| 07-30-2009, 11:48 AM | #1 |
I am once again looking for abilities to incorporate into Element Tower Defense. I encourage you to let your imagination run. The only restriction is that abilities need to have dealing damage as their underlying concept. By this I mean no slows, no armor reducers, no percentage based damage amplifiers, no stuns, and no positive buffs. Any and all ideas will be greatly appreciated. |
| 07-30-2009, 12:08 PM | #2 |
Perhaps some sort of technical ability that deals massive damage to 1 target but heals all others? Or the other way around :P |
| 07-30-2009, 12:16 PM | #3 |
An attack that deals less and less damage each successive time it is used on the same target. An attack that deals damage depending on the number of units near the target. (Better against clumps, or worse against clumps, depending on settings). An attack that deals (exponentially) scaling damage depending on how many towers of the same type are attacking that specific target. Eg, two towers each do double damage, three each to triple, etc... |
| 07-30-2009, 02:11 PM | #4 |
Maybe a tower that deals damage depending on the amount of creeps currently in the lane? This would be a tower that builds up power as more creeps spawn, and it wont be all bad if you leak a creep, since it stays in the game, and keeps the tower stronger. Upgrades might include also counting the opponents creeps, making it sorta pvpish, as the other players should kill fast, in order to weaken the tower. Hows that for letting my imagination run :P |
| 07-30-2009, 02:56 PM | #5 |
a tower that can be charged, kept charging, and unleashed (for damage proportional to length of duration charged) on target(s). prob something to take down those wave-end bosses or something 1 channel ability 1 (single/aoe) target ability when former is casted, start a timer. when the latter is casted, stop the timer and calculate damage to deal on target(s) by timer duration elapsed or just keep running a timer and detect only when the latter is casted, dealing damage calculated from the timer duration and resetting the timer after. channeling will be automatic this way. |
| 07-31-2009, 11:30 AM | #6 |
A passive ability that deals damage to a random creep in your area. A tower's attack that damages all units between it and the target. Gains X damage per kill, and loses it after Y seconds of no kills. A shockwave in the X- or Y-direction on hit. (line damage for noob tower placing) Chain lightning that bounces until it has no more targets (very short range) If all else fails, just make ronalds spawn for the player and turn it into an aos. |
| 07-31-2009, 12:33 PM | #7 |
I know this is not a damage tower, but I thought it could be cool anyhow. What about a tower that has 2 abilities. One is a black hole and the other is the end of that black hole, where things that go into the first one pops out of. Sorta like in the game Portal. You can then use the ability on the lane and teleport units back again, or forth, if you please. Good for strategic uses, no? The duration would ofcourse be limited, either through just time, just units passed through, or a combination of both. if the damage thingy is needed, it could damage the units in the portal-process aswell. |
| 07-31-2009, 06:57 PM | #8 |
Heal all creeps within X range for Y%, targeted creep takes twice this much damage. Damage all creeps within X range for Y%, targeted creep is healed for this much damage. Hit creep takes X damage for each unit in Y range. Hit creep is instantly killed if its health is under X. Fires a slow moving projectile that will bounce from creep to creep dealing damage. Deals X damage on first hit, and Y% less each subsequent hit, hits Z times. Creates a magical lightning chain between the tower and the hit unit, dealing damage per second based on how close the unit is to the tower. Links 2 target towers with the casting tower into a triangle, units that walk into this triangle will take heavy damage based on the total area of the triangle. Fires a slow moving missile that will split in half every second, each time targeting a new unit. |
| 07-31-2009, 07:02 PM | #9 |
a worm hole speedhorn, a black hole doesn't go any where, it's not a hole. |
| 08-01-2009, 07:13 AM | #10 | |
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If the trajectory of the missile continued beyond the creep (assuming the creep is closer than max range), and the splits had limited range, then this could be fun. Keep em' coming! |
| 08-01-2009, 01:48 PM | #11 | |
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IT DOES IN STAR TREK IT DOES!!!! I HATE YOU I HATE YOU I HATE YOU |
| 08-01-2009, 06:44 PM | #12 |
oh! well in that case... |
| 08-01-2009, 07:05 PM | #13 |
An attack that does a maximum damage of X on an area of Y that can deal damage to a maximum of Z creatures. Every creature in Y takes X/Z Damage. So, if it's 1000 damage max, 20 creatures will take 50 damage each but 1 creature will take 1000 dmg. Or you could cap that too. Alternatively, an attack does a minimum of X damage in area Y to a maximum of Z creatures. The creatures are dealt X*Z damage (can be capped). More the merrier! 1)An attack that deals damage that is relevant with its remaining hit points. Should have a minimum and maximum damage. 2)An attack that deals damage that is relevant with its hitpoint percentage, with half being peak. 3)Reverse of 2 4)Reverse of 1 So it works like Creature HP: Full-----------------------------Half-----------------------None Attack1: Min------------------------(increase)---------------Max. (accelerated damage curve) Attack2: Min----(increase)---------Max----(decrease)--Min (acc then dec dmg curve) Attack3: Max---(decrease)--------Min-----(increase)----Max. (dec then acc dmg curve) Attack4: Max------------------------(decrease)--------------Min. (dec dmg curve) |
| 08-02-2009, 12:02 AM | #14 |
tower targets another tower with crushing wave and all enemies in between get damage. |
| 08-02-2009, 03:11 AM | #15 | |
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Chainlightning tower that targets another tower, then the lightning can bounce from tower to tower and eventually to a creep to deal massive damage. |
