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Everything posted by Karawasa
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Valid point, both of you. Just trying to come up with a replacement for the Blink Tower, being that it is not making it through.
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Curses a unit, dealing damage to it every X seconds based on how much HP it has lost (since the curse started). For instance, say it is 20 damage for every 100 HP lost. The unit is cursed, X seconds later, say the creep has lost 200 HP, it would take 40 damage. X seconds after that, say the creep has now lost 400 HP (including the previous curse damage), it would take 80 damage. Two levels, X damage for every X HP lost should level.
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When this tower attacks (with X% chance), the target will be launched into the air, dealing X damage to surrounding units when it lands. Three levels, damage of AoE damage dealt upon landing should vary per level.
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Spazer Shaker - When a tower attacks, it will produce three mini-shockwaves that will aim for the tower's target, each dealing [X] to the target and [X] damage to enemies in their way. The green X represents the target where all 3 shockwaves will meet up (and perhaps do something like explode), the red lines represent the paths of the three shockwaves. This is kind of crazy, I realize. Curious as to what people think. Alternatively, we could make it sort of a boomerang type of thing. In this iteration of the tower, the middle red path (straight) would be ignored. The tower would send out two projectiles (boomerangs for now) that would follow the two curved red paths respectively, hit the target, and return. They would damage anything in their path, both going towards and returning from, the target.
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Yes, the proposal is to eliminate the idea of immunities. In 3.0, there were 8 towers that were affected by creep classification: tech, life, crypt, drowning, undead, death, poison, flesh golems. Out of the 35 towers with abilities, that is not really that significant. For all other towers, creep classification had zero impact. Also, a good portion of these towers sucked on pick, for the very fact they had immunities. I don't view this as a big change, that will make this a different map. I view undead/mechanical gaining characteristics as a much more significant change. Instead of having 16 unique creep waves (9 healing, 7 fast), we now have 28 (7/7/7/7)! Flesh Golems are being changed to damage based, and death/drowning/undead got axed. So, in order to keep immunities we would have to brainstorm them into towers that have been proposed. I believe that with elemental armor, and now two different types of creeps (for a total of 4), players have enough to plan for.
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Thanks to MagicalHacker for a VERY useful tool in figuring out the solution: http://redlizard.nl/creep_distribution.php It is still a work in progress, but even now it is still very useful. Looking forward to seeing what you guys can come up with.
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*Update* Removed Tech/Soul Reaper/Sequencer Towers. Replaced with Spout/Berserk/Maledict Towers.
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Modified classifications to reflect this distribution: Heals: WFDLNEC Fast: WFDLNEC Mech: WFDLNEC Undead: WFDLNEC Models/Names can be switched around, after the order is determined. The idea, is that there should be 7 heals/fast/mech/undead, one for each armor type.
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That is a very interesting point about Undead units. We can test both, and see which we like better. I'd like to bring the focus of the Dev Team back to the Element Shakeup (most important), and Creep Shakeup(important) threads. Those two threads are really going to determine how the game will play, so I'd ask your attention be placed on them for the time being.
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That is a good point about recharging MrChak. Here is what I now envision, tower loses damage and HP (to prevent it from being sold) every time it attacks. It would have a regeneration rate. It is when the tower is not attacking does it get a chance to regenerate. Or, it could just regenerate all the time, with the rate being less than depletion from attacking. Thoughts?
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The HP is added at the start of each level based on the current level. There is an item array with each array position corresponding to a level, and an ability that adds the appropriate amount of HP. So no, the HP is not determined in advance, it is determined when the creep spawns, based on what level it is. I'm sure there is a way to do this, but it is simply not worth it at all. As I said, there will be a damage detection system, so this should only be a few more lines of code.
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There already is a stackable release tower proposed and implemented.
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There is no way to do that. Currently, the HP is added based on level (for Chaos mode). It could be done for normal mode, but there would be no way to do it for Chaos, being that everything is randomized. Besides, a damage detection system is already being implemented for several towers. This would be an easy addition I'm sure.
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Models aren't changing for either Undead/Mechanical.
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I need damage reduction for creeps. I currently (for the beta) use a system which adds HP to a creep based on damage taken (it simulates damage reduction). The main problem with this, is that it does not reduce fatal damage. I would like a true damage reduction system, so that creeps with the designated passive/s would have true damage reduction (for all types of damage).
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Battery: At the start of each round, it will have an increased attack, as it attacks the damage will gradually go down and will eventually be 0, the battery's attack goes back to normal at the start of every round.
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We could also go with a charged ability. Like KotL from DotA, you can select the charge time, and it would increase the strength of ability based on time taken to charge. Not sure what you guys think of something like that.
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This tower has the unique ability to replicate any target friendly or enemy tower. For a certain period of time, it would become the tower it is cloning. Damage, attack type, abilities etc. Could be a dual, or a triple. Not sure... Thoughts?
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Essentially, a tower that can activate berserk. Berserk adds damage and attack speed. The tower would own for a small window of time, you would have to plan its use. Would probably be a dual. Thoughts?
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Targets an area (or single unit) with curse. Cursed units will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds Numbers to change of course. Probably a triple. Thoughts?
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Indeed it does, unless someone can conceive a good way to implement this, scraped.
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Quoted for foreshadowing. As for the response, I'll see how hard it would be to code.
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I think what would be best is to figure out how to implement attachment feature .
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Back to needing a few more abilities, for both dual and triple towers. Looking forward to your brainstorms .
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I retract my previous comment, we are in need of abilities for both dual and triple towers.