Harkmen wrote:I feel pretty late to the party for this discussion, but I figured I should throw my ideas here. Better late than never, right?
As overly ambitious as this might sound, I had the thought of KR4 (or future installments) featuring both a hero storyline (following the inhabitants of Linirea + allies) AND a villain one (following Vez'nan and his revived army). You would be able to start with either campaign however you like, but chronologically the game would start with the villain's storyline, and the hero's would begin just as the villain campaign finishes.
I see you guys have made many suggestions with towers, units and heroes, and I've got no real objections to them, but I thought I could include some potential villain towers and units to the topic, starting now:
Archers: Skeleton Archers (Levels 1/2/3)
Path 1: Skull Legion (230) -- Picked from the fallen corpses of elite archers while alive, this team of 3 are good for dealing with hordes of weaker enemies
Damage: 20-28
Range: Great
Attack Rate: Fast
Upgrades:
Bone Launcher (200 / 200 / 200): Launches a pile of bones at ground enemies, dealing 100-135 / 125-170 / 150-205 AOE damage. Bones will reassemble to form 2 / 3 / 4 skeletons to fight enemies
*Health: 50
*Damage: 4-9
*Armor Rating: 10%
*Magic Resistance: None
Warning Shot (150 / 150 / 150) -- Fires an arrow that silences up to 2 / 4 / 6 enemies within a small radius from the arrow.
Path 2: Hatchet Throwers (230) -- Seasoned Trolls that have pledged allegiance to Vez’nan for a chance at revenge against the forces of Liniria, they are good at handling handful of enemies weak or strong.
Damage: 30-40
Range: Long
Attack Rate: Average
Upgrades:
Frostbite (200 / 150 / 150) -- Each thrown hatchet has a 25% / 30% / 35% chance to freeze an enemy for 2 / 4 / 6 seconds
Heavyweight Hatchets (300 / 250) -- Hatchets reduce enemy armor by 20% / 40%
Barracks: Demon Soldiers (Levels 1/2/3 -- Will have low physical and magic resistance by Level 3)
Path 1: Dark Knights (275) -- Powerful champions of dark power. Due to heavy losses from the last war against the Heroes of Linirea, Dark Knight squads start with 2 individuals at a time.
Health: 250
Damage: 25-35
Armor Rating: 70%
Magic Resistance: None
Upgrades:
Cursed Blade (200/150/150)--Deals 25-65/55-95/85-125 Damage and "curses" the enemy, lowering their damage output by 5/10/15%
Dark Captain (300)--Adds a third, stronger Dark Knight with 300 health, 29-43 damage, and 80% physical armor rating. This unit will prioritize the strongest enemies.
Dreadful Presence (150/100/100) -- Enemies within a small radius from the Dark Knights take up to 10 / 15 / 20 additional damage from both Dark Knights and other towers.
*I know this sounds pretty overpowered right now, but the general idea here is that Dark Knights are physical powerhouses, even by fully upgraded barracks standards. The catch is that they are near-completely vulnerable to magic enemies, which might become more frequent encounters in later levels, and need other towers to help mitigate that threat.
Path 2: Spider Summoner (250) -- Demons that are not very strong on their own, but can summon 2 large spiders to fight alongside them. Rumors have it that the spiders they summon are either related to or are surviving sons of Sarlegaz.
Health: 175 (Summoner) / 300 (Spiders)
Damage: 13-21 (*Magic -- can attack from range) (Summoner) / 20-31 (Spiders)
Armor Rating: None (Summoner) / 35% (Spider)
Magic Resistance: 40% (Summoner) / 30% (Spider)
Upgrades:
Toxic Bite (200/150/150) -- Spiders poison enemies with each attack for 3-12 / 5-15 / 8-19 damage per second for 5 seconds)
Born Killers (200/200) -- Spiders produce 1 / 2 spiderlings at a time to fight enemies. Respawn 10 seconds after active spiderlings are defeated.
*Health: 80
*Damage: 4-9 (Venom Bite upgrade: 6-9 damage per second)
*Armor rating: 10%
*Magic Resistance: 10%
Sticky Ground (100/100/100) -- Spiders shoot webs along the ground in front of them to slow enemies for 3/5/7 seconds
Mages: Dark Wizards (Levels 1/2/3)
Path 1: Corrupt Warlock (300) – Human adepts seduced by dark power, these Warlocks have learned many nasty tricks to sow chaos, including a passive ability that slows enemy attack rate by 20% when hit.
