KR3 Idea

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KR3 Idea

by UBiMa » Wed Apr 02, 2014 10:28 pm

Kingdom Rush: Alliances


Lineria is facing peace - but it comes at the price of constant vigilance. Thanks to the brave men and women who fight to protect it, the kingdom sees a new era of peace, and all law-abiding people, creatures, beasts and demons can live well and prosper without threat of attack from outside its borders - but what of the threat from above its borders?

An unforseen force attacks Lineria from the sky. They had been among the peoples of Lineria for a long time - you can see their stargates, their packing crates all over the game - and soon they attack in large numbers with fearsome weapons, making entire cities disappear in a blink of an eye, bringing down scores of alien troops from seemingly nowhere to storm populous cities, blasting the dark gods in furthest reaches of the forsaken demon lands and heathen jungles in an instant, using fearsome genetic modified beasts and thinking machines the likes of which Lineria has never seen.

Who can stop this seemingly unstoppable force? What would possibly stop something that threatens to take over the whole planet? - Everyone. Every, single, one, of Lineria's creatures.


What this game would entail is first kicking the froggy aliens out of Lineria, then taking the fight to them on their own planet. The first 'act' of the game would take part on Lineria, fighting their way to a froggy base. They use their stargate to go to froggy bases on other planets and sattelites, and they fight their way to the froggy capital where they can fight the Chief Froggy and defeat their entire invasion.


The key feature of this game, would be the 'alliances' mentioned in this. The specialist towers the player gets to control are all populated by the defeated peoples from the last game. For example,

Melee
Troll cabin - Low armour, but great hit points and regen and upgraded abilities involve throwing axes, improved shields, and a berserker mode that increases their hit points if their health is low.
Nomad tent - High armour warriors, resilient, upgraded abilities are mystic healing, dual swords for double the hit points, and 'kicking sand' that would confuse enemies and dodge attacks for a short while.

Archer
Duskar bunker - Slow, but sureshots, armour piercing, upgrade abilities involve 'sabotage' shots that can bring specifically down big enemies or devices OR cause a lot of damage (like the musketeer sniper shot in KR) and traps / nets for enemies that get too close.
Haunted house - Ghostly archers that fire quickly but weak arrows. Upgrade abilities are arrows that pass through enemies ignoring armour and cause more damage, and arrows that explode causing splash damage.

Mage
Demon tower - Slow, strong fireballs cast by powerful demon mages. Upgrade abilities involve calling a powerful demon guards (more than one guard) and 'damnation' that opens up a portal to hell on the ground and instakills enemies.
Shaman hut - Quick spell casting, but weak. Upgrade abilities include quicksand to slow down, true damage enemies and curses that cause damage over time (but do not fade away until the enemy dies.)

Arty
Bandit hideout - Bandit bombardiers, slower but higher damage. Upgraded abilities are frag grenades for area damage and napalm that sets enemies on fire and leaves the ground on fire.
Saurian coils - A saurian device that fires a 'broadcast' of harmful rays in a perfect circle around it (unlike Tesla 104, this causes damage throughout it's AoE like the DWAARP). Upgrade abilities are a ray that focuses the radius broadcast into a single ray for maximum damage and 'electrifying' nearby towers to fire at higher rates at longer ranges.

And as long as I'm at it...
Reinforcements - Pirates! Upgraded pirates have muskets and parrots.
Rain of fire - Thermal fissures that ooze lava!


The heroes would also be from the 'evil factions', for example
A quick orc warrior
A powerful troll
A dark slayer with magic assistance
A tribal shaman who can bring forth spiders and beasts
A demon duke of hell, who can bring forth legions
A desert warrior with a sharp blade and a quick horse
A saurian prince with a gun
A 'halloween creep' voodoo doctor who can bring back fallen enemies as zombies to fight for him
The sasquatch!
A djinn with a sense of humour
and... drumroll please... Vez'nan!

That's right! After he escaped from Moloch's cage, he started building up his forces again, and when the aliens attacked, he offered to use his evil magic to help Lineria... for a price!




So... what do you guys think?
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Re: KR3 Idea

by Zonoro13 » Wed Apr 02, 2014 11:12 pm

This may be one of the first fully fleshed out ideas of KR3. Good job.
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Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
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Re: KR3 Idea

by tmn loveblue » Wed Apr 02, 2014 11:17 pm

Huwow! ;)

Reinforcement!! Protect this idea!!

Seriously, it is the best. I can't think of anything to criticise!
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Re: KR3 Idea

by tmn loveblue » Wed Apr 02, 2014 11:18 pm

Also, welcome! :)
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Re: KR3 Idea

by benni369 » Wed Apr 02, 2014 11:28 pm

THIS.
IS.
AWESOME.
Juice Box wrote:I HAVE NO FRIENDS BECAUSE YOU ALL SUCK.



