by Earendel » Wed Aug 10, 2011 9:06 pm
Apologies for the long post but quite a bit of though went into this, especially the 2nd half.
General Suggestions:
More difficulty levels for each mission.
An unlimited waves mode (survival) to see how many ways you can successfully destroy (not waves released, but waves where every enemy was killed).
Speed controls (x2, x4)
More spells. Maybe you can only 'equip' 2 or 3 spells per mission, but there are could be lots of spells to choose from. (Single target spell with fast recharge would be nice).
You should be able to make towers target a specific unit by clicking on it.
The enemy could have artillery that damage towers. You troops could run to it and break it up. You'd select the barracks, and click attack the target siege engine. The troops would leave their deploy area, destroy the target, and then return to the deploy area.
It would be nice to have some sort of hero/avatar unit. Spells cast would be cast from the hero, so if the hero dies then no spells until he/she re-spawns. Maybe different hero's could have different spells and different general bonuses (barbarian hero: -5% magic damage, +10% troop hp, etc).
In general, the artillery is too powerful. The rate of fire and/or damage should be reduced. Either that or put a damage cap on the total damage done per strike (grouped enemies cushion each other).
Achievements could unlock secret goodies.
For example, if a barbarian has killed 10 enemies, then in the survival mode for a specific level barbarians could have double the number of hitpoints.
Elements:
The came already has lightning, poison (nature), and a loose connection to fire in explosives but it would be great to expand on that.
Essentially there would be 3 damage types (Physical, Explosive, and Magic). Ech one can also be associated with a sub-type, eg: Dark Magic, Light Magic, Physical Poison, Explosive Lightning, Explosive Fire.
Now for the specifics:
Arrow Tower level 1, 2, 3
----Longbow Tower L4
--------Ranger Tower L5
--------Sniper Tower L5
----Crossbow Tower L4
--------Musketeer Tower L5
--------Ballista Tower L5
Magic Tower level 1, 2, 3
----Beam Tower L4
--------Light Tower L5
--------Dark Tower L5
----Orb Tower L4
--------Warp Tower L5
--------Transmute Tower L5
Cannon Tower level 1, 2, 3
----Explosive Tower L4
--------Flame Tower L5
--------Acid Tower L5
----Bombard Tower L4
--------Lightning Tower L5
--------Ice Tower L5
Barracks level 1, 2, 3 (Soldiers)
----Bastion (Footman)
--------Keep (Knight)
--------Chapel (Paladin)
----Hall (Hunter)
--------Mead Hall (Berserker)
--------Ranger Hall (Ranger)
The Ranger Tower would have the abilities: Poison Arrows (nature element), Entangling Roots, and Thorns. Thorns would give a minor attack damage increase, but mainly would give let entangling roots do damage as well as stopping movement.
The Sniper Tower (Somewhat like an arcane archer) has self-guiding arrows with a huge range but low reload rate. The special abilities: Cripple (change to reduce movement speed by half), head-shot (kill change), Volley (a volley of arrows blankets an area in range)
The Ballista Tower fire hige bolts that ignore a portion of the target's armour. Upgrades: Piercing Bold (increases the amount of armor ignored), Strike-Through (Bolts can continue through one target to hit another. Each upgrade increases the number of targets a bolt can get through), Net (forces a flying enemy to the ground).
The Musketeer tower would have the abilities: Shrapnel, Ricochet (change for attack to bounce to another enemies, further upgrades increase bounces and chance), Shotgun (alternate area attack for close range).
The Light Magic Tower would shoot a continuous beam of light at a target and instantly move to the next target when done. Upgrades would include: Split beam (2 targets at 55% power, 3 targets at 40% power, 4 targets at 35% power), Piercing Light (Ignores a portion of magic resistance), Heal (healing aura for nearby friendly troops)
Dark Magic Tower would be a high-damage but low rate of fire tower. Abilities: Disintegrate (instant kill), Destruction (When an enemy is killed by the dark tower it explodes causing dark damage to other nearby), Drain (leeches life from all enemies in range).
Warp Tower (Demi Tower) orbs deal a small amount of base damage plus percentage of current health damage (eg: 2 damage + 2% health damage). This would make it good against enemies with lots of health, but not so good when the enemies have low health. Abilities: Area Blast (give the main attack an increasing area). Teleport, Warp (causes the teleport to deal percentage damage per teleport). (Note: The Demi spell features in the final fantasy series. It may sound overpowered but it is only useful ins specific situations).
Transmute Tower (needs better name). Attacks reduce armour. Abilities: Bouncing attack, Polymorph, Golem.
The Flame Tower does explosive fire damage (Somewhere between Napalm & Big Bertha). Abilities include Napalm (Increases fire damage over time), Thermobarics (increases blast / splash area), Rocket (yippie ki-yay).
The Acid Tower fires acid bombs and does explosive acid damage. The acid leaves a pool on the ground (like scorched earth) and does damage over time. Abilities: Alchemy (Lets x2, x3, x4 acid DOT effects stack at once), Dissolve (reduces armour and magic resistance), Cluster Bombs.
The Ice Tower does explosie cold damage. It could shoot rays of frost, ice shards, chunks of glacier, or glittery snowball things, whatever makes the most sense for artillery. Abilities: Chill (struck enemies are slower), Freeze (small chance to freeze struck enemies), Fragments (enemies killed while frozen explode in ice fragments).
Knights would have the best armour. Abilities include Spiked Armor, Shield Block (good chance to block arrows), Deathblow (High damage Physical Dark attack)
Paladin would have medium armor and the abilites: Heal (self and others), Magic Resistance, Smite (Magical Light area attack).
The Berserker would have medium aror but very very hight health. Abilites: Regenerate, Whirlwind attack (Explosive area attack), Armour Piercing axes.
The Ranger would have low armor and a chance of dodging each attack. They would also have a secondary ranged attack . Abilities: Evasion (Better dodge chance), Poison (Physical Nature), Archery (better ranged attack).