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Everything posted by Karawasa
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I only object to the EleTD mod for now, because having multiple versions floating around hurts the map. Not a pity at all though. Your discussions with Tigershark are not in vain. You guys brainstormed ideas for all but five towers. Note, that a lot of towers are getting redesigned in Final, so there is plenty of opportunity for your ideas to be implemented. Feel free to make a thread in this area with a list of everything you guys came up with, I would be happy to read it.
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Yes, lets say we have three towers of this kind. First tower casts link on second tower. First tower loses ability to attack (while it is in effect, perhaps make it channeling because player needs to be able to "unlink."). Second tower is given a damage bonus equal to first tower attack + X% of first tower attack. For simplicity sake, lets assume all three have same attack damage, say 100, and X% is 25% here. What would happen is first tower casts, loses attack, second tower gains 125 damage. Then, lets say second tower casts on third. It would be the same effect, except enhanced by the previous link. So, second tower has 225 damage attack, casts link on third tower. Second tower also loses its attack, and third tower gains 281.25 damage. Hope that helps.
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I like the idea of it being based off damage dealt, and not simply creeps dying in the area. Any suggestions on how to handle the getting and sharing of XP (specifics)?
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Now that I think about it, there is no way to not be annoyed. The game will take getting used to again, so regardless of how much of an improvement it is, it will still require re-mastering the game .
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Update: The damage should NOT be a constant number in my opinion. Rather, it should be a % of the towers attack damage. Thus, for every X distance the attack travels, it should add X% of the towers attack damage (this should be able to be increased by buffs) to the attack. The bonus damage should be displayed above the creep briefly once the hit is made.
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I like that attitude. Good, then you won't be an Element TD fan annoyed by the first beta .
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I like where this thread is going .
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There won't be a 7th element. There won't be more element tiers. There won't be quad element towers. Redesigning what is currently in place is already a challenge in itself. I don't need MORE work . Ubernuber, I thank you for the suggestions though. Trying to contribute to the map is always appreciated.
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I wouldn't go that far. The idea is not to showcase crazy JASS abilities. The idea is to create towers that require some skill for the player to use. Cisz says that Sludge is unique because it is a single target slow with splash damage. To me, it is a tower that requires nothing but building, the only skill possibly involved with the tower is to try and micro it so it doesn't keep slowing the same creep. There are a lot of crazy and flashy JASS spells that I could put into the game. Yet, none will make it in unless they offer something unique. Unique to me is not a single target slow with splash damage. Unique is something that invokes skill of some sort to use (be it micro, placement, judgment etc.). Let the first beta be a good indication of what is to come.
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Yes, because Sludge will be no more .
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Sancdar explain why going over 6 would be dumb? 1.1 - 0.6 = 0.5 which is still better than 1/6. As for how to add mana, I didn't give it much thought I admit. Thanks for setting me straight. I would like to tweak the formula then, I think they are too poor at first and too good later on.
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Tower should have some ability (say for now instant AoE damage spell). Every X times the tower attacks, it should charge up this ability (increases ability level by one). There should be X levels to the ability, so that players can choose how much to charge it up (rather then it just being a simple charge once and use). When the ability is used, it should reset. In your coding, make this work for two abilities (one for level 1 triple, other for lvl 2 triple).
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30 level ups so +300% damage.
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Current: Way of determining share of XP (for multiple Golems): Set flesh_xp_share = (1.50 / (Real((Number of units in (Units within Flesh_Golem_XP_radius of (Position of (Dying unit)) matching ((Level of Flesh Growth for (Matching unit)) Greater than 0)))))) Flesh_Golem_XP_radius = 700 Way of giving mana to Golem: Unit - Set mana of (Picked unit) to ((Percentage mana of (Picked unit)) + (((Max life of (Dying unit)) x flesh_xp_share) / (Flesh_Golem_Base_XP x (Power(1.20, ((Real((Level of Flesh Growth for (Picked unit)))) - 1.00))))))% Flesh_Golem_Base_XP = 500 Threshold: 75 Mana to level up ability by one (adding 10% damage) Base Damage: 2000 Proposed: Base Damage: 3000 Threshhold: 100 Mana to level up ability by one (adding 10% damage) Way of determining share of XP (for multiple Golems): Set flesh_xp_share = (1.1 - 0.1*(Number of units in (Units within Flesh_Golem_XP_radius of (Position of (Dying unit)) matching ((Level of Flesh Growth for (Matching unit)) Greater than 0)))) This way, 10 golems would still give you only 10% of XP. However, having two would not hurt as much as 1/#. I realize that you are limited to 10 golems this way. Any other ideas out there for this? Way of giving mana to Golem: Unit - Set mana of (Picked unit) to ((Percentage mana of (Picked unit)) + 5) This would make it so that with one golem, every 20 kills results in a level up. The previous method was based on level of creep, and level of Flesh Golem. While it's more complex, it has flaws. It adds poor amount of mana at first, then starts adding a shitload later in the game. Of course, please recommend your ideas for this.
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Current: Both of these towers have abilities that require mana. Proposed: Removing mana and mana cost from these towers. In place, balance the towers via cooldown on their spells (like most other towers in the game). This will also make them easier to balance (less variables).
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There should have been a sixth dice, with a six on it as well...
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Towers with this ability have the option of linking to each other. When a tower links to another, it gets X% damage bonus, and then its entire attack is added to the target tower (of the same type) and that tower then has a more powerful attack. The tower that casts the link spell should be the one that adds its attack, and the target should be the one that gets the damage added onto it. There should be no limit to this, if you have X towers you should be able to link them all and get one mega tower. To clarify, the tower that adds its attack does not attack anymore.
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-Reflection Added
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This will be the final version, so it is fine.
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Final seems off center, aside from that, I like the graphics in between icons.
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Final is dark in color, it shouldn't be so. It is too hard to read.
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I like the idea, but I do not think it is possible to code. The only way that I know of to increase range is through upgrades, which cannot be undone.
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I think the best way to aid this topic would be to make use of the "Potential Tower Abilities," topic.
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Reverse Time Added Devolution Added Entwined Spirits Added
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-Stackable Release Added -Reapers Scythe Added -Risk Added