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M.E.S.H. (Multiple Efficient Security Hotline) is an upcoming Tower Defence game by Ironcommando. It is part of the Metaspace series.

You play as a Security system fending off waves of enemy forces as well as cyberspace "wildlife" from attacking your base. The main gimmick comes from the movable towers, and traps, which are deadly "lines" created between your towers.

Currently in Development Hell for the moment.


Tropes for this UPCOMING game:

  • Action Bomb: Kamicrazy Defiance and Bomb Blimps will explode on death or when they get near a tower/base, doing devastating damage to anything in the radius.
  • Advancing Boss of Doom: The enemy MESH systems attack like this, with a trap line in between. Trouble is, your towers are stuck in paths between them, so you will have to destroy one of their towers before the trap touches your towers.
  • Airborne Mook: These will fly over your towers and traps, and are immune to the devastating cannon tower. Use the Energy Radar's Gravity Field upgrade to bring them down to ground level.
  • Anti-Air: The Gravity Field upgrade to the Solar Radar brings airborne enemies to the ground. The Flak upgrade for the Rapid Blaster makes it shoot extra-damaging special shots against flying enemies. You can also make your towers opt to target fliers as the top priority.
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  • Armor Piercing: The Electrical Trap pierces armor, and does double damage to armored enemies. It's not effective against the fast-moving enemies, though.
  • Artificial Brilliance: Your towers exhibit a form of this. If they know that their attack would be ineffective against a certain opponent, they will not shoot that opponent, but instead go for something that they will be able to affect. However, certain foes can fool them, such as the Dual Lance.
  • Asteroids Monster: Split-Squares are the obligatory Tower Defense splitting creep here. The main square splits into four, and each of those split into another four. Although the main square has a lot more health, the smaller pieces are much faster.
  • Bat Out of Hell: Cybats return from Arc Angle, and they've got Stealth abilities now...
  • Black and Grey Morality
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  • Boss in Mook Clothing: Slave Drives, Sat. Commanders, Drill Magnums, and more.
  • Call a Rabbit a "Smeerp": Tanks are known as Macrons. Justified, as the term "Tank" was coined to confuse real life spies into thinking that they were water tanks. In Metaspace, this didn't happen, so the term "Macron" was used.
  • Chain Lightning: The Chainshock does this to grounded enemies.
  • Cyberspace
  • Dark Is Evil: The enemies in the "Fight the Darkness" chapter, except the Arc Angle.
  • Death Trap: The main mechanic are your trap lines between towers. These do a lot of damage to the enemies that cross them.
  • Deflector Shields: You can transform a trap line into one. While it won't keep enemies out, it will protect against bullets. Unfortunately, it can be destroyed and will take a few seconds to respawn.
    • Shielded Mooks have this ability, which protects them from damage and burning/freezing. The Beam Trap will get rid of these with ease, but then you will have to destroy the enemy quickly or it will regenerate the shield.
  • Degraded Boss: The first boss (Enforcer Commanders) and the second boss SlaveDrive become giant mooks later.
  • Drives Like Crazy: Defiance Roaders have the "ability" known as "Bad Driving Skills", this makes them weave around haphazardly and make them harder to hit. Also, they'll damage your towers if they crash into them.
  • Elemental Rock–Paper–Scissors: Fire beats Ice and vice-versa.
  • The Faceless: The Viral Cloak is pretty much a pair of giant red eyes shrouded in darkness, and nothing else.
  • Fake Weakness: Dual Lancers' body. Most weapons will fire at it, but in order to defeat the enemy, you must destroy both lances on its sides quickly.
  • Fire, Ice, Lightning: Three of the traps you can use. Fire causes enemies to receive a burning virus (i.e. burn), Ice gives them a lag (slowed down), and Lightning pierces armor and does extra damage to armored foes.
  • Fragile Speedster: Fast flying units like Galewings and Jetflies have low health, but attack in numbers.
  • Frickin' Laser Beams: Subverted by the lasers from mooks like BeamGun Troopers and Beamboats, the lasers hit instantly.
  • Fast Tunnelling: Several enemies will use this to get under your traps.
  • Flunky Boss: Shadow Lord, who summons waves of bats and rats while firing periodically.
  • Ghostly Chill: Cyber Ghosts have an icy aura surrounding them.
