Fanon:World War (Tidal Wave)

''It is a time of war. Unlike the old fashioned, mindless battles held in the arena, this gamemode has many elements of actual warfare in it. Dig trenches and build turrets to destroy the enemy and write history in your favour!''

World War is a gamemode. Created by The Tidal Wave. This page is a heavy WIP.

Overview
The gameplay of World War is quite similar to the now-defunct Mothership gamemode in a sense that both modes have teams and a "team leader" of sorts, but each team has different classes and powers. There is also a "Team Leader" for each nation that gives various boosts and can use skills when alive. Once killed however, the team pretty much loses its power and collapses without its leader using skills. Also, once the leader dies, tanks on its team can no longer respawn.

Gameplay
Normal players are assigned randomly to different teams, both spawning and respawning as level 45 tanks. What they can upgrade to is rather limited by their respective team.

The battlefield is completely barren of polygons and has 10 naturally generating structures randomly generated onto it. Tanks can place gun turrets, barricades and other things on the map.

Gold is essential for playing the game. You need gold to build structures. Gold can be obtained through Gold Mines or killing the enemy; Killing a normal enemy will give you 50 gold while killing a Team Leader will reward 1000 gold.

Similar to Domination and Mothership, there are various messages broadcast to people. These include:
 * The ______ team's leader has been killed by *insert name here*! (broadcast when a team leader is killed)
 * THE ______ TEAM HAS COLLAPSED! (broadcast when all of a team's members are killed)
 * ______ HAS WON THE GAME! (broadcast when there is only one team left standing)

Team Leaders
A Team Leader commands the whole team and can use abilities. They may either be offensive, defensive or supportive and rarely have exceptions. The survival of the leader is of paramount importance to the team as without it, the teammates cannot respawn. Abilities are, of course, different for each team. The leaders themselves are Mothership-like in both function and physical power. All team leaders have 7000 health, exactly like that of a Mothership. They are the size of Bosses.

Teams
Each team has different abilities available to the leader, and different exclusive structures, tank classes and a starting stat point in a stat for the teammates. If one is not on a team and tries to upgrade to that team's exclusive tanks or build that team's exclusive structure, the option will be restricted. If a team has access to a certain tier 4 tank, but does not have access to its tier 3 predecessor, then they will upgrade to the tier 4 tank directly through the tier 2 predecessor of the tier 3 tank.

Blue
The blue team focuses on outlasting its opponents, defensive structures and various healing methods for staying alive. With walls like no other, Blue is sure to stall its way to victory.
 * Leader: A blue, movable Trapper Dominator without the hexagonal base.
 * Abilities:
 * Passive: All team members have doubled health regeneration and take 20% less damage.
 * Passive: When an enemy tank is destroyed, all team members heal for 5% of max health.
 * Active: Power Wall. For 20 seconds, when a bullet expires, it turns into a normal trap. Cooldown is 1 minute.
 * Exclusive tanks: The entirety of the Trapper branch (shares Gunner Trapper with Red, Overtrapper with Green and Mega-Trapper with Yellow).
 * Exclusive structures: Force Field, Advanced Heal Station.
 * Starting Stat Point: Health Regeneration.

Red
The red team's main strength is their offensive capability. Boasting sheer firepower and extreme bullet spam, don't expect Red to go down without a fight, if going down at all.
 * Leader: A red Triplet, but with 6 barrels instead of 3. One might call it a Sextuplet.
 * Abilities:
 * Passive: All team members have doubled damage output.
 * Active: Truestrike. For 10 seconds, all bullets have infinite penetration. Cooldown is 1 minute.
 * Active: Hyper Beam. A large, immobile Streamliner emerges from the ground and aims at some enemies while a charging sound effect is heard. 3 seconds later, it unleashes a grand total of 500 bullets in the same direction, creating massive carnage in that direction, all in 3 seconds. The Streamliner disappears afterwards. Cooldown is 1 minute and 30 seconds.
 * Exclusive tanks: The entirety of the Gunner and Triplet branches, Factory and Sprayer. (shares Gunner Trapper with Blue, Factory with Green, Penta Shot and Spread Shot with Purple, and Streamliner with Yellow)
 * Exclusive structures: Advanced Gatling Turret, Laser Beam.
 * Starting Stat Point: Bullet Damage.

Green
The green team mainly utilizes drones to their advantage. Masterful strategies allow Green to maneuver its drones straight towards the enemy's heart, and to victory.
 * Leader: A playable Summoner, but green.
 * Abilities:
 * Passive: All team members have +4 drones, whether controllable or uncontrollable.
 * Active: Teleport. For 20 seconds, all drones immediately teleport to the user's mouse when you left-click. Cooldown is 1 minute.
 * Active: Drone Support. Summon in a small Mothership with 3000 health as support for the team. The Mothership, if not killed, lasts for 1 minute. Cooldown is 1 minute after the Mothership has been killed.
 * Exclusive tanks: The entirety of the Overseer branch, and Hybrid. (shares Overtrapper with Blue, Factory with Red, Battleship with Purple, and Hybrid with Yellow)
 * Exclusive structures: Advanced Missile Launcher, Turbo Booster.
 * Starting Stat Point: Bullet Penetration/Drone Health.

