| 05-03-2005, 10:10 PM | #1 |
im makin a td and i can do most everything but i suck at making units. i admit it i SUCK at making units so im asking how do you know if the gold cost is proportional to the dmg type and amount of dmg the unit does? please help me out here thx alot |
| 05-03-2005, 10:13 PM | #2 |
set it on the object editor.. or make the unit's attack do 1 damage then when it attacks, set the attacked unit's hp minus the attacking unit's gold cost.. |
| 05-03-2005, 10:25 PM | #3 |
lol sorry for being so unclear i meant basically what should i set the gold cost to if say the unit does 50 seige dmg for example how do i know whats a good cost |
| 05-04-2005, 12:39 AM | #4 |
Make a basic tower, and set that at a standard amount of gold (10). Then have every other tower based off of that tower, except you need to SLIGHTLY improve the damage/effects per gold on each additional level. |
| 05-04-2005, 01:10 PM | #5 |
Basically, you want to know how to balance the towers, how to choose a balanced gold cost for them. Well, that's incredibly difficult! For starters, you can just check the dps (damage per second) of the tower. If the tower deals 15 damage every half of a second, then it has 30dps. The most basic rule is, the cost of the tower should be proportional to it's dps. However, we come across some adittional considerations here already. If the map is a maze td, then everybody would build the cheap towers because you can make a longer maze with them than with expensive towers. Therefore, the expensive towers should offfer more dps for the cost you pay for them. On the other hand, in TD maps where you can't maze, the room where you build towers is a valuable commodity, and players wish to use it to it's best potential, so in such a map, fewer expensive towers would be better than a lot of weak ones. The next thing is the distribution of damage. A tower with a slow, but powerfull attack, or a tower with slow projectiles that take some time to reach the target... these kind of towers can have some wasted shots when fireing at a target that is almost dead. Rapid fireing towers with fast projectiles make the best use of their dps, so they should be more expensive that the others. On the other hand, if the targets can have hardened skin, then the towers with low-damage attacks are less effective against them and should instead be cheaper. This was just the damage, we now get to special effects. Slow towers, poison towers, or towers with any kind of spells... It's not just the towers themselves that need to be balanced, but more importantly different combinations of towers. I won't go into much more detail here, because there's just too much different things to type about. Just test the towers in different combinations against different enemies, see which work well, which do not, and adjust the prices accordingly. |
