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_PC_Load_Letter_

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Jul 16, 2016
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Two suggestions for Tower Defence, both related to how the game rewards players for Tower "kills":

(1) The way the Tower Defence game is set up, if you place a tower that kills mobs, you get points for each kill that the tower causes. This gives you a way to very rapidly get coins if you place towers in good places (like at the spawn points). The problem is that the game only seems to reward the player who originally places the tower, even if another player upgraded it (maybe all the way to Level IV). The result is that there's often a race at the outset to set down towers near the spawn point (and wait for others to upgrade them). Seems like the game would be better if players who upgraded someone else's tower share in the kill rewards.

A simple solution could be to keep track of, for each tower, the other players who upgraded it (which would be no more than three obviously). When that tower kills a mob, divide up the reward coins among the original tower placer and the upgrader(s). A simple proportion based on each player's percentage contribution to the total cost of the tower would work. (This would keep it proportional; obviously you should get a higher percentage for upgrading cheap towers like archers but a lower percentage where the initial outlay is much higher and upgrades are cheap, like Leach towers.) I think this would make the game much more fun and would encourage more teamwork and stronger defenses, as people would be rewarded for upgrading other players' towers.

(2) Another weird thing about Tower Defence, it seems like when towers kill mobs, the coins only go to the "last shot" that takes down the mob enemy. Maybe I'm wrong, but it seems like you can have a bunch of towers blasting away at a creeper but the one that delivers the "kill shot" is the only one that gets the reward. It would be a great improvement, and again make the game more collaborative and fun, if the system rewarded each player for its contribution to the take-down.
 
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TheJeroen

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Dec 6, 2015
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(1) The way the Tower Defence game is set up, if you place a tower that kills mobs, you get points for each kill that the tower causes. This gives you a way to very rapidly get coins if you place towers in good places (like at the spawn points). The problem is that the game only seems to reward the player who originally places the tower, even if another player upgraded it (maybe all the way to Level IV). The result is that there's often a race at the outset to set down towers near the spawn point (and wait for others to upgrade them). Seems like the game would be better if players who upgraded someone else's tower share in the kill rewards.

A simple solution could be to keep track of, for each tower, the other players who upgraded it (which would be no more than three obviously). When that tower kills a mob, divide up the reward coins among the original tower placer and the upgrader(s). A simple proportion based on each player's percentage contribution to the total cost of the tower would work. (This would keep it proportional; obviously you should get a higher percentage for upgrading cheap towers like archers but a lower percentage where the initial outlay is much higher and upgrades are cheap, like Leach towers.) I think this would make the game much more fun and would encourage more teamwork and stronger defenses, as people would be rewarded for upgrading other players' towers.
nah
(2) Another weird thing about Tower Defence, it seems like when towers kill mobs, the coins only go to the "last shot" that takes down the mob enemy. Maybe I'm wrong, but it seems like you can have a bunch of towers blasting away at a creeper but the one that delivers the "kill shot" is the only one that gets the reward. It would be a great improvement, and again make the game more collaborative and fun, if the system rewarded each player for its contribution to the take-down.
nah same as with 1.
These suggestions aren't needed in my opinion
 

Qin Shihuangdi

Forum Expert
Nov 11, 2015
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Two suggestions for Tower Defence, both related to how the game rewards players for Tower "kills":

(1) The way the Tower Defence game is set up, if you place a tower that kills mobs, you get points for each kill that the tower causes. This gives you a way to very rapidly get coins if you place towers in good places (like at the spawn points). The problem is that the game only seems to reward the player who originally places the tower, even if another player upgraded it (maybe all the way to Level IV). The result is that there's often a race at the outset to set down towers near the spawn point (and wait for others to upgrade them). Seems like the game would be better if players who upgraded someone else's tower share in the kill rewards.

A simple solution could be to keep track of, for each tower, the other players who upgraded it (which would be no more than three obviously). When that tower kills a mob, divide up the reward coins among the original tower placer and the upgrader(s). A simple proportion based on each player's percentage contribution to the total cost of the tower would work. (This would keep it proportional; obviously you should get a higher percentage for upgrading cheap towers like archers but a lower percentage where the initial outlay is much higher and upgrades are cheap, like Leach towers.) I think this would make the game much more fun and would encourage more teamwork and stronger defenses, as people would be rewarded for upgrading other players' towers.

(2) Another weird thing about Tower Defence, it seems like when towers kill mobs, the coins only go to the "last shot" that takes down the mob enemy. Maybe I'm wrong, but it seems like you can have a bunch of towers blasting away at a creeper but the one that delivers the "kill shot" is the only one that gets the reward. It would be a great improvement, and again make the game more collaborative and fun, if the system rewarded each player for its contribution to the take-down.
As said above, these aren't necessary in my eyes.
 

Kingstoyou

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Jul 5, 2016
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@TheJeroen and @BuildBuild25 seem like the type of blokes to spam towers at spawn and therefore cannot see the issue at hand.

Even thought this mostly likely won't be implemented, you serve a good point. It's a hassle upgrading someone else's tower just because the original player doesn't seem to grasp the idea of upgrading and in the end, not receiving any of the kill coins.


I wouldn't mind seeing this happen seeing as though it would only strengthen gameplay amongst those who play the game right. +1
 

Kingstoyou

Well-Known Member
Jul 5, 2016
37
7
83
@BuildBuild25 , Thank you for proving my point.

Players who only do offense and blindly rely on their team to defend their base, while taking control of spawn do not understand the teamwork aspect of the game. @_PC_Load_Letter_ is bringing light to the fact that kill coins by towers are not being evenly
distributed among the players who actually spend the game upgrading and defending.

FACT: Offense players do not need control of spawn to execute a blaze rush.
 
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TheQueenWaddle

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Jan 3, 2016
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As said above, these aren't necessary in my eyes.
Well, I'm sorry that every suggestion can't benefit you. Just because it isn't "necessary" doesn't mean it wouldn't improve the game.

Overall, I think this would be nice to put into the game, considering it would allow for more of a team effort rather than strong individuals dragging their team along with no coordination.
As said above, these aren't necessary in my eyes.
 
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agent320

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Jun 28, 2016
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I do agree whenever the game starts everypne rushes into the spawn and tries to take the best spots to get coins.
 
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