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Aranneas

Showdown Mode

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Showdown Mode (name suggestions accepted)

- You don't receive any bounty for killing creeps.

- Interest works as usual.

- Whenever a player leaks a creep, each other player is granted a mineral bonus equal to eight times its regular bounty.

- Whenever a player loses his or her last life, each other player is granted a bonus of four minerals for each wave completed thus far.

- Optionally, the starting number of lives may be increased from the norm by some amount.

- Play to last one standing.

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That sounds like fun, very nice idea.

But if one player starts to leak he will not get any minerals while the others gets a better defence. So that player will never get out of his "leaking loop". Maybe it would be more simple if everyon just recieved minerals.

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That sounds like fun, very nice idea.

But if one player starts to leak he will not get any minerals while the others gets a better defence. So that player will never get out of his "leaking loop". Maybe it would be more simple if everyon just recieved minerals.

Doable. But may lead to 'let's all leak just a bit each round' pacts. Which may not be a bad thing if the game evolves its own diplomacy.

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That's an interesting idea for a mode. Curious to see it refined more perhaps. Hope some more people contribute to this.

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Perhaps there should be a small mineral bonus at the end of each round. It wouldn't add up to nearly the same amount that you get from killing each wave normally, but it'd provide a bit of a comfort zone. Not something to really rely on though.

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I think the mode sounds like a good idea, it shows who can defend the most while the least amount of minerals, until someone leaks. Sort of like you will only get money when your defenses are at it's utmost to be broken.

Some problems though:

The losing player will enter a snowball in losing -> the other players get stronger defenses, leaking player get nothing thus probably leaks again -> repeat.

How does it work with different amount of people -> the more players the more minerals in play, if the minerals gained would be to be reduced per player, you need to have 7 players leaking to get the same as if only 1 player were leaking in comparison to 8 and 2 players. And that's a lot of difference (86% of everyone leaking vs 50%)

Hm, are there any more "big" problems? If we can come up with a good solution for the issues it sounds like a really funny mode.

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The more obvious (and frankly more skillful) method would be to lock everyone into equal minerals. No interest. No bounty. Just a fixed amount of gold to work with that increases per wave.

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Perhaps there should be a small mineral bonus at the end of each round. It wouldn't add up to nearly the same amount that you get from killing each wave normally, but it'd provide a bit of a comfort zone. Not something to really rely on though.

Agreed.

The losing player will enter a snowball in losing -> the other players get stronger defenses, leaking player get nothing thus probably leaks again -> repeat.

We alleviate this by doing what WindStrike said. So minerals from someone leaking wouldn't be as heavy a factor.

How does it work with different amount of people -> the more players the more minerals in play, if the minerals gained would be to be reduced per player, you need to have 7 players leaking to get the same as if only 1 player were leaking in comparison to 8 and 2 players. And that's a lot of difference (86% of everyone leaking vs 50%)

That's easy. Minerals given would scale with number of players.

The more obvious (and frankly more skillful) method would be to lock everyone into equal minerals. No interest. No bounty. Just a fixed amount of gold to work with that increases per wave.

That loses the spirit of the mode.

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