so the way this works is I will think of a gimmick for a forumer that could make them function as a tower in a tower defense sim, attacking monsters in a lane or multiple, the current categories for towers are:
instants: upon placement, will serve one purpose, then vanish, these towers are cheap, usually don’t deal massive damage, and serve as a way to boost or help other towers achieve their jobs easier.
attackers: these towers, well, attack, duh.
stallers: these towers are used as defense to help control the speed of the game by slowing down, stopping, redirecting, stunning, and block enemies, these classes can be even placed on the lane if need be.
producers: unique towers that create currency (we’ll call it galleons for AO purposes) used to purchase other towers through various means.
specialists: towers that do not fit the other classifications.
message me here and I will try to make you some kind of tower with a unique gimmick in terms of attacking or otherwise.
Maple cost: 200 galleons per placement. placement cap: 8 attacker firerate: average Range: technically infinite, but normally, medium-below average
Description: Maple will attack enemies with concentrated blasts of wind that get gradually larger and stronger as maple keeps attacking, the size will refresh to small again when all enemies are killed or when there is a 5 second gap between attacks, upon max level, maple has a small chance to unleash a small stormcloud that will instantly kill 3 random enemies on the map
Endmaster cost: 100 galleons per placement placement cap: 1 by default instant firerate: none by default range: infinite by default
desription: placing an endmaster causes the entire map to have a bizarre gravitational anomaly that allows for projectiles from attacking units to richochet off enemies and pierce heavy armored opponents easier for a short duration.
description: tetragon is a unique summoner tower that spawns various traps, gears, and fire based units on the map, these include various types of fire elementals that get gradually more powerful every level up, campfires that warm nearby towers for an additional effect in burn DoT, and powerful, manually activated flame cyclones that can be activated to deal devastating damage at a hefty cost with global cooldown and price increase per usage.
Vitorgue cost: 150 galleons per placement placement cap: 6 attacker firerate: poor range: above average
Description: Vitorgue attacks using metal soccer balls with an electrical charge running through them, that after hitting an enemy, have a chance to linger on the lane, when another enemy walks on it, it will pop, and has a chance to stun, deal hefty damage, or nothing at all.
Thatoneguy cost: 90 galleons placement cap: 1 by default instant firerate: none by default range: none by default
Description: using thatoneguy on the map causes positive and negative tower synergies to be negated for a good amount of time, positive synergies aren’t entirely gone however, just weakened.
Flare cost: 100 galleons placement cap: 10 attacker firerate: average range: above average
Description: Flare throws a burning sombrero that when upon hitting the first enemy, floats and spins around like a saw blade dealing hefty damage to things walking into it, the sombrero has HP and although can take a beating does vanish, in which a new sombrero is thrown. flare attacks with small flare projectiles while the hat is in saw blade mode.