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holepercent

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Posts posted by holepercent


  1. to conclude this draft (original draft scoring system)

    ayr: 0 leaks(1), time of 39.55(1), net 106709(2), 65 kills(2), total 6 points.

    wind: 0 leaks(1), time of 43.28(3), net 109190(1), 126 kills(1), total 6 points.

    Looks like the result is a draw! faster time but lower net and kills.


  2. There is no element restriction. All 6 elements can be used. As long as the triple can be upgraded from one of the duals you have picked, it's allowed. You are free to pick a triple you cannot build just to remove it from the pool for your opponent.


  3. Going by the standards online, there doesn't seem to be many players who are close to being competitive. The immediate focus is bringing new players into the game.

    It looks like a good idea once a semi-competitive scene develops. The idea of a competitive scene for tower defense is much less developed compared to the MOBA scene, which is designed to be competitive, after all, you can't play AoS by yourself with no opponent (besides the case of just testing out a hero's abilities).

    Could be that TDs are more for players to relax, or that no one has really tried to develop a competitive scene around a TD.


  4. The alternate is the scoring for the old FDS as follows:

    Scoring and winning replay

    Replay with LOWEST score wins. Final score will the sum of each component below.

    Leaks (least to most) : 1,3

    Time taken (fastest to slowest) : 1,3

    Networth (highest to lowest) : 1,2

    Fruit points (most to least) : 1,2

    explanation: eg. for leaks, the replay with the fewest leaks will score one point. Replay with most leaks scores 3 points. in case of ties, all will receive the lower score.

    Best/most creative build design, picked by draft host, will have 2 points subtracted from the replay's total score. This condition may not be used if there is a clear winner.


  5. Whoever reads this first, post your choice for mazing mode and first dual (2-element tower). Use of mazing mode requires both players to agree. Otherwise, the game is played non-mazing.

    Please wait until your opponent has picked before announcing your next pick. All picks are in pairs, with the exception of the first and last picks.

    Remember that you are only allowed to build the towers you picked for yourself. You are not allowed to choose a tower which another player has already selected.

    Triples must be upgraded from one of the duals you have picked.

    Draft would go as follows:

    Player A Dual #1

    Player B dual #1

    Player B dual #2

    Player A Dual #2

    Player A dual #3

    Player B dual #3

    Player B dual #4

    Player A Dual #4

    Player A dual #5

    Player B Dual #5

    Player B Triple #1

    Player A Triple #1

    Player A Triple #2

    Player B Triple #2

    Player B Triple #3

    Player A Triple #3

    Player A Triple #4

    Player B Triple #4

    Player B Triple #5

    Player A Triple #5

    Player A Triple #6

    Player B Triple #6

    Player B Triple #7

    Player A Triple #7


  6. Welcome to the Draft Pick #2 League!

    The concept is simple. Players take turns selecting the 5 duals and 7 triples he/she would be allowed to build. You cannot pick a tower which your opponent has already chosen. The player who picked last for duals goes first for triples.

    The towers you select are the only ones you can build in the game. Triples must be upgraded from one of the duals you have selected. There is no restrictions on elements. You are allowed to pick a tower you cannot build just to deny your opponent that tower.

    A sample draft would go as follows:

    Duals Draft

    Player A 1st: Vapor

    Player B 1st: Infrared

    Player B 2nd: Forge

    Player A 2nd: Well

    Player A 3rd: Ice

    Player B 3rd: Jet

    Player B 4th: Mildew

    Player A 4th: Trickery

    Player A 5th: Electricity

    Player B 5th: Magnify

    Triples Draft

    Player B 1st: Haste

    Player A 1st: Celerity

    Player A 2nd: Corrosion

    Player B 2nd: Muck

    Player B 3rd: Jinx

    Player A 3rd: Drowning

    Player A 4th: Torrent

    Player B 4th: Quake

    Player B 5th: Barb

    Player A 5th: Laser

    Player B 6th: Flooding

    Player A 6th: Hail

    Player A 7th: Ion

    Player B 7th: Flamethrower

    Interested? Post your nick and number in this thread!

    Once two players sign up, they'll be paired against each other to begin the draft. Matches are based on replay so you do not need to meet online.

    When the draft concludes, players would have 168 hours to play the game single player. Game mode would be hard difficulty competitive mode with no other modes. Players can play in mazing mode if agreed upon before the first pick.

    When you are satisfied with your replay, PM it to the draft host. Replays can be re-submitted until your time allowed is up. Winner would be decided on 4 categories: pre-fruit networth, lives, fruit points and pre-fruit game time.

    Scoring and winning replay

    Replay with LOWEST score wins. Final score will the sum of each component below.

    Leaks (least to most) : 1,3

    Time taken (fastest to slowest) : 1,3

    Net worth (highest to lowest) : 1,2

    Fruit points (most to least) : 1,2

    explanation: eg. for leaks, the replay with the fewest leaks will score one point. Replay with most leaks scores 3 points. in case of ties, all will receive the lower score.

    Best/most creative build design, picked by draft host, will have 2 points subtracted from the replay's total score. This condition may not be used if there is a clear winner.

    Good luck and have fun! May the best drafter win.


  7. Idea is worth considering.

    One point to take note is new players tend to build right next to the start (at VII), which most of the time does not carry well into the mid game, especially when they tend to be single element towers or elemental rays/grenades. This is the point where experienced players would sell the rays/grenades and throw down the duals and triples.

    What most new players would do is spend all their resources building right at the start, which allows them to clear at least the first 15 waves easily(besides the fast and undead waves). This defence starts to break down in the mid 20s if the player does not build towers at a slower placement. Most will not pick up the elemental damage system straight away and will usually leak their weakness.

    One of the key issues is communicating to new players the mechanics of the game, such as summoning elementals, upgrading to duals/triples and the elemental damage system.


  8. a long time ago the beta leads agreed that there would be no stuns in the game as it could be abused too easily by massing the tower. (mass gem wc3 anyone?)

    vortex is a spell only because the player has to spend resources for the effect and cannot be spammed easily.

    keep the ideas coming. always useful to have a few viable ideas around to replace existing towers as and when there is opportunity to do so.


  9. the issue with the summoning centre is that it isn't really actively in the player's area, one reason why the old tower wars with the creep spawner in the space of the summoning centre failed so bad.

    something that you only need to use every 5 waves when there are no creeps in play is different from abilities that possibly are used every wave.


  10. Hopefully it would. we shall see. new tower wars should be interesting as well.

    on topic. radius gives some options changing range in the middle of a wave, such as placing on V and opening up to hit right of VI in the case of leaks. placement is a little iffy as the circular radius does not cover the path exactly at most spots.

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