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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 |
---|---|---|---|
Blaster | 8 ccc | 0.2 | 40 |
Mortar | 144 ccc | 3.4 | 42.35 |
Drone | 200 ccc | 1.6 | 125 |
===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: Blasters are limited by line of sight and they cannot fire at anything higher then themselves. They can sometimes destroy creeper not in their LOS if they fire on a square that is adjacent(or very near) to it and the square outside their LOS will be counted towards the squares they damage. To shallow (1 elevation or less) creeper a blaster damages 8 squares removing 1 layer(all) of creeper. To deeper (more than 1 elevation) creeper a blaster damages 7 squares dealing 2 ccc damage to the square they fire at and 1 ccc damage to 6 adjacent. Blasters can also benefit from “trough the wall” damage mechanics.
Mortar is the second weapon the player gets. It's main purpose is destroying deep pools of creeper. 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: Mortars don't have a LOS and fire at the deepest creeper in range. Their range is 1 square larger than indicated in the four directions in exact lines from the mortar. If firing on a flat area the mortar will damage 36 squares up to 4ccc damage each. If fired on uneven terrain only creeper on elevation equal or lower than the square the shell hits will be damaged up to 7 squares apart from the square it hit. Terrain elevation in-between doesn't matter and up to 36 squares will be effected. If the square hit by a mortar shell contains more than 4ccc then it will receive 8ccc damage and only 34 other squares can be damaged.
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 |
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 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 speed | 3.6/sec |
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 |
Storage | 20 | Increases storage 20 |
Speed | 35 | Increases speed by 0.5 squares/frame |
Reactor | 40 | Energy creation 0.3 |
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.
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
Each Storage adds 20 to players maximum energy storage.
Cost: 20 packets/18 after upgrade
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 generates energy. Each building produces 0.3 energy.
Cost: 40 packets/36 after upgrade