1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Suggestion to Improve Tower Defence

Discussion in 'Tower Defence' started by _PC_Load_Letter_, Jul 18, 2016.

  1. _PC_Load_Letter_

    _PC_Load_Letter_ Member

    Joined:
    Jul 16, 2016
    Messages:
    8
    Likes Received:
    1
    Trophy Points:
    3
    Gender:
    Male
    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.
     
    Kingstoyou likes this.
  2. TheJeroen

    TheJeroen Member

    Joined:
    Dec 6, 2015
    Messages:
    1,797
    Likes Received:
    2,214
    Trophy Points:
    113
    Gender:
    Male
    Location:
    The Netherlands
    nah
    nah same as with 1.
    These suggestions aren't needed in my opinion
     
  3. Donald Trump

    Donald Trump Member

    Joined:
    Nov 11, 2015
    Messages:
    3,537
    Likes Received:
    1,500
    Trophy Points:
    113
    Gender:
    Male
    Occupation:
    Idek.
    Location:
    Trump Tower
    As said above, these aren't necessary in my eyes.
     
  4. Kingstoyou

    Kingstoyou Member

    Joined:
    Jul 5, 2016
    Messages:
    37
    Likes Received:
    7
    Trophy Points:
    8
    @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
     
  5. Donald Trump

    Donald Trump Member

    Joined:
    Nov 11, 2015
    Messages:
    3,537
    Likes Received:
    1,500
    Trophy Points:
    113
    Gender:
    Male
    Occupation:
    Idek.
    Location:
    Trump Tower
    Me and Jerome always rush with 12 blazes, however that is 3600 more coins than a giant. That's why we need to block up the beginning.
     
  6. Kingstoyou

    Kingstoyou Member

    Joined:
    Jul 5, 2016
    Messages:
    37
    Likes Received:
    7
    Trophy Points:
    8
    @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.
     
    TheQueenWaddle likes this.
  7. TheQueenWaddle

    TheQueenWaddle Member

    Joined:
    Jan 3, 2016
    Messages:
    552
    Likes Received:
    211
    Trophy Points:
    43
    Gender:
    Male
    Occupation:
    Pokemon Addict
    Location:
    Somewhere in Hell
    Home Page:
    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.
     
  8. agent320

    agent320 Member

    Joined:
    Jun 28, 2016
    Messages:
    572
    Likes Received:
    142
    Trophy Points:
    43
    I do agree whenever the game starts everypne rushes into the spawn and tries to take the best spots to get coins.