- Joined
- Jul 10, 2007
- Messages
- 6,306
Tower Wars has a few gameplay issues.
1. Once the maze is developed, the intensity of gameplay goes down dramatically. The game is usually decided in the first few minutes, except for major air waves. I am of course talking about classical wintermaul wars with the large invisible squares.
2. For any given gold cost, only one type of unit can be sent. There is a 30 gold unit, a 20 gold, etc. You can mix them up, but depending on the gold cost, the unit is stronger over all. This should be changed so that you can develop your units and mix them up however you like whenever you like.
3. If sending is developed (researched to have x types of sends and then upgrade them for specializations), then the player's strategy is kind of set.
4. Once a defense is developed, it is kind of set.
There needs to be a way to keep players trying to outwit each other, building, raising income, and sending, while keeping gameplay intensity way the hell up.
Anyone have any ideas on how to fix these issues without putting the game into a stale state? Looking for that early game intensity, where 5's, 10's, 20's, and 30's are mixed up to maximize leakage and income and the maze is developed with intense micro control to minimize leakage. I want that intensity to last through the duration of the game .
edit
one possible way is to add multiple points of leakage. As the game progresses, new points are added on. These add-ons can be done by the opposing team. They could research a new point and then you would have to quickly work to defend it. From here, each point would have its own sending shrine that is built up. You would be able to specialize different types of offenses at different points, and the opponent would have to continue to react to them. It would add a great amount of intensity to the game. You would both continuously be countering each other and working to break the other person down. This combined with tactical abilities, tactical sends, and tactical towers would make the game very, very difficult.
1. Once the maze is developed, the intensity of gameplay goes down dramatically. The game is usually decided in the first few minutes, except for major air waves. I am of course talking about classical wintermaul wars with the large invisible squares.
2. For any given gold cost, only one type of unit can be sent. There is a 30 gold unit, a 20 gold, etc. You can mix them up, but depending on the gold cost, the unit is stronger over all. This should be changed so that you can develop your units and mix them up however you like whenever you like.
3. If sending is developed (researched to have x types of sends and then upgrade them for specializations), then the player's strategy is kind of set.
4. Once a defense is developed, it is kind of set.
There needs to be a way to keep players trying to outwit each other, building, raising income, and sending, while keeping gameplay intensity way the hell up.
Anyone have any ideas on how to fix these issues without putting the game into a stale state? Looking for that early game intensity, where 5's, 10's, 20's, and 30's are mixed up to maximize leakage and income and the maze is developed with intense micro control to minimize leakage. I want that intensity to last through the duration of the game .
edit
one possible way is to add multiple points of leakage. As the game progresses, new points are added on. These add-ons can be done by the opposing team. They could research a new point and then you would have to quickly work to defend it. From here, each point would have its own sending shrine that is built up. You would be able to specialize different types of offenses at different points, and the opponent would have to continue to react to them. It would add a great amount of intensity to the game. You would both continuously be countering each other and working to break the other person down. This combined with tactical abilities, tactical sends, and tactical towers would make the game very, very difficult.