  • Glass Cannon: Mortarbikes and Mortarboats. Low health, but have a deadly mortar attack that does good splash damage. Like their Punny Name suggests, they're very fast too.
  • The Goomba: The four different types of Scout Drones in the training level (Normal, Flying, Fast and Armored).
  • Heavily Armored Mook: Macrons and other armored enemies will take no damage from weak, rapid attacks.
  • Hold the Line
  • Homing Laser: The Missile Tower Can be upgraded to fire these out.
  • Homing Projectile: The Missile Towers fire these.
  • Hover Board: Hoveriders have one. This allows them to hover over holes, but are still vulnerable to traps.
  • Humongous Mecha: One of the first few bosses is a digital version of this. Beware his rocket fists!
  • Infernal Retaliation: The "Deleted" are weak to fire, but they go berserk and move much faster when burned.
  • Invisible Monsters: Stealth units like BlackTech troopers will be invisible to both the player and towers. Use the Photon Radar to reveal them.
  • Intangible Man: Enemies with the "phaser" ability will turn intangible when nearing your traps, becoming invulnerable to both your traps and towers.
  • Kill Sat: Sat. Commanders, which are Boss in Mook Clothing that summon satellite attack drones as an ability. If you take too long to kill them, they will send in a slow-moving satellite laser towards your base, and it's an instant kill if it hits your towers and your base (read: game over)!
    • Your towers can gain the Orbital Strike weapon, which locks onto enemies and then drops a big, extremely damaging laser onto them.
  • Kung Fu-Proof Mook: Several. Certain Mooks will fly/jump over or traverse under your trap lines, while others will attempt to teleport behind them, or just phase through them.
    • Dual Lances look like an entity with two lances on its back. The entity itself is invulnerable as it is only a projection- in order to defeat it, you need to destroy both lances. However, most towers will confuse the main unit to be the real enemy, which results in attacking the invulnerable body. Solution: Splash Damage and multi-targeting attacks get the job done.
    • Waveforms are flying, segmented things whose individual segments can be attacked and destroyed, but will regenerate after some time if destroyed. It is only defeated when all its segments are dead.
  • Law of Chromatic Superiority: Played straight and Subverted by the Spidrones.
    • The Blue Spidrone has the least health, lowest damage output and has no armor, but the most numerous.
    • The Red Spidrone has more health, and the fastest damage output (but their missiles can be easily stopped by traps). It also has a bit of armor and are less numerous than Blues.
    • The Green Spidrone also has more health, but has even stronger armor. Their mortar attack is slow but does painful Splash Damage, and it not blocked by traps. They are less numerous than Reds.
  • Macross Missile Massacre: The Missile Tower at maximum power. Grid Warrior will do this to you as well.
  • Mirror Boss: A few mission has you face off enemy M.E.S.H. towers, which are revealed to be shoddy "pirated" copies of yours.
  • More Dakka: The Rapid Blaster. It can be even attack multiple targets at one go!
  • Mook Maker: The first boss, SlaveDrive. Also doubles as a clown (well, army) car base.
  • Ninja Pirate Zombie Robot: You fight Ninja programs, Zombie programs and Robot programs. The Ninja programs are technically zombies too, as they are powered by The Virus and are damaged by healing.
  • No Warping Zone: The Hacking field for the Radar Tower prevents Teleporter enemies from teleporting when in the tower's radius, and also prevents phaser enemies from phasing while in the radius.
  • Our Ghosts Are Different: Cyber Ghosts aren't exactly ghosts as they are programs, but they do act like one- they emit a freezing aura, can phase, and can drain energy from your base.
  • Our Zombies Are Different: The Deleted, Metas that were exposed to the Black Virus ad corrupted (the same stuff used by stealth units). Your towers are thankfully immune to the effects of the virus.
  • Playing Both Sides: Inverted, you're the one being played by both the Enforcers and Defiance.
  • Protection Mission: There are mutliple missions where you have to protect a base from the enemy.
  • The Phoenix: Subverted by the Flame Wing:
    "Legend tells about a fiery bird that reincarnates if destroyed. Thankfully, this isn't."
  • Punny Name: Computer Rat, Torpedo Ray, Worminator, Mortarbike, Mortarboat, Kamicrazy, CombatAnt and more.
  • Revive Kills Zombie: Medical Drones are a pain in the rear as they heal all nearby Mooks. However, Stealth units which are powered by viral energy get hurt instead!