Purple
The purple team primarily specializes in board control. Swarming the field with endless bullets, there is no escape from the wrath of Purple.
 * Leader: An Octo Tank, but with double the barrels. Perhaps a Hexadeca Tank?
 * Abilities:
 * Passive: All team members have doubled reload rate.
 * Active: Bullet Bombing. An area gets bombarded with 300 bullets spawning out of nowhere and spreading randomly. Cooldown is 1 minute.
 * Active: Infinity Storm. For 10 seconds, all bullets fired will be Skimmer missiles instead of normal bullets. If the bullet fired is already a Skimmer/Rocketeer missile, then those missiles will shoot missiles. Cooldown is 1 minute 15 seconds.
 * Exclusive tanks: The entirety of the Quad Tank and Twin Flank branches, Skimmer, Rocketeer, Penta Shot and Spread Shot. (shares Penta Shot and Spread Shot with Blue, Battleship with Green, and Skimmer and Rocketeer with Yellow)
 * Exclusive structures: Deflector, Advanced Flamethrower.
 * Starting Stat Point: Reload.

Yellow
The yellow team's motto is "One shot, one kill." Packing extreme power within a single shot and notorious stealth capabilities, expect Yellow when you least expect it.
 * Leader: Essentially the Sandbox Arena Closer, but with MUCH slower reload to balance the game. Reload is only that of a Destroyer Dominator.
 * Abilities:
 * Passive: All team members turn invisible after staying still for 10 seconds.
 * Active: Power Shot. For 5 seconds, all team members stop firing and take 80% less damage. After those 5 seconds, they all unleash one extremely damaging, super fast shot before returning to normal fire. Cooldown is 45 seconds.
 * Active: Mass Cloak: For 10 seconds, all team members are invisible. Cooldown is 1 minute.
 * Exclusive tanks: The entirety of the Destroyer, Assassin and Hunter branches, and Mega Trapper. (shares Mega Trapper with Blue, Streamliner with Red, Hybrid with Green, and Skimmer and Rocketeer with Purple)
 * Exclusive structures: Railgun, Advanced Mortar
 * Starting Stat Point: Bullet Speed.

Grey
The grey team gives out free hugs. Deadly hugs. Possessing invincible armour and heavy body damage, Grey rushes into battle and often rushes right out of the other side- with a line of corpses with holes right behind it.
 * Leader: A Booster with 8 back barrels and a Smasher shell.
 * Abilities:
 * Passive: All team members are immune to Body Damage from enemy players (they are still susceptible to vehicles though).
 * Passive: When a team member kills an enemy, they recover 10% of their max health.
 * Active: Armour Break. All enemies take 50% more damage for 15 seconds. Cooldown is 1 minute 30 seconds.
 * Exclusive tanks: The entirety of the Smasher and Tri-Angle branches.
 * Exclusive structures: Advanced Grappling Hook, Circus Cannon
 * Starting Stat Point: Movement Speed.

Structures
Not much needs to be explained here. Most built structures serve some sort of actual purpose other than to block enemy invaders. Natural structures can be both offensive and defensive, or just irritating. Some are vehicles.

Naturally generated structures

 * River: A wide river that cannot be crossed without the aid of a bridge. If one digs a trench connecting to the river, the water will flow into the trench, turning it into a smaller river. If tanks cannot get out of water within 30 seconds, they will drown. This can be used to chase enemy tanks out of trenches.
 * Small Castle: A small building that tanks can use for various purposes. Tanks can hide inside the castle, or climb to the top of the castle and shoot at enemies beneath them, but they cannot directly retaliate. They can, however, destroy the castle, which crumbles and kills all in/on it. Has 10000 health and can house 25 tanks in it.
 * Large Castle: Mostly the same thing as it's smaller counterpart. Has 30000 health and can house 100 tanks.
 * Cannon: A Dominator-like structure that does not need its health depleted to take over it. Instead, one can simply press H and the tank will simply hop onto the cannon and control it. The Cannon has 5000 health and a Destroyer Dominator Cannon with the reload of a Ranger.
 * Minefield: Has 50 Mines that upon being stepped on, explode and do heavy damage.
 * Gold Mine: There are always at least 3 of these on the map. Gold Mines are indestructible and standing in one will reward you with 5 gold per second.
 * Wall: Just a wall. Has 10000 health and can cover 30 tanks behind it.
 * Fortress: A wall with 20 strong Auto Turrets on it. Has 2000 health and can cover 50 tanks behind it.
 * Sea: Only 1 sea can exist on a map at once. Usually located near the edge of the map, no tank or ground vehicle can go too far into the water without risking getting destroyed.

