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(Created page with "So I want to run some plants by you before making them final. This includes my (albeit late) possible contest entries. If you want to, of course. === Gladormadsu === Contest...")
 
 
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It's meant to be an expensive, late-stage plant. While Caulipower is random and slightly quicker, Gladormadsu is slower and condensed to its lane, but it hypnotizes more zombies.
 
It's meant to be an expensive, late-stage plant. While Caulipower is random and slightly quicker, Gladormadsu is slower and condensed to its lane, but it hypnotizes more zombies.
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PLANT FOOD: Fires a 25 nds projectile in each lane, and then hypnotizes the three strongest zombies on the board (highest health).
   
 
I feel like this might be horribly OP, but I like the concept and design of it, so I'm wondering ways to improve it.
 
I feel like this might be horribly OP, but I like the concept and design of it, so I'm wondering ways to improve it.
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* The same plant is planted there again after the previous plant dies (reference to intercropping, heehee)
 
* The same plant is planted there again after the previous plant dies (reference to intercropping, heehee)
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PLANT FOOD: Makes a random column completely filled with fertile tiles.
   
 
=== Aurichalum ===
 
=== Aurichalum ===
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=== Calengula ===
 
=== Calengula ===
   
Utility plant, undecided sun cost and recharge. Initially doubles defense of surrounding plants (3x3). After a new wave of zombies approaches, it'll halve the defense of surrounding plants, but also double their damage output. Like a Veil-shroom take 2.<ac_metadata title="Hey man so I guess you&#039;re my Quality Assurance guy, so I&#039;m looking for your input on these ideas."> </ac_metadata>
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Utility plant, undecided sun cost and recharge. Initially doubles defense of surrounding plants (3x3). After a new wave of zombies approaches, it'll halve the defense of surrounding plants, but also double their damage output. Like a Veil-shroom take 2.
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PLANT FOOD:
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First stage: Adds basic armor on every plant around it, increasing health by 30 ndb.
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Second stage: Activates plant food for 3 random plants around it (2 if there are only 3 plants around it, one if only two around, does not activate another Calengula's plant food).
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=== Beanpole ===
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Flower Pot-like utility plant. 100 sun, mediocre recharge. Allows for three plants to be on the same tile, excluding usual rooted plants and the such. Zombies eat the plant on top, the the middle, then bottom, and then the Beanpole itself.
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PLANT FOOD: Creates a Beanpole somewhere else on the board, more likely to create one on the same column, or the two adjacent columns.<ac_metadata title="Hey man so I guess you&#039;re my Quality Assurance guy, so I&#039;m looking for your input on these ideas."> </ac_metadata>

Latest revision as of 03:28, January 19, 2018

So I want to run some plants by you before making them final. This includes my (albeit late) possible contest entries. If you want to, of course.

Gladormadsu Edit

Contest entry. Offensive plant, regularly shoots three bamboo shoots (each dealing 1 damage point) at a PSROF. Every 20 seconds, it fires three hypnotic shoots, which hypnotize the zombie they hit. It'll then resume its regular attack after 5 seconds. It'll cost 300 sun with a slow seedpacket recharge.

It's meant to be an expensive, late-stage plant. While Caulipower is random and slightly quicker, Gladormadsu is slower and condensed to its lane, but it hypnotizes more zombies.

PLANT FOOD: Fires a 25 nds projectile in each lane, and then hypnotizes the three strongest zombies on the board (highest health).

I feel like this might be horribly OP, but I like the concept and design of it, so I'm wondering ways to improve it.

Brierworks Edit

Instant-use, 125 sun and sluggish recharge. Covers a 5x5 area in Bombegranate-like spikes (same damage output, only hurt zombies once). Basic idea, and potential Contest Entry if Gladormadsu is irredeemable.

Geony Edit

Final possible contest entry. 150 sun. Lobs its 3 damage projectile every 3 seconds. If one of these projectiles kills a zombie, it creates a semi-permanent fertile tile. Fertile tiles boost plants planted there. 10 ndb health increase, and 2 nds damage increase, if possible. Fertile tile can be removed if it's:

  • Replaced by another plant's tile (Gold Leaf, Tile Turnip, Zircornium, but not Lava Guava or Sap-fling)
  • Drenched in water (tide changes, Cascanna)
  • The same plant is planted there again after the previous plant dies (reference to intercropping, heehee)

PLANT FOOD: Makes a random column completely filled with fertile tiles.

Aurichalum Edit

Aquatic. 225 sun and fast recharge. Throws a trident at a PSROF. Trident is half as fast as a normal projectile. Trident deals 2 nds, as well as pierces through every zombie in the row. Once it reaches the end of the row, it'll turn around and head back down a different row. Aurichalum will then move either up or down to go to the same row as the trident. Rinse and repeat. Trident's direction favors rows with more zombies. Aurichalum can share a tile with a plant (unless the tile is scorched or otherwise infertile).

Calengula Edit

Utility plant, undecided sun cost and recharge. Initially doubles defense of surrounding plants (3x3). After a new wave of zombies approaches, it'll halve the defense of surrounding plants, but also double their damage output. Like a Veil-shroom take 2.

PLANT FOOD:

First stage: Adds basic armor on every plant around it, increasing health by 30 ndb.

Second stage: Activates plant food for 3 random plants around it (2 if there are only 3 plants around it, one if only two around, does not activate another Calengula's plant food).

Beanpole Edit

Flower Pot-like utility plant. 100 sun, mediocre recharge. Allows for three plants to be on the same tile, excluding usual rooted plants and the such. Zombies eat the plant on top, the the middle, then bottom, and then the Beanpole itself.

PLANT FOOD: Creates a Beanpole somewhere else on the board, more likely to create one on the same column, or the two adjacent columns.

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