  • Sand Worm: Worminators, which can burrow underground and attack your towers by jumping out at them. They're also very fast and have good armor and health.
  • See the Invisible: The Solar Radar exposes Stealth units to intense light, disabling their darkness-powered stealth programs.
  • Segmented Serpent: Waveforms are made up of multiple destroyable segments that will regenerate over time. In order to defeat it, you will need to destroy all its segments and leave none alive. Oh, and they can fly too.
    • Worminators, although only their head is attackable.
  • Shoot the Medic First: Medical Drones will heal nearby opponents, making them annoying. However, they can be of advantage to you (see Revive Kills Zombie).
  • Shout-Out: The Scorpion Fly enemies are based off Gligar/Gliscor, with the ability to burrow underground and fly (Ground/Flying), very good defense, immunity to lightning, and a 4x weakness to ice.
    • Three of the enemies are based off the Bulwark (Deflector Shields), Spire (shields surrounding units) and Decoy (gives stealth to surrounding units) from Defense Grid: The Awakening.
    • The Bomb Blimp is based off the Barskov Munitions Blimp from Heavy Weapon- both of them are slow-moving blimps that have a lot of health, and have a nasty explosion when defeated.
  • Starfish Aliens: Several of the enemies, such as Waveforms. Your characters count as well, what with being sentient laser traps.
  • Spider Tank: Spidrones. These are weak, but can jump all over the place to avoid damage. They also come in three different variants.
  • Sorting Algorithm of Evil: As the game progresses, you start facing against stronger enemies.
  • Sudden Sequel Heel Syndrome: Averted with the Grid Warrior, who appears as a boss. He's an enemy in this game because he's an Enforcer and you are allied with the Defiance for that mission.
    • Subverted by the Arc Angle enemy. These are mass-produced copies of him, and are tougher than the original. However, their "weapon" has a much smaller range.
  • Standard Status Effects:
    • Burning Virus decreases an enemy's health as long as they are on fire. It also reveals stealthed units due to the light given off, and the fact that the flames are visible.
    • Chilled/Lag causes an enemy to be slowed down.
    • Freeze completely stops an enemy from moving, although they can still attack.
    • Shock stops an enemy from attacking. However, they will get a Shock immunity for a brief period after getting shocked once.
    • Gravity causes flying units and subterranean/underwater units to drop/rise to the surface, vulnerable to your trap lines.
    • "Gel" doesn't do anything initially, but its effects appear once an afflicted enemy is hit by an elemental attack:
      • Fire: The gel explodes, causing damage to the enemy as well as enemies around it.
      • Ice: The gel freezes over, causing the enemy to get Frozen (they still get Lag after thawing out).
      • Lightning: The gel gets electrocuted, stunning the enemy.
    • Arc Angles cause your towers to get "Blinded" by shining a strange light on them. This prevents the tower from attacking with offensive moves, move them out of the light to cure it.
  • Suicide Attack: Kamicrazy will use this on you. Most of the Zerg Rush enemies also do this too.
  • Swarm of Rats: Computer Rats travel in massive numbers and will attempt to Zerg Rush your base.
  • Tactical Rock–Paper–Scissors: Part of the game is knowing what weapons and traps are good/bad against certain foes. For example, ice traps are effective against fast units, electric traps do extra damage to heavily armored mooks, fire traps burn and reveal stealth units, beam traps do well at destroying Deflector Shields, and barrier traps protect against ranged units.
  • Tank Goodness: The Macron enemies, heavily armored units with lots of health and fire damaging shots at your base from mid-range.
  • This Is a Drill: Drill Drivers. Their drills are an instant kill on barrier traps. Drill Magnum is a boss who uses this.
  • Threatening Shark: Stealth Sharks, water-based stealth units that are fast, have quite a bit of health, and do a lot of damage.
  • Tower Defence
  • Turns Red: Attacking a Computer Rat or Stealth Rat without killing it will cause it to get angry and move even faster!
  • Underground Monkey: Stealth Rats to Computer Rats, Flame Wings to Ice Wings. There are also the three different types of Spidrones.
  • Wolfpack Boss: The Enemy MESH systems attack in numbers, but are weaker than a normal boss.
  • Zerg Rush: Enemies with the "Swarm" trait will attack in a large swarm. Hope you have your Splash Damage towers ready!

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