monkies managed to improve their weapons (+ 2 to pierce and +1 more layer poped)

    2 : Shared Knowlege
    Cost : 1000
    Monkies now share their knowlege on how to improve weapons (All military towers in range get's that buff)

    3 : Factory
    Cost: 3000
    Factory allow for better weapon creation ( +4 pierce instead of +2 and +3 layer more popped instead of +1)

    4 : Shippping
    Cost : 18000
    Generates money based on amount of monkeys(Customers) in range

    5 : Drones
    Cost 35000
    Mini Ability(Can choose up to 2 tower beyond range to gain buff)
    Drones damage bloons on their way
    increase also generated money (more money gain per "customer")

    Leave a comment:

  • Ravenpuff920
    How about a:
    Guitarist Monkey
    Plays a guitar, which buffs nearby towers and pops 2 layers of Bloons. Each path has references a famous guitarist (Eric Clapton, Ozzy Osbourne, Jason Aldean) T3 Path 2 references AC/DCs Highway to Hell, and the T4 is a direct reference of Ozzy Osbourne's Crazy Train.
    0-0-0: 740
    1-x-x: Fingerpicking
    Blasts 3 layers off instead of 2.
    2-x-x: Basic Blues.Plays Blues, which slows Bloons and makes all nearby Monkeys 1.5x faster.
    3-x-x: Blues Band
    A Blues Band plays instead of one. There are 3 Monkeys, a Guitarist, a Saxiphone, and a Singer
    4-x-x: Slow Blues
    Plays a melody that slows Bloons to 25% speed.
    5-x-x: Clapton
    Plays an epic tune that spreads to full map coverage.

    x-1-x: Shredding
    Using the guitar's tune, it shreds bloons like BTD5 Bloonchipper's upgrades 1-x.
    x-2-x: Rock!!
    Plays Rock and Roll on a MonkeyzSpeaker, which increases range by 30%
    x-3-x: Rocking to HecK Band
    Gets together a band, which consists of a Drummer, Guitarist, and Singer (??)
    x-4-x: Crazy Train (Activated Ability)
    A high speed train zooms on the track, popping Bloons until it reaches the Entrance of the Bloons.
    x-5-x: Osbourne Tech
    Chips at bloons so fast, that not even BFBs could possibly get to the exit alive!! Lasts 30 seconds. 180 second cooldown

    x-x-1: Chords
    Plays a simple chord that makes Monkeys attack 80% faster.
    x-x-2: Country Love
    Regen Bloons become NoRegen Bloons.
    x-x-3: Solo Jobs and Hard Work
    Monkeys in the radius of this tower are moved backwards for the T5's monkey knowledge.
    x-x-4: Dirt Roads and Pops
    The path around the Guitarist becomes rugged, and it pops Bloons by itself, and the Guitarist does more damage.
    x-x-5: Aldean's Music Station
    All Guitarists on the map have a 2x everything buff, and the reason why all the monkeys are moved back is

    Monkey Knowledge Points:

    Country Slam: Every time it attacks, a wave moves out and pops all Bloons.

    Double A Train: T4 Path 2's ability goes twice!!

    Leave a comment:

  • RamenChef
    A tower that's $575 on Medium would cost $490 on Easy and $620 on Hard.

    Leave a comment:

  • Ravenpuff920
    Card Master Monkey as a Magic Monkey!!
    Base cost: 495 (Easy), 575 (Medium), 650 (Hard!!).
    Throws card like shuriken until upgraded
    Path 1 is based on summoning cards, which summon different types of help (but disappear after 7 rounds):
    - Basic Summoning Card (295, 300, 455.)
    Summons a spiritual wizard, in which is similar to the 1-x-x.
    - Energy Summon (595, 650, 800)
    Summons an eye, which shoots energy at bloons. Energy shoots off 2 layers of bloons.
    - Super Card (1000, 1250, 1565)
    Summons a Super Monkey clone of one that is on your screen. If none (Or if only T5 Super Monkeys are on screen!), it creates a 1-x-1 Super Monkey that cannot be upgraded.
    - Sacrifical Flame (2450, 2585, 3450)
    Sacrifices 3 of the nearest towers and makes them turn into reoccuring cards, which he/she will pull out once the previous sacrifice is gone again.
    - T5!! Ultra Summon (4655, 5090, 5695)
    Summons a god, similar to the 3-0-2 Super Monkey.
    Path 2 is about using new attacks (Once it has upgraded, it has that attack. If upgraded past T1, it throws different attacks at the same time):
    -Fire Spit (300, 315, 355)
    Spits fire at bloons.
    - Sharp Spear (400, 450, 495.)
    Throws a spear at bloons.
    - Double Fire (800, 865, 945)
    Fires with both hands, and attacks 2x faster!
    - Dark Monkey (1500, 1625, 1745)
    Activated Ability: Darkens a random Summoning Card Master (Path 1) (Goes for the strongest ones), so it darkens the summons and makes it do 1.5x faster attack speed and +6 piercing.
    -Absorbation!! (3455, 3765, 3940)
    Takes nearby towers' attacks and uses them. The towers are NOT consumed and can still attack! Don't worry!! If you sell the tower though, the attack is gone.
    Activated Ability: Creates a vortex that bloons are sucked into, popped
    Path 3 is about using new defenses:
    -Shield (325, 355, 400)
    Creates several shields as a Spike Factory creates spikes. These shields stop bloons but do not pop.
    -Spiked Shields (650, 705, 785)
    Shields pop bloons now.
    -Mines (1350, 1595, 1865)
    Places multiple mines that explode and pop up to 80 bloons and 3 layers.
    -ACM (Anti-Camo Mines)
    Mines can remove camo from bloons.
    - Spike Trap
    Creates a Depleted Bloontonium Spike Trap, which are infinite and removes 6 layers from bloons. Only Rainbow+ will get out and get to the exit (UNLESS THERE'S MULTIPLE, WHICH THERE IS.)

