User:The average crasher/sandbox

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how rouge minions are created
rouge minions are made by the following:


 * when a spawner branch tank dies, each minon has a 25% chance of becoming rouge instead of simply dissapering.
 * a rare chance for spawner branch tank to spawn a rouge. this is really rare so you cant consider this a nerf.
 * when a boss or any other entity controling minions dies, its minions will become rouges.

if the minions are oversized, they shrink down to the size of a regular minion.

phase 0: gathering
every now and then, rouge minions gather in one place.

this only happens in maze and cave

phase 1: the rouge spawner stage
after 6 minions have gathered, one of the minions turns into a rouge spawner and the other 5 become its minions. if a minion kills something, its exp goes straight to the spawner

phase 2: the curious stage
the cap raises to 10 and the spawner gains an auto turret. there is also one big new behaviour addition:

scouting. the spawner can now send out minions to look at things. here is the stuff that happens.


 * if it finds nothing, it will continue searching.
 * if it finds a player, then it will look at player until: A. he attacks the minion B. he dies C. the minion has already has stared at the player for a while. it will then return to base and report noticed behavior and it will be noted forever (until overwritten)
 * if it finds another team of rouges, it will go back and report that theres another team.
 * if it finds a pentagon nest it will go back and report that theres a pentagon nest there.

phase 3: the industrial stage
the industrial stage is the start of the spawner's transition into a major civilization.

there is a lot that changes, and that is..

Choosing what of minion to spawn. it can spawn the following:

 * basic. the classic multipurpose minion.
 * twin. mostly for combat.
 * trapper. mostly for defence.
 * director. also multipurpose
 * sniper. attacking and defence
 * tri-angle. scout.
 * whirlybird. better scout.
 * smasher. a tanker for xp (or for attacking)

xp logistics.
xp now doesnt just teleport to the spawner, it is given to the one who killed the thing that gives xp. it can be transfered to diffrent minions or the spawner. each tank has an xp cap, and smasher has the highest cap.

hunting
they can now send out hunting parties that constist of:


 * soilders.
 * a smasher for xp storage
 * a tri-angle or wirlybird to transfer exp back to base.

once a hunting party has left the base, they can do the following actions:

farm polygon
go to an already discovered polygon nest and farm polygons.

attack players
this wont be chosen if the army is small or the violence factor is low (more about that later)

send back xp
transfer xp by tri-angle or whirlybird back to base

return
the hunting team returns to base

request more minions
send the tri-angle or whirlybird back to base to request more minions

revolt
this is rare. if a hunting party is large enough, they can revolt and become their own type one or two. the smasher that tanks exp turns into a spawner.

relations with other civilizations that are stage 3+
now, they can have relations with other civilizations. they can do the following:

gift
they can send over a smasher filled with exp to another civilization so that civilization likes them better.

trade
they can trade minions and exp with the other civilization.

attack
sends out a hunting party that attacks the other civilization.

phase 4: the discovering of teleportation
this phase is hard to get to, but this is the big thing that the big civilizations do.

there is a few changes, and that is..

teleportation to other servers
yes, you heard it. the main spawner and sub spawners now can teleport itself and all minions circling it to another server.

new minions:

 * true scout: a whirlybird with a radar (aka more FOV) that can teleport to other servers.
 * landspeeder: a booster with high exp capacity that can teleport to other servers.
 * megatanker: a large cicle with a smasher shell that has high exp capacity. it leads hunting parties and smashers retire into being purely attack weapons. it can teleport to other servers. itself and all circling it.

settlements
a sub spawner with some minions can teleport away from the main base. the sub base is a type 3 that cant evolve and every now and then it sends shipments to the main base.

AI?!?!
at phase 3 they gain the ability to develop a playstyle. this is simply so all type 3s are not all the same thing. this is not really ai, this is just generated numbers that affect probability.

violence factor
this is one of the numbers. it is 1-10. the higher the number the more likley player hunts and wars will be. the lower, the more polygon grinding and peace there will be.

how does a civilization end?
really simply! heres what happens for each phase:

phase 0
if someone destroys the gathering, the minions will just flee and will not become a type 1.

phase 1
if the main spawner is destroyed, the minions will flee and become independent.

phase 2
if the main spawner is destroyed, the minions will flee and become independent. all sent out explorers will also become independent.

phase 3
if the main spawner is destroyed, the minions will flee with the sub spawners and become type 1s. all sent out explorers will become independent and hunting parties large enough will become type 1s, else they will just break up.

phase 4
if the main spawner is destroyed, the minions will flee with the sub spawners and become type 1s. all sent out explorers will become independent and hunting parties large enough will become type 1s, else they will just break up. all settlements will become their own type 3s.

big important note: minions can be independent forever and not join a team.
they can also join teams if they want.

how to progress in level
to progress in level, you have to have enough xp in the main spawner.