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Following in the footsteps of the original, Reactor Defence 2 is a simple mini-game arena where you are forced to battle foes to keep a timer at bay. With multiple arenas with unique hostile encounters, Reactor Defence 2 aims to keep the fun game intact while improving it in every way.
Arena Selection
The arenas in Reactor Defence 2 continue on the track that was set for the areas of Reactor Defence 1: being unique either through new mobs, different reactors, arena layouts, or blocks that affect gameplay. Making new arenas can take quite some time and testing so there are currently two selectable arenas with lots of room to expand.
Engineering Complex
"It may look a bit rough, but I assure you that this place has everything you need: an armoury to keep your supplies stocked and strong, a readied landing pad to escort teams to mission locations, and a chamber that lists out mission locations to pick. Rumor has it that Ironspire Capital is even looking to send merchants with special supplies." ~Company Director and CEO
Technically not an arena, the complex grounds are free to wander between missions. At the rear center is the landing pad where you finish all missions with two small bulkheads containing the "start" and "force end" buttons (the latter should be used in weird situations where players didn't make it into the arena; a button also exists in every arena). On the left 'red' wall is the armoury; supplies can be bought with XP earned through missions. On the opposite 'yellow' wall is the chamber where you can pick a location to go to when you start a mission. At the far end of the grounds, contained in the mountain, is a small merchant square where you can find special supplies in exchange for gold. Don't get too comfortable, however, as much of the complex is closed off because of your tight schedule.
Factory Reactor Core
"Where to begin? The ignorant workers got the idea to use the little reactor core as a warehouse. Pair that up with leaking pipes and a bad reactor and I'm surprised it didn't brake down sooner." ~Inspector
With a complex layout thanks to numerous boxes and shipping crates, the Factory Reactor Core will have you bounding back and forth in a rectangular room. Cover is abundant on the low ground and you also recieve the high ground advantage, but you can expect melee hostiles coming up the staircases with ranged backup close behind. When the time comes to beat them back and hit reset, the only button resides in the base of the tower at the far end. The new and improved factory map from Reactor Defence 1.
Battlecruiser Reactor Chamber
"The ship has not failed any inspection and follows every regulation required. All ship systems are kept clear of debris and easy to access in the case of an emergency. Well, an emergency that doesn't include creeps infesting my ship." ~Battlecruiser Captain
The circular chamber of this battlecruiser's reactor is large in size and low on cover. In the event of emergency, engineers would have an easy time reaching the reactor from anywhere in the room. Melee hostiles will face you in combat when you try to make the trip, but air support may decide to pop in to reinforce their hold on the area. When the countdown begins to failure, you have three buttons to press on the circular reactor in the middle. And with system servers forming a tight ring around it, getting out may also be an issue.
More information will be released as the world makes its way to completion so keep an eye out for details on the new features. This project is also open for new ideas and will need to get tested before release.
Grab a download of the old game to prepare yourselves: http://www.planetminecraft.com/project/reactor-defence/
There will be no public download until version 1.0, asking for one will be in vain
Arena Selection
The arenas in Reactor Defence 2 continue on the track that was set for the areas of Reactor Defence 1: being unique either through new mobs, different reactors, arena layouts, or blocks that affect gameplay. Making new arenas can take quite some time and testing so there are currently two selectable arenas with lots of room to expand.
Engineering Complex
"It may look a bit rough, but I assure you that this place has everything you need: an armoury to keep your supplies stocked and strong, a readied landing pad to escort teams to mission locations, and a chamber that lists out mission locations to pick. Rumor has it that Ironspire Capital is even looking to send merchants with special supplies." ~Company Director and CEO
Technically not an arena, the complex grounds are free to wander between missions. At the rear center is the landing pad where you finish all missions with two small bulkheads containing the "start" and "force end" buttons (the latter should be used in weird situations where players didn't make it into the arena; a button also exists in every arena). On the left 'red' wall is the armoury; supplies can be bought with XP earned through missions. On the opposite 'yellow' wall is the chamber where you can pick a location to go to when you start a mission. At the far end of the grounds, contained in the mountain, is a small merchant square where you can find special supplies in exchange for gold. Don't get too comfortable, however, as much of the complex is closed off because of your tight schedule.
Factory Reactor Core
"Where to begin? The ignorant workers got the idea to use the little reactor core as a warehouse. Pair that up with leaking pipes and a bad reactor and I'm surprised it didn't brake down sooner." ~Inspector
With a complex layout thanks to numerous boxes and shipping crates, the Factory Reactor Core will have you bounding back and forth in a rectangular room. Cover is abundant on the low ground and you also recieve the high ground advantage, but you can expect melee hostiles coming up the staircases with ranged backup close behind. When the time comes to beat them back and hit reset, the only button resides in the base of the tower at the far end. The new and improved factory map from Reactor Defence 1.
Battlecruiser Reactor Chamber
"The ship has not failed any inspection and follows every regulation required. All ship systems are kept clear of debris and easy to access in the case of an emergency. Well, an emergency that doesn't include creeps infesting my ship." ~Battlecruiser Captain
The circular chamber of this battlecruiser's reactor is large in size and low on cover. In the event of emergency, engineers would have an easy time reaching the reactor from anywhere in the room. Melee hostiles will face you in combat when you try to make the trip, but air support may decide to pop in to reinforce their hold on the area. When the countdown begins to failure, you have three buttons to press on the circular reactor in the middle. And with system servers forming a tight ring around it, getting out may also be an issue.
More information will be released as the world makes its way to completion so keep an eye out for details on the new features. This project is also open for new ideas and will need to get tested before release.
Grab a download of the old game to prepare yourselves: http://www.planetminecraft.com/project/reactor-defence/
Additional Notes
If anything, I'm understating my progress.There will be no public download until version 1.0, asking for one will be in vain
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