Damage: 54-100
Range: Great
Attack Rate: Slow
Upgrades:
Corrupting Charm (275 / 275 / 275) -- Warlocks will "charm" 1 / 2 / 3 random enemies into fighting for you for 6 / 9 / 12 seconds or until they are defeated.
Berserk Charm (200 / 200 / 200) -- Infuses nearby units (except for Heroes) with magic that increases their damage by 8 / 12 / 16 and magic resistance by 15% / 20% / 25% for 10 seconds.
Path 2: Flareon Twins (300) – Remnants of Moloch’s demonic Legion, Flareons will throw fireballs at enemies that burn for more agonizing pain.
Damage: 14-28 (+ burn damage for additional 10-20 per second for 5 seconds)
Range: Long
Attack Rate: Fast
Upgrades:
Infernal Purge (300 / 200 / 150) -- Flareon Twins will create and throw a massive fireball together, dealing 90-130 / 110-155 / 135-180 damage in a large radius and burn targets.
Choking Haze (200 / 150 / 150) -- Flareon Twins will spew a thick smoke that slows and damages up to 6 enemies for 10 / 20 / 30 damage.
Artillery: Orc Catapult (Levels 1/2/3)
Path 1: Orc Bombers (360) -- A team of two goblins that throw handheld bombs to assault unsuspecting enemies.
Damage: 20-44
Range: Long
Attack Rate: Average
Upgrades:
Kamikaze (350 / 350) -- Calls in 2 / 4 goblin jetpack riders that suicide bomb target location, dealing 40-85 damage each. This ability must be manually activated, and has a cooldown of 12 seconds
Ordinance Handling (250 / 250 / 250) -- Increases rate of attack by 10% / 20% / 30% and damage by an additional 7 / 14 / 21
Path 2: Forest Titan (375) -- A giant Forest Troll that creates shockwaves to damage enemies in an AOE radius
Damage: 45-95
Range: Long
Attack Rate: Very Slow
Upgrades:
Shocking Might (300 / 200 / 200) -- Periodically throws a large boulder at ground enemies, dealing 120 / 180 / 240 AOE damage and stunning for 1 / 1.5 / 2 seconds.
Free Meal (400 / 250 / 250) -- Forest Titan grabs and eats a single enemy, instantly killing it. Cooldown of 20 / 16 / 12 seconds
Active AOE spell: Shadow Arrows -- deals damage in an area and has 20% chance of causing “fear,” forcing affected enemies to travel back the path for 4 seconds (“fear” chance is increased with upgrade)
Reinforcements: Bandits (Start off stronger than reinforcements in the past KR games, but you must pay a little bit of money to summon them [10-15 coins], but eventually you can get a reinforcement upgrade that summons them for free [called "Grudge-holders"]
*I admit to getting a bit lazy by the time I started writing the artillery section. But in either case, here ends my set of villain tower and unit ideas for upcoming Kingdom Rush games. I hope they’re intriguing enough, and I definitely encourage feedback and suggestions! I might come back for Hero ideas of my own later on.
Let's see...
Out with the shadow archers, in with the skeletons! Their silence ability looks pretty handy against magic enemies, and bone launcher can establish a choke point while dealing nice damage!
Hatchet throwers look good for taking on tougher enemies, with heavy damage, armor reduction, and freezing.
Dark knights have a powerful skill set, and the reduction to two at a time is a lore friendly way to balance it out.
Spiders look good for disrupting and debuffing the enemy.
The passive, the corruption, and the buffing add up to corrupt warlock being great at supporting your allies.
I've always loved damage over time, and the flareon duo look like they packed a lot.
The Orc bombers (wouldn't it be goblin bombers?) just look good at dealing a ton of damage.
Forest Titan looks like an answer to the DWAARP; a unit that trades damage for crowd control.
Teleportation and tornadoes are for pansies! Why use all that when you can just INTIMIDATE your foes into walking away from you? Get shadow arrows today!
The gold mechanic is interesting. I imagine that for the final upgrade that grants them a ranged attack, they become pillagers? (Or whatever those armored bandits who threw spikes balls were called)
Hope you do more!