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cw1:units

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<- Creeper World

Weapons

There are 5 weapon types in Creeper World, each having a designated role. The 4 basic weapons are: Blaster, Mortar, SAM and Drone. The fifth weapon Thor is a super weapon used only in the last story mission and some custom maps.

The range and damage of weapons will be measured in squares and ccc(cubic creeper cells) which means a square with 1 full layer of creeper on it.

Weapon Maximum Damage per shot Ammo usage Maximum Damage per packet
Blaster8 ccc 0.2 40
Mortar 144 ccc 3.4 42.35
Drone 200 ccc 1.6125

Blaster

Blaster is the first weapon the player gets. It's main purpose is clearing large areas of shallow creeper. Blaster is one of the most versatile weapons in the game and the only one that allows to efficiently capping an emitter.

Blaster Normal Upgraded
Range 6 7
Firing speed 6 shots/sec?
Damage 8 ccc
Cost 25 packets 22 packets
Energy per shot 0.2 packets
Ammo capacity 10 packets

Blaster firing mechanics

Mortar

Mortar is the second weapon the player gets. It's main purpose is destroying deep pools of creeper. A Mortar always fires on deepest creeper in range. Correct use of mortars can often mean a difference between life and death.

Mortar Normal Upgraded
Range 9 11
Firing speed 1/sec ?
Damage 144 ccc
Cost 50 packets 45 packets
Energy per shot 3.4 packets
Ammo capacity 30 packets

Mortar firing mechanics

SAM

Surface to Air Missiles only purpose is to shoot down spores. They fire homing missiles at spores in their range, even if their target is destroyed (either by another missile or having already struck the ground) the missile will immediately seek out another target if there is one on screen.

SAM Normal Upgraded
Range 9 11
Firing speed 1/sec ?
Damage 1 spore
Cost 20 packets 18 packets
Energy per shot 4 packets
Ammo capacity 8 packets

Drone

Drones are your bombers. They fuel up on ammo in the hangar, you select a target for them and they launch off to bomb the target area. Their bombs are much like mortar shells in that they cut deep into the creeper and have a wide blast radius. There's no limit to targeting, a drone can be launched from one side of the map to bomb a pool on the opposite side.

Drone Normal Upgraded
Range 9 11
Firing speed 0.9/sec ?
Damage 200ccc
Cost 50 packets 45 packets
Energy per shot 1.6 packets
Ammo capacity 24 packets

A fully armed drone can drop 15 bombs. The discussion for mortar shells applies to drones except the fact that they damage up to 50 squares for 4ccc each or 49 with 8ccc damage to the square the shell hit.

Thor

Thor is a super weapon, it doesn't need energy to operate and can fire both on creeper and on spores.

Thor Normal Upgraded
Range 12 13
Firing speed 6/sec ?
Damage 800ccc
Cost 160 packets 144 packets
Energy per shot non
Ammo capacity non
Missile range infinite
Missile firing speed3.6/sec

Structures

Structures are your economy buildings, ammunition and weapons will not make themselves and packets will not teleport to target destinations. Therefore you must build out a network to connect weapons and collect energy.

Structure Cost Effect
Collector 10 Energy creation 0.18 Network connection 5
Relay 20 Network connection 5 Relay-Relay connection 11
Storage20 Increases storage 20
Speed 35Increases speed by 0.5 squares/frame
Reactor40Energy creation 0.3

Collector

Collector is the most basic element of your network, it serves both as energy producing building and can make connections with all other structures and weapons.
Cost: 10 packets/9 after upgrade

Network connections: A collector can connect to any structure or weapon within 5 squares of it for vertical and horizontal lines or ~5,8 for diagonal connections( for example 5 squares horizontal and 3 squares vertical from it), the maximal connection range is <6 so while still in air a bit longer connection is possible.

Energy collection: A collector can make up to 0.18 energy each. Each green square 0.004 energy, a collector can up to cover 45 squares. Collectors placed under 45 degrees will overlap 7 squares. Collectors placed with an offset of 5 by 3(maximum connection range) will only overlap 6 squares. Placed in a horizontal or vertical line they overlap 10 squares.

Relay

Relays are used for long range connections. A relay can connect to all weapons and structures in the same way as collector however a connection with another relay can be up to 11 squares in a horizontal or vertical line or 11,7 in a diagonal line (11 horizontal and 4 vertical squares).
Cost: 20 packets/18 after upgrade

Storage

Each Storage adds 20 to players maximum energy storage.
Cost: 20 packets/18 after upgrade

Speed

Each speed node increases the speed at which packets travel along the network.
Packet speed is calculated from the following formula speed= 2 + s/2 where s is the number of speed nodes in the network. Therefore, each speed node will increase the speed of the packets by 0.5 squares/frame.
Cost: 35 packets/31 after upgrade

Reactor

Reactor generates energy. Each building produces 0.3 energy.
Cost: 40 packets/36 after upgrade

Other

Odin City

Odin City is the mankind's last refuge. It houses the 50,000 humans left in the universe. It travels from world to world only staying long enough to activate the totems to go to the next world. You are in control of Odin City against The Creeper. From Odin City packets and ammunition go to what is being built, or weapons on the front lines. This is the only source of packets, so no network detached from Odin City can survive on it's own. The maximal packet production rate is 32 per second. Having more energy production than 32 is pointless as Odin City cannot use the excess energy.
Odin City optimally will project coverage over 69 squares. It also has two reactors at its heart which produce 0.6 when it is on the ground. This is why you start the game with 0.8 energy production (0.6 plus the area projected).

Totem

Totems are used to open the rift between worlds. Connecting and powering all totems on the map is a requirement to win. It takes 10 packets to power a totem.

Artifact

Artifacts are old relics laying around on some worlds. Picking up an artifact results with a message set by the mapmaker. Collecting all artifacts is required to win a map. Artifacts are not destroyed by the creeper.

Survival Pod

Survival Pods are vulnerable to the creeper and need to be picked up before they come in contact with the creeper. Failing to rescue any survivors results in immediate loss. Collecting all artifacts is required to win a map.

Upgrade Points

Therese contain nanobots which can be used to upgrade player structures. Each collected upgrade point allows for one upgrade. Collecting upgrades are not required to win a map. Upgrades are not destroyed by the creeper.

Green(Economy) upgrades Red(Military) upgrades
Produce 10% more energy Increase fire range by 20%
Everything costs 10% less to build Increase fire rate by 15%
Build things 20% faster Increase move speed by 30%

Nano Schematics

Picking up a schematic allows the player to construct the corresponding unit. Collecting all schematics is required to win a map. Nano schematic are not destroyed by the creeper.

<- Creeper World

cw1/units.1374876910.txt.gz · Last modified: 2014/10/01 15:02 (external edit)