Tower Defence

# Summary

**Tower Defence** is a strategy game where players must stop handfuls of hostile mobs from besieging their tower. From melee weapons to long-range machines, strategic defence is a key element in this game to slaying all hostilities effectively and avoiding a potential invasion on multiple sides to prevent the tower from falling into evil hands.

# Concept

Being laid out on flat terrain, the minigame is similar to a classic board-game experience: players can place and upgrade purchased structure pieces from the **Structure** **Upgrader** & **Structure Shop** around the platform (these take the form of spawn eggs) and start the game at will. They may also switch between 2 different viewing points (**Tower View** or **Board View**) during an invasion.

During a siege, hostile mobs will arise from both enemy camps (located at the north and south of the tower) and follow a possible 3 paths leading up to it (aside waves 0 and 1). Therefore, players must be prepared to fight on all fronts alongside machines and/or ally structures. In fact, the more equipped you are in terms of defence, the more likely you are to survive the wave.

The big particularity of this game is the freedom to decide whichever strategy works best. For example, defending the tower can be manual using items obtained from other minigames, or automatic via coalition with purchased machinery and ally structures. Another interesting feature, compared to other minigames in the map, is the unlimited difficulty, it just keeps getting harder and harder!

For competitive reasons, **Waves 25 and above** are **facultative** and considered a pass towards **'The Believer'** advancement. This minigame will then transition to an *Expert Mode* for those willing to further challenge themselves.

# Mechanics

## Death reward

### Tier 6

+30 points per kill

Zombie, Skeleton, Piglin, Silverfish

### Tier 3

Zombified Piglin, Pillager, Vindicator, Blaze

### Tier 4

Zombified Piglin rider, Piglin rider, Hoglin, Zombie rider

### Tier 5

Zombified Piglin rider, Zoglin, Skeleton rider, Blaze

## Ally Structures

### Mob Defence

* Witch Tower
* Wizard Tower
* Warlock Tower

### Machine Defence

* Crossbow Ballista
* Slowing Dart Dispenser
* Harming Dart Dispenser
* Toxic Cloud Machine
* Flame Machine
* Mortar Cannon

## Mob entry damage

### Goat

9 points

Health points: **20 HP**

## Enemy Base

### Mob Pools

* +20% chance of Tier 2 mobs for every wave (**Waves 1-2 = 0%**)

* +10% chance of Tier 3 mobs for every wave (**Waves 1-3 = 0%**)

* +5% chance of Tier 4 mobs for every wave (**Waves 1-4 = 0%**)

* +1% chance of Tier 5 mobs every wave (**Waves 1-8 = 0%**)

* +0.1% chance of Tier 6 "Goat" every wave (**Wave 1 = 0%**)

>> ***Definition here***

### Mob Path Chances

>> **WARNING:** This part reveals secrets to the path probability chosen by each invader aside its mob tier or strength level

\*\*From front of Tower (looking west)\*\*

* **Waves 1-2:** LONG LEFT (100%)

* **Waves 3-4:** LONG LEFT (50%) LONG RIGHT (50%)

* **Waves 5-6:** LONG LEFT (40%) & LONG RIGHT (60%)

* **Waves 7-8:** LONG LEFT (30%) & LONG RIGHT (40%); SHORT RIGHT (20%); SHORT LEFT (10%)

* **Waves 9+:** LONG LEFT (20%) & LONG RIGHT (40%); SHORT RIGHT (30%); SHORT LEFT (10%)

# Comments

1. ↑ The first couple of waves (Wave 0-1) were primarily focused on training the player on the easy lone target before transitioning to multiple targets erupting from the first enemy base (Enemy Base 1) on the longest of the 3 paths.
2. ↑ Tower Defence's infinite wave system focuses mainly on raising the invasion difficulty: the speed, number and hostility level increase on every wave, including the probability of choosing a shorter path. This concept originally derived from the results of a concept vote organised on the Map's discord server.
3. ↑ 6 physical layers of a 1000 blocks each (representing every mob tier) and a marker simulate a probability ranging from 0.0% to 100.0% (where 1 block = 0.1%).