Normal Structures
These are everyday turrets, sandbags and barricades that are buildable. Most cost some gold but a few are free.
 * Trench: Free. Dig a trench to hide in and shoot at enemies. Enemies can't shoot directly at you, but they can get in the trench and take it for themselves. Each section of trench can hold 5 tanks.
 * Gun Turret: 50 gold. Basic turret that shoots at the enemy with mediocre damage and fire rate. Has 1000 health.
 * Sandbag: 10 gold. A basic barricade. Has 500 health, can cover 2 tanks behind it and can block water flow in rivers.
 * Barbed Wire Fence: 50 gold. Does damage to whatever goes through it. Has 1000 health and can cover 10 tanks behind- or in- it.
 * Heal Station: 100 gold. Radiates a healing aura that heals all allied units near it. Has 1500 health.
 * Heavy Turret: 150 gold. Stronger than the basic gun turret, but has a bit slower reload. Has 1500 health.
 * Machine Gun Turret: 150 gold. The exact opposite of the heavy turret. Lower damage, but faster reload. Has 1500 health.
 * Gatling Turret: 200 gold. Tears enemies apart rapidly, but has a 3% chance every second to jam and stop firing for 3 seconds. Has 1500 health.
 * Pitfall Trap: Free. Dig a hole, put some cover on it, and voila. When an enemy falls into it, they can't get back out until either they die or someone else digs a trench connected to it. Only has one use initially, then it takes 25 gold to repair.
 * Missile Launcher: 200 gold. Fires homing missiles that are excellent against vehicles, but perform rather badly against individual troops due to lack of splash damage. Has 2000 health.
 * Flamethrower: 250 gold. Spews fire at enemies within a limited range. Wrecks troops, but are vulnerable to long range fire as their fuel tanks tend to blow up when shot. Has 750 health.
 * Mortar: 250 gold. Fires right past enemy defenses into their troops. Has high damage and splash damage, great range and performs well against masses of troops, but has a slow fire rate and cannot target close enemies. Has 1000 health.
 * Caltrop: 5 gold. Behaves just like a Trap. Also punctures the tires of crossing vehicles, immobilizing them.
 * Grappling Hook: 100 gold. Grabs and drags an enemy near it, preferably in the presence of many flamethrowers. Doesn't do any damage itself, but can be devastating when combined with others. Has 750 health.
 * Mine: 30 gold. Stays hidden until something goes over it; then explodes, doing massive damage. Only has one use, due to obvious reasons. They can naturally spawn in minefields.
 * Rail: 20 gold. Pave some rails for your trains to move along. Rails can be only destroyed by blows that are sufficient to destroy them in one hit. Has 300 health for each section of rail.
 * Supply Generator: 300 gold. Has 2000 health. Readily provides supplies that randomly perform one of the following actions when destroyed:
 * Heal the player by 30% of full health.
 * Increase the bullet damage of the player by 30% for 20 seconds.
 * Decrease the damage done to the player by 30% for 20 seconds.
 * Bridge: 50 gold. Used to cross rivers safely; can also be used to block warships. Has 500 health.