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Re: KR3 Idea

by Big Bad Bug » Thu Apr 03, 2014 3:36 am

I like these ideas but I do have one thing to criticize (please don't hate me for being negative, I'm just trying to help) I think the towers should be more strategic. The archers are perfect, there is one for doing physical damage against strong magic resistant enemies, and one that's fast for lots of armored enemies or flyers. However, the mages seem like they both serve the same purpose, one of them has an instant kill for singular foes but also has guards to stalk multiple enemies and the other tower also has skills for many armored foes.

If I might make a suggestion to this, maybe you could have these Mage towers instead:

Pentagon Tower (for a singular strong enemy)

A Demon Overlord who summons a red pentagon that fires a constant beam of red death energy from the underworld.

Range: Great

Damage: 15 magic damage per quarter second

Attack speed: 3 seconds to charge up the laser, must charge again for each new enemy.

Death Energy: (250/250/250 gold) As the laser continues to hit the same target, the damage increases by 1/2/3 points each quarter second, but cannot reach more than 51 per hit.

Cursed Beam: (250/150/150) Any enemy who is being struck by the beam is slowed by 20/35/50% of their speed.


Orc Mages (For multiple armored enemies, but crowd control is still inferior to artillery)

A green Orc Mage who shoots 2 green bolts of magic. The bolts don't hit the same enemy unless there are more bolts than enemies.

Range: Great

Damage: 25-40 per magic bolt

Attack speed: Slow

Bolt Swarm (200/200/200 gold): Increases the bolts fired per shot to 3/4/5.

Supercharge: (300/200/200 gold): Every 8 seconds, fires a single green bolt of magic that explodes for 80/140/240 area damage.


Also, I think the Saurian Coils is a bit OP and not as strategic, but the bandits are great. ;)
Last edited by Big Bad Bug on Thu Apr 03, 2014 8:30 pm, edited 1 time in total.
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Re: KR3 Idea

by tmn loveblue » Thu Apr 03, 2014 4:08 am

BBB, 8s for an instakill :shock: and no recharge! No one would stand a chance! :yey:
You should change that upgrade to one that increase damage as the tower hit the same enemy. The second upgrade would slow it down long enough for the first to have significant effect.
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Re: KR3 Idea

by UBiMa » Thu Apr 03, 2014 6:16 pm

Thanks for all the nice words guys! Glad everyone liked it :) I'm open to criticism of course, I'm only a novice game designer :P

BBB, interesting idea about the Mage towers. I planned my Demon and Shaman towers by comparing them to the Arcane and Sorcerer towers - the first has a high power ray but slower rate of fire, and the other has a faster rate of fire with weaker bolts. Except I gave the stronger tower the melee unit(s) and the Shaman hut the quicksand so I can see how these towers would work with these elements, and I think these two became well balanced that way.

And are you saying the Saurian coil might be too powerful? You may be right...
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Re: KR3 Idea

by Big Bad Bug » Thu Apr 03, 2014 8:38 pm

tmn loveblue wrote:BBB, 8s for an instakill :shock: and no recharge! No one would stand a chance! :yey:
You should change that upgrade to one that increase damage as the tower hit the same enemy. The second upgrade would slow it down long enough for the first to have significant effect.


There, I changed the upgrade to increase the damage, but gave it a limit so that it wouldn't make bosses die too quickly. ;)

UBiMa wrote:Thanks for all the nice words guys! Glad everyone liked it :) I'm open to criticism of course, I'm only a novice game designer :P

BBB, interesting idea about the Mage towers. I planned my Demon and Shaman towers by comparing them to the Arcane and Sorcerer towers - the first has a high power ray but slower rate of fire, and the other has a faster rate of fire with weaker bolts. Except I gave the stronger tower the melee unit(s) and the Shaman hut the quicksand so I can see how these towers would work with these elements, and I think these two became well balanced that way.

And are you saying the Saurian coil might be too powerful? You may be right...


It's true that they would be more equal to each other in power, but I don't think that having both Mage towers be equal in strength would be a good idea, because then you could use either one and get the same results, which would ruin the point of having 2 different Mage options because they would both serve the same purpose.

Make it so that they are better than each other at certain things (such as being more helpful against big enemies and bosses) but also make them as powerful as each other by the end of the day (like shooting multiple bolts that total up to the same damage, but they work better on multiple enemies). :)

It's pretty tricky, but once you can make the towers work in a way that could give the player more tactical choices, you'll get my support in this idea. ;)
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Re: KR3 Idea

by tmn loveblue » Fri Apr 04, 2014 1:03 am

BBB, I figure that you say 51 per quarter second, since base damage is already 60 per second. If so, it would be 204 damage per second, which is a lot! Or you could mean 60+51 per second, which is more balanced! :)
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Re: KR3 Idea

by Big Bad Bug » Fri Apr 04, 2014 6:05 am

tmn loveblue wrote:BBB, I figure that you say 51 per quarter second, since base damage is already 60 per second. If so, it would be 204 damage per second, which is a lot! Or you could mean 60+51 per second, which is more balanced! :)


No, I do mean 204, since it is replacing an instant kill after all. Besides, the price is high and if it's increasing by 3 per second at max, then it would take 17 seconds to get to 51 damage per shot. So, I don't think it's that OP, but if you want I can slow the time.
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Re: KR3 Idea

by tmn loveblue » Fri Apr 04, 2014 6:41 am

Actually, if you increase base damage by 3 per quarter second, then it increase by 12 per second, plus base damage of 60 per second, things could get evil really quickly.
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Re: KR3 Idea

by tmn loveblue » Fri Apr 04, 2014 7:13 am

May I add a couple of sparks?

