Late game suggestions

Any ideas are welcome here.
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ddmn
Map Developer
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Joined: Tue Feb 26, 2013 6:30 pm

Late game suggestions

Post by ddmn » Fri Jan 31, 2014 2:11 pm

My suggestion - a new item in the castle's shop. Scroll of teleport, 1000-1500 gold, 500-800 AoE, teleports affected allied units to the opposing castle entrance area.
Next suggestion - Scroll of Madness - 500-1000 gold, 500-800 AoE, any affected unit (save mechanical and legendaries) attacks random nearby target (its enemy, ally, building etc) for a 5-10s period.
Last edited by ddmn on Fri Jan 31, 2014 2:39 pm, edited 1 time in total.

Kompuster
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Re: Late game suggestions

Post by Kompuster » Fri Jan 31, 2014 2:37 pm

All other items like scroll or damage are good for all - attekers and defenders. This one will help defenders only to lose :D For atteckers it wouldn't give big advantage toо, cause in late game small group of units will be teleported 2 area full of enemies. Concentrations of units in late game is about the same anywhere, so just area of attecker will be 800Ae, but defenders in the same moment about 1200.

M.b. u can think again about my idea of long rage siege unit, that u can buy in a castle 8) If u need replay: when one side play in towerdefence and other one have no chances 2 brake it, i'll make it ;)

ddmn
Map Developer
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Re: Late game suggestions

Post by ddmn » Fri Jan 31, 2014 2:43 pm

"For attackers it wouldn't give big advantage toо, cause in late game small group of units will be teleported 2 area full of enemies" - yes, but this could distract enemy units and help to break a defense.
Yes, let's say a buyable trebuchet with huge range, slow speed and powerfull anti-building attack.

Kompuster
Posts: 13
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Re: Late game suggestions

Post by Kompuster » Fri Jan 31, 2014 4:32 pm

One more idea to think is "scroll of freeze". That freeze buildings (towers) and mb forces.
Also mb it will be interisting to add not long range aura (defence, speed or other) for the castle, think it will be helpfull at early games with wrong start.

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Sunus
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Re: Late game suggestions

Post by Sunus » Tue Feb 11, 2014 7:42 am

Quad damage scroll decides most of the games :) mass teleport with quad damage would be painful.

sycspy
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Re: Late game suggestions

Post by sycspy » Wed Feb 26, 2014 6:33 am

Tear Down This Wall - Reagan
Should make the walls destroyable, when ground unit crowed near the entrance or exit, they should destroy the walls to make the exit or entrance bigger. I guess someone might already suggested this.

ddmn
Map Developer
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Re: Late game suggestions

Post by ddmn » Wed Feb 26, 2014 8:30 pm

No one ever suggested this and it is easy to do. But there is one problem - units would start destroy walls before they reach the castle.
Therefore each race should have at most one or two units able to attack walls.

sycspy
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Re: Late game suggestions

Post by sycspy » Thu Feb 27, 2014 1:39 am

How about this way, add a aura or something to dmg walls(1hp/s) only for land unit, wall have hp regeneration itself(maybe 20hp/s), when more than 20 land units are stuck near the wall, the wall will collapse in certain period of time(controlled by hp). Or only allow unit to target walls when they are blocked and no where to go.

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