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[Campaign] Effective defensive structures

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Level 2
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Aug 14, 2019
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I was just kind of wondering how would you guys go about making a tower which is intended to be effective against both air and ground to give the player a challenge when he goes to destroy the enemy's base?
 
Level 9
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Feb 24, 2018
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Fast attack rate, low damage, splash damage, bash.
Basically several towers can stunlock enemy army, giving even a small defensive force a fighting chance, but at the same time towers themselves are not too overpowered.
 
Level 14
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Numerous towers that are set around a building that powers them. You have to survive all the towers attacks to destroy the building that powers them. They are basically invulnerable until that building is destroyed?
 
Level 16
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Make a specialized tower with a good amount of hp, concrete armor, and good armor value, give it 2 attacks. One powerful attack against all ground units, preferably chaos type with AOE damage (you could use the orb of annihilation projectile for this.) And a second attack that does piercing type against flying units, make this attack really fast and give the unit a modified barrage ability that allows it to target multiple air units. Also make the tower self repair(give it a dummy ability named something like “auto-repair” while just giving it a small hp regeneration value) so the player wont be able to take it out easily by directing several attacks on it for this purpose.
 
Level 2
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Aug 29, 2019
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Tower 1 - Tall wall
  • Unable to attack, act as a wall obviously
  • 30% chance to reflect 60% damage to attacking unit
  • High hp
Tower 2 - Archer Tower
  • Long range
  • Low attack
  • Medium hp
  • Fast attack speed
  • Multi-attack
Tower 3 - Buff Tower
  • Slow attack
  • Short range
  • Small damage
  • Can grant buff for nearby tower (AS, armor, or damage etc.)

Just a suggestion and ideas. Act more like a war with wall, defensive and of course people that defend not will only have towers, they have armies too, so dont make tower to overpowered will be fine, at least i think so.

Just in case If you need unit ideas....

Unit 1 - Ram??? (Maybe)
  • Medium Speed
  • Deal mid-high damage to wall type structure
  • Make this unit to have cargo abilities, need several normal unit to run it
Unit 2 - Assasin
  • Fast speed
  • Fast attack
  • Low damage
  • 20% chance evade
Unit 3 - Knight
  • High armor
  • High HP
  • Medium damage
  • Medium speed
  • 40% chance block 10-25 damage physical
Unit 4 - Normal Armies
  • Low damage
  • Low speed
  • Low attack
  • Able to act as unit that run Ram
 
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Level 16
Joined
Mar 24, 2017
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827
Good amount of hp is anywhere between 750 and 1250 or even 1500 or 2000 if you want it to be really brutal to eliminate

I usually set the range to 800 or 850 - that's long range in case you're wondering
 
Level 2
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Aug 29, 2019
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What's a good amount of hp?

And what about the range?
If you talkin about tower hp then my idea was... (In case you use my tower idea)

Wall (At Level 1)
  • 800 hp
  • 20 armor
  • +100hp, 5 armor each upgrade
Archer Tower
  • 550 hp
  • 10 armor
  • 15-20 damage (since it has multi attack)
  • +75 hp, 3 armor and 15-30 damage each upgrade
Buff Tower
  • 350 hp
  • 3 armor
  • 5-10 damage
  • +50 hp, 2 armor and 5-10 damage each upgrade
  • Able to research Aura or Buff that provides AS/Armor/Damage for allies tower
  • Able to research unique passive abilities (evasion) for itself
 
Level 28
Joined
Feb 18, 2014
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3,576
Personally, I'd make a tower that penalizes a unit's both attack and movement speed like Orb of Frost/Slow or make it deal damage over time like poison, or I'll give it a multishot ability so she can hit multiple units at the same with high attack rate.
 
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