Minecraft PC IP: play.cubecraft.net

Recent content by dartz42

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    blockade for Tower Defense

    I really like this Control Points idea, and it deserves it's own thread. It would likely prevent any ties from occurring and would promote players learning the different kinds of viable attacks (early / mid / late game attacks). I'm curious what you guys think @mike_the_taco and @Shotgun.
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    Troop Innovation: Zombie/Husk

    I believe some combination of Husk, Zombie, Baby Husk, and Baby Zombie could work well, and promote more usage of that troop. And it would also indirectly buff Giants as you said. The only weird thing with Giants though would be the Normal Giant (since there is no Husk Giant) possibly spawning...
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    Game Mode Idea: Decks

    I guess the formal term is CCG, Collectible Card Game, which also happens to be the same acronym for CubeCraft Gaming... Hmm ... Coincidence? Also, I misread it, EACH PLAYER gets to choose their deck. I thought the entire team would only have one deck! That's obviously less likely to be...
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    Troop Idea: Stray

    1. I just mean that it might be more logical to me to have Stray and skeleton being relatively similar in terms of EXP and Coin costs (say, just like with pigmen and creepers). But if Skeleton 4-5 cost significantly less than Strays (if Stray is more expensive than Blazes), the mob type...
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    New Mob Idea: Evokers

    I agree with the whole castle respawn thing, since I think Giants and Magma also don't spawn more near or at castle. As for the Vexes, I thought the suggestion was to have them spawn as the Evoker reaches low HP, not at death, but they could do both. I do like the idea of having them disappear...
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    blockade for Tower Defense

    I think a blockade would be too overpowered (for DEF), seeing as how troop damage is not very high. Though I kind of like the thought of having 'checkpoints' or even 'control points' that you could reach and attack to take control of that point, maybe allowing the spawns to shift to those...
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    Troop Innovation: Zombie/Husk

    Again, I'm gonna have to check your precedent (sorry). Since no mobs experience major changes at level 2, it would be entirely new for zombies to be the first. The Stray suggestion is for a new mob separate from Skeleton, because Skeleton already has it's level 4-5 variant with Wither Skeleton...
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    Game Mode Idea: Decks

    Cool gamemode idea! (have you been playing TCGs lately?) I see issues with both of the suggestions above: 1. If the deck is selected by players, then how will teams communicate well to have a good 'deck' within the 2 min time slot? I feel most randoms don't like to communicate, and they also...
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    Tower Idea: Snow Tower

    Another tower that complements the 1.12 update! Ultimately this tower seems like it will replace Sorc Path 2, which would need to be changed to be relevant. As for the Necro Snowman path, I'm not sure if Evoker fangs are better suited than on the newly freed up Sorc 2 path (necromancer...
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    Troop Idea: Stray

    Yay, more 1.12 mob ideas. Here are some comments: 1. Although I agree that the game needs more mid-game troops, it may be a bit confusing to players to have Skeleton be an 'early-ish' game troop, and the Skeleton variant of Stray to come much later (then again, I suppose the Illager mobs Evoker...
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    Tower Idea: Parrot Tower

    I'm not sure about adding a pure support tower (since it wouldn't do anything but boost other defensive mobs), and if it becomes implemented it could possibly make all non-mob towers worthless by comparison (if we ignore the suggestion to add Stray, which would weaken defensive mobs). So a good...
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    New Mob Idea: Evokers

    I'm also excited for new 1.12 additions such as this. A few comments: 1. I agree with @Shotgun that mid-late game would be a better place for new mob ideas rn. 2. I think Vexes would be a cool addition, but I'm not sure being immune to mage would make sense, and if they go invisible, they will...
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    Solo Tower Defence

    @Matriox The idea for a 'Tower Defense: Battle Royale' mode is intriguing, but I have a few concerns. Here is the summary: There is a Win / Loss imbalance in the 1v1v1v1v1v1 gamemode sugggested, which may discourage players from playing it. It is unclear how AOE potions would be handled...
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    Games are Lasting Too Long; Many Problems Come With

    I prefer to have close games and near touch experiences that usually lead to enough advantage to defending to the win. I don't see this as a 'draw,' but more of a strategic time play. You need to be skilled enough to know when to attack under these circumstances, and to push your skill further...
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    Games are Lasting Too Long; Many Problems Come With

    I do understand what you mean by it, I just was exaggerating the idea by making it clear and simple. I don't think that any killswitch, whether it requires skill in order to unlock it faster, or if it requires team coordination among 6 players, should be in the game. No amount of skill for me is...
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