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Would you play a TD that requires you to....

01-11-2004, 06:46 AM#1
FyreDaug
Use micromanagement and strategy?

Instead of just having a ton of towers, or a few towers that do uber damage, would you rather it require micromanagement, where you would gain a better advantage if you told your towers which units to attack? And instead of having either lots of weak towers or a couple uber towers to do the same thing, there will be many different options inbetween, which causes multiple strategies, instead of 1 or 2 strategies to win.
01-11-2004, 07:57 AM#2
Extrarius
Strategies sound nice, but micromanagement does not.
Part of the fun of TDs is being able to relax the reflexes
01-11-2004, 10:19 AM#3
35263526
I'm a very anti-td zealot, but that is because they don't need any strategy or use of the brain.
I'd play one if it required micromanagement and strategy, and the maker pulled it off well. But I think most of the populace of battle.net would leave in the first 5 minutes.
01-11-2004, 10:49 AM#4
FerretDruid
Sounds good. I always had the upper hand in regular TD by manually aiming my slow towers at different units instead of letting them aim themselves, so I'd probably have fun with something like you're suggesting.
01-11-2004, 03:26 PM#5
CHUNK
Quote:
Originally posted by 35263526
I'm a very anti-td zealot, but that is because they don't need any strategy or use of the brain.
I'd play one if it required micromanagement and strategy, and the maker pulled it off well. But I think most of the populace of battle.net would leave in the first 5 minutes.


Maybe you just haven't been playing the right Tower Defense maps. There are a number of tower defense maps that already require both micro-management and strategies to win. It's a little presumptive to act like there isn't. The ones that require strategies and micromanagement are certainly outnumbered and generally less popular than those that don't, but that doesn't mean that they don't exist.
01-11-2004, 03:27 PM#6
FyreDaug
I know 75% of the people here frown upon any TD, but that's because if you do the same thing every time and win, it is boring, and repetitive.

So far it's 7-3, which is a good thing, I'm gonna try the best I can to pull it off well.
01-11-2004, 04:11 PM#7
Extrarius
Why do people associate micromanagement and strategy? It seems to me they are almost opposites, since micro means you have to physically click fast and accurately and strategy means use your brain.
I hate playing clickfest maps, no matter how much strategy they require. If I want that, I can play a real FPS.
01-11-2004, 04:14 PM#8
cangrejo
I wouldnt play a TD that required you to think at all :D that kills the whole point of a TD. Relaxation ahhhhh, well I might aswell go smoking some weed or whatever for relaxation, I know. But I don't think most people who frequently play TD would enjoy a "hard-not-just-in-the-way-of-much-hp-monsters" TD. Anyway if you're making this map it would be cool to see how it turns out, maybe it'll be great :D
01-11-2004, 05:28 PM#9
Wyvern_8
I'd probably never play a TD that requires micromanagement (but strategy sounds nice!), just because im lazy://// .. Then again i agree with the guy that posted above about BNet tards not liking it either.. but even if you did make it, it would still be unique :)
01-11-2004, 06:19 PM#10
chemo
i made my td (sig) to be very strategic.. I know many who are great at td but sux at my because you need to be very clever when upgrading... and what to build....

actually very fun...

but i think it sounds great :D

my golden words would be; create many paths the creeps can walk so they won't walk the same path again.. that way the player need to be very strategic when building( make the paths cross eachother )
01-11-2004, 06:30 PM#11
Hunter0000
Quote:
Originally posted by chemo
i made my td (sig) to be very strategic.. I know many who are great at my td but sux at mine because you need to be very clever when upgrading... and what to build....

actually very fun...

but i think it sounds great :D

my golden words would be; create many paths the creeps can walk so they won't walk the same path again.. that way the player need to be very strategic when building( make the paths cross eachother )


yes, and make sure there is limited space at such crossings, so you need to choose carfully what you put there.
01-11-2004, 06:40 PM#12
dataangel
Shouldn't you finish your existing project first? ;)
01-11-2004, 07:20 PM#13
chemo
well actually im only missing the heroes but it is total playable... so ive tried a couple of times :D
01-11-2004, 08:17 PM#14
Grater
Fact: People with shite connections like playing TD's.
Fact: It's hard to manually give towers targets on shite connections.

The main problem is, on a shite connection (ping at something around 300-500) when you order a tower to attack a unit, the unit has to already be in range of the tower, the order then travels across the internet to the host and by the time it's processed the unit is already halfway through the towers range. It's sometimes nearly impossible to target fast moving air units.

The great thing about TD's is they don't require micro, you can play TD's on the shittiest connections in the world and have fun.

If you want to make a good TD make one like CubeD where the important part is mazing, good players came up with very creative maze designs in CubeD, and without a good maze you didn't have a prayer of beating the higher difficulties.

You can make your micro based TD, but remember you'll cut out the people who can't micro due to no skillz, and the people who can't micro due to crappy connections.
01-11-2004, 08:23 PM#15
Hunter0000
Quote:
Originally posted by Grater
Fact: People with shite connections like playing TD's.
Fact: It's hard to manually give towers targets on shite connections.

The main problem is, on a shite connection (ping at something around 300-500) when you order a tower to attack a unit, the unit has to already be in range of the tower, the order then travels across the internet to the host and by the time it's processed the unit is already halfway through the towers range. It's sometimes nearly impossible to target fast moving air units.

The great thing about TD's is they don't require micro, you can play TD's on the shittiest connections in the world and have fun.

If you want to make a good TD make one like CubeD where the important part is mazing, good players came up with very creative maze designs in CubeD, and without a good maze you didn't have a prayer of beating the higher difficulties.

You can make your micro based TD, but remember you'll cut out the people who can't micro due to no skillz, and the people who can't micro due to crappy connections.


ahh Cube D

I made a maze that covered 1/6 of the map, im not jokeing/lieing/drunk either. EVeryone would get so pissed because it took so long for me to kill em all.


I am not agreeing with the micro aspect, but a TD with limited space forcing strategiac tower placment would be great.