Troll Cabin

Health: 260
Armor: Low, 10%
Attack: 20-35, physical, normal speed.
Heal rate: 8-10HP/s when in combat; 15HP/s when not.
Respawn: 10s.

Skills

- Elite: 350
Train Troll Champions instead of Trolls.

+ Troll Champion Stats
Health: 300
Armor: Medium, 20%
Attack: 30-50, physical, medium speed.
Heal rate: 9-12HP/s when in combat, 30HP/s when not.
Respawn: 11s.

- Throwing Axes: 250/200/200
Trolls can throw axes for 60%/80%/120% damage of their base damage.

- Chieftain Zeal: 250/180/180
Every 15s, a Troll Chieftain will enrage all trolls, granting 10/20/30HP/s regen and 10/15/20 extra damage for 3/5/5s.
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Re: KR3 Idea

by tmn loveblue » Fri Apr 04, 2014 8:06 am

My other idea for the Barrack, is Giant Oaks (name could do with some polish).

Anyway:

Giant Oak (trains Treants)

Health: 450
Armor: High, 65%
Attack: 14-28, physical, medium speed.
Heal rate: 25HP/s.
Respawn: 15s.

Skills:

- Heavy Roots: 200/175/175
The Treants can trap an enemy from afar for 3/4/5s every 10s. Upgrade this also allow them to stand stationary for the same period after death.

- Spiked Barks: 150/150/150
When attacked, the Treants return 30/40/50 percent of that damage.

- Zezzar's Rage: 280/220/220
Calls a lightning strike down a spot in range every 12s, dealing
120/180/240 True Damage in a small radius.
Last edited by tmn loveblue on Sat Apr 05, 2014 8:49 am, edited 1 time in total.
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Re: KR3 Idea

by UBiMa » Fri Apr 04, 2014 8:21 am

Big Bad Bug wrote:It's true that they would be more equal to each other in power, but I don't think that having both Mage towers be equal in strength would be a good idea, because then you could use either one and get the same results, which would ruin the point of having 2 different Mage options because they would both serve the same purpose.

Make it so that they are better than each other at certain things (such as being more helpful against big enemies and bosses) but also make them as powerful as each other by the end of the day (like shooting multiple bolts that total up to the same damage, but they work better on multiple enemies). :)

It's pretty tricky, but once you can make the towers work in a way that could give the player more tactical choices, you'll get my support in this idea. ;)



It does work the way you say. The Demon tower has a stronger attack and the Shaman tower has weaker attack. That way the player can choose which they want to use for what, i.e., crowd control with the Shaman towers multiple, quick-loading bolts and quicksand, or take out big guys with the Demon tower's stronger attack, and the 'damnation' instakill upgrade.
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Re: KR3 Idea

by Big Bad Bug » Fri Apr 04, 2014 2:32 pm

Alright then, forget about my ideas.

I'm with you on this! :D

Do you want to start designing possible levels and enemies together, along with adding more detail to the heroes? :)
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Re: KR3 Idea

by UBiMa » Fri Apr 04, 2014 7:50 pm

BBB - Would love to! Glad you like my ideas :)

Tmn loveblue - Very nice stats on the Troll Cabin :) Nice ideas with the troll champion and chieftain rage thing.

I'm thinking Treants can be only a one-off tower maybe (like the Mercenaries in KRF and the Elven bastion in KR)
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Re: KR3 Idea

by Big Bad Bug » Fri Apr 04, 2014 9:14 pm

UBiMa wrote:BBB - Would love to! Glad you like my ideas :)

Tmn loveblue - Very nice stats on the Troll Cabin :) Nice ideas with the troll champion and chieftain rage thing.

I'm thinking Treants can be only a one-off tower maybe (like the Mercenaries in KRF and the Elven bastion in KR)


Alright! :D

In FanFiction, we can start another topic to keep track of all of our stuff! :)

I just don't know what to name it.
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Re: KR3 Idea

by tmn loveblue » Sat Apr 05, 2014 2:00 am

The Treants can be an advanced tower, IMO. It has the divine air about it, similar to Paladins, which is very attractive. The lightning can do with a boost to 220 or 240 True Damage at max, which works like Holy Strike, granting an offensive capability to the tower.
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Re: KR3 Idea

by tmn loveblue » Sat Mar 09, 2019 10:22 am

This thing is actually legit now. Congrats UBiMa, wherever you are.
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