Vehicles
All vehicles need a driver or pilot to control them. By pressing H, players can automatically enter/;eave the vehicle. There is always at least 1 driver who only controls movement (most of the time); other passengers may control weaponry or special functions, thus requiring good cooperation between players. All vehicles steer with left or right instead of going left or right directly. When a vehicle is destroyed, it explodes, killing the driver and any passengers with it. Vehicles have very high body damage, but only if the driver rams them into things. Otherwise, touching them does nothing to both you and it.
 * Jeep: 250 gold. A rather basic jeep with high speed, decent armour and a mounted gun turret. Has 3000 health and space for 3 passengers, with one of them controlling the mounted turret.
 * Tank: 500 gold. Considering that you already play as a tank, seems a bit redundant, eh? Not at all. This actual tank here features heavy armour and a large cannon capable of one-shotting nearly everything, doing up to 3000 damage in one shot if aimed properly! However, it also comes with rather slow reload and speed. Has 5000 health and space for 1 passenger who controls the turret.
 * Train: 400 gold for each carriage. Trains can only be built on rails and can only move along them. Train carriages come in the following variants:
 * Locomotive: Powers the whole train by pulling it forward only. To move backwards, a second locomotive must be constructed at the rear of the train, with a second driver. Has 3000 health and no space for passengers.
 * Rail Gun: No, not that kind of railgun that one-shots everything! This rail gun is a giant Destroyer Dominator mounted on a train carriage, and needs one person to control it. Has 2000 health and space for 1 passenger to control the turret.
 * Infantry Carrier: Perfect for carrying troops to somewhere else on the battlefield. Has 6000 health and space for 20 passengers.
 * Turret Carrier: Has 5 controllable gun turrets on them, but is rather lacking in armour. Has 2000 health and space for 5 passengers to control the turrets.
 * Supply Carrier: Carries lots of supplies that are exactly the same as those from a Supply Generator. Tanks can go in, destroy a few, and come back out. Has 3500 health and space for 10 passengers.
 * Fighter: 600 gold. Take to the skies and gun enemies from above! Going forwards lets you take off while going backwards lets you land. The fighter is armed with 2 rapid-fire machine guns that fire directly in front of them. High maneuverability and speed, but low armour (not that anything could hit it anyway) and awfully weak against missiles. Has 1500 health and no space for passengers.
 * Bomber: 700 gold. Same controls as the fighter, with the addition of pressing B to drop a bomb and destroy everything directly below you. Carries 20 bombs and is otherwise completely unarmed and must land to reload. Reloading the bomber takes 30 seconds. Has 2500 health.
 * APC: 500 gold. Decent armour and troop capacity, but has lower speed than the jeep. Also has a mounted gun turret. Has 4000 health and space for 9 passengers, with one of them controlling the mounted turret.
 * Missile Truck: 800 gold. Launches one huge missile that delivers mass destruction at a targeted area! Takes 1 minute to reload. Has 3500 health and space for 1 passenger who controls the missile targeting and launching.
 * Warship: 600 gold. Can only be built in rivers or seas. Designed to travel rivers and seas, it is equipped with 6 gun turrets, 3 on each side of it. Has 5000 health and space for 6 passengers to control the turrets.

Exclusive structures
Exclusive structures can only be built by their own team. They tend to be extremely expensive and a maximum of 3 of the same structure can be placed at a time. Each team has 2 exclusive structures, one an upgrade of an existing structure and another completely unique.
 * Advanced Healing Station: 800 gold. Constantly heals all around it at a high speed. Not only does it heal players, it also repairs nearby structures and vehicles! Has 6000 health.
 * Force Field: 1000 gold. A regenerating shield that is projected from a generator. Destroying the shield does not destroy the structure; the generator must be destroyed. Unfortunately, it is located inside the shield. Once the shield is destroyed, it takes 1 minute to regenerate. The shield has 10000 health and can shield 75 tanks; the generator 1000.
 * Advanced Gatling Turret: 800 gold. Even higher damage and rate of fire, and best of all, does not jam! Has 5000 health.
 * Laser Beam: 1200 gold. Fires a continuous laser that pierces through all enemy targets. Will either focus on a single high-health target or cut through an entire row of targets at once! Has 4000 health.
 * Advanced Missile Launcher: 900 gold. Fires missiles like there's no tomorrow. Annihilates vehicles and even natural structures if given enough time! Has 4500 health.
 * Turbo Booster: Everything performed in the range of the Turbo Booster will have double the speed! Shooting, Bullet speed, Drone speed, even movement speed! Has 5000 health.
 * Advanced Flamethrower: 700 gold. Greater range, hotter fire and tougher fuel tanks compared to the normal flamethrower. Explodes into flames when destroyed, causing even more destruction! Has 4000 health.
 * Deflector Shield: 1200 gold. A solid barrier that bounces everything right back at the attacker! Can only be destroyed by physically ramming it. Has 3500 health and can cover 50 tanks behind it.
 * Advanced Mortar: 1000 gold. Higher reload, higher damage, even higher splash damage and ridiculous range! Still can't hit anything near it though. Has 4000 health.
 * Railgun: 2000 gold. One-shots literally everything. Slow reload, only 1 shot every 30 seconds. Not a gun on rails. 'Nuff said. Has 3000 health.
 * Advanced Grappling Hook: 800 gold. Actually does damage! Upon grabbing a tank, it will do some damage to it, then it reels in, dragging it's target on the ground, doing continuous damage in the process. Has 4500 health.
 * Circus Cannon: 1250 gold. Don't be fooled by the name, the Circus Cannon is actually very powerful! Press H to enter the cannon, then aim at the target and press H again. The player will then be shot out of the cannon at an extremely high speed, doing crazy damage to the target. If the target is killed, the player will keep going forward until he/she does a total of 5000 damage, or flies uninterrupted for 10 seconds. If needed, can be used as a method of transportation. The player is immune to damage while he/she is acting as a living cannonball. Has 6000 health.

Trivia

 * World War was originally going to be a reenactment of the actual World Wars, with legitimate nations and alliances between them. This was later scrapped.
 * The Necromancer cannot be accessed in World War. This is due to the lack of Polygons.