    Leave a comment:

  • Hazitru
    I think it would be cool if they brought back the bloon chipper he was one of my faves in TD5

    Leave a comment:

  • RodeoClown
    I miss the bloon chipper. 😪

    Leave a comment:

  • Adrew

    Leave a comment:

  • Salmon
    commented on 's reply
    The beekeeper seems pretty cool, and I like how people have put so much thought into it.

  • AzaghBekar
    To have two more support towers would be ideal, the training camp its a good idea, and we need the jedi monkey and the beekeeper
    This is written on bloons about the beekeeper

    Path 1:

    Sharp Stingers: bees pop bloons twice as fast

    Barbed Stingers: bees stay on bloons as a DOT

    Hornet Swarm: fierce hornets pop bloons three time as fast

    Wasp Swarm: wasps pop bloons the fastest yet

    Raging Hive: wasps attack all bloons in its radius, up to five wasps per bloon

    Path 2:

    Fast Deploy: sends out bees faster

    Speedy Swarm: sends out bees even faster

    Active Hive: MUCH larger attack range

    Bee Cloud: ability sends bees all over the map

    Perfect Swarm: bee cloud is always out, new ability increases their ferocity

    Path 3:

    Honey Toss: throws out honey when no bloons are around, honey slows down bloons

    Sticky Bees: bloons popped by bees are now honeyed

    Pollination: nearby banana farms now produce bananas faster

    Honeyed Bananas: collects bananas automatically, getting increased moeny from it

    Fruitful Land: all nearby towers have MASSIVLY incread attack/production speed

    What do you think?

    Leave a comment:

  • Kkimble
    Monkey lighthouse (support tower) $800

    A tower that that can be built on land or water. It has no popping power initially but offers a “balcony” that holds one monkey (like the carrier does) allowing players to utilize this tower to place a monkey where ever they want. This allows the monkey to see over obstacles as well. It has a beam of light that rotates around the tower. Bloons caught in its light are reduced 2 layers.

    First track: “oracle”
    1- gains a second light that is 180degrees from the first light and slightly widens the lights to capture more bloons.
    2- expands the range of the tower and the monkeys placed on the tower, also further expands the width of the lights.
    3- tower gains enormous range and lights shine the full 360 ring around. Monkey on top also gains increased range.
    4- bloons caught in the light become blinded and will venture far off the path for a short time before slowly returning.
    5- all monkeys within the light gain heavily increased effects on all their level upgrades (heavier slow, more popping power, even faster attacks, etc)

    second track “ascended monkey”
    1- lighthouse reveals camo bloons caught in its light and will smart target bloons instead of rotating.
    2- larger balcony allows for a super monkey to fit on top.
    3- unlocks the ability for the balcony monkey to go to tier 3 in their secondary track and increases their attack speed.
    4- super boosts the monkey on top to cause popped bloons to explode.
    5- further boosts the monkey to temporarily give it teir 5 in both its tracks. Track will be chosen randomly if one is not selected.

    third track “power house”
    1- lights now reduce all regular bloons to red bloons
    2- now rapidly pops bloons in its light and slows them. Monkey on top also slows bloons.
    3- instantly removes lead and fortification from bloons struck by the monkey on the balcony.
    4- crushes nearby bloons and deals heavy Moab damage to anything that gets too close.
    5- erases any bloon that remains in the light for .3 seconds. Even Moab’s.

    I made it impossible for monkeys to gain all the effects that the tower gives so that this tower doesn’t outshine the village. It also focuses more on the single monkey its boosting and stacks with the effects of the village.
    Last edited by Kkimble; 24-09-19, 05:29 AM.

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