| 08-17-2006, 05:44 AM | #1 |
A Tower Defense map that allows towers to have a backpack allowing item manipulation. Maybe its been done before but I have never seen it. |
| 08-17-2006, 06:12 AM | #2 |
Wait no, just Blizzard TD. |
| 08-17-2006, 07:49 AM | #3 | |
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Ah, cool |
| 08-17-2006, 07:53 AM | #4 |
At least I think the Hero Towers had inventories. |
| 08-17-2006, 08:02 AM | #5 |
I suppose it's just a modified Backpack ability... |
| 08-17-2006, 08:04 AM | #6 |
Nope, would be based off of hero inventory I think. Just make sure they don't use tombs if they aren't heroes... |
| 08-17-2006, 08:41 AM | #7 | |
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haha, ya I was just saying it would be a neat implementation for a Tower Defense. Also I thought of combining towers as well: example: Take 1 Tower, click Combine ability, choose another tower to combine and replace it. Arrow + Arrow = Reinforced Arrow Tower (x2 attk spd) And now that Im on the subject of my creativeness, I also thought of an addition to selling towers, the ability is called "Decommission" : Decommissioning a building causes a Tower Frenzy for 1 minute; First 30 seconds increases the attack speed by x2, next 20 seconds increases attk spd by x4, last 10 seconds by x8 then the tower is destroyed and gives back 45% of gold it was worth I just try to think of things that people arent use to. ![]() |
| 08-17-2006, 08:57 AM | #8 |
Frenzy is overpowered, people would gain alot more by destrying their towers and rebuilding them then just keeping them |
| 08-17-2006, 09:33 AM | #9 |
The only thing I have in my defense is that your speaking Traditional TD's, not creative. The way I work is finding ways to implement unique ideas and build a traditional concept around it. If some abilities didn't work, then I would simply think of a more creative approach where I can preserve the whole idea in the first place. I agree with you though, TD's are fast-paced and no one would even consider waiting a whole minute just to sell a tower BUT what if I implemented a way that when you use the "decommission" ability that it gives off the same affect to nearby towers eventhough they are not being decommissioned? You see there are always ways to implement cool ideas... just trial and error I guess ![]() Also how about this?: Having a Transmute Tower (Regular attack with 15% chance to transmute a unit- gold received is UnitsHP/5 (ex. 100/5=20)) OR (100% Transmute with a heavy cooldown) |
| 08-17-2006, 05:00 PM | #10 |
There have been Transmute towers, check Element TD. That has a lot of nice ideas. Your new Frenzy would be way overpowered. People would make grids of 1000 gold towers (or whatever) and make a 7 gold tower inside it, frenzy the 7 gold, and make everything tons faster. |
| 08-18-2006, 03:25 AM | #11 | |
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interesting outlook, like I said though, there is a way around everything. ![]() |
| 08-18-2006, 04:13 AM | #12 |
Paladin TD. |
| 08-18-2006, 04:40 AM | #13 | |
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What about it? |
| 08-18-2006, 05:29 AM | #14 |
It has towers with inventories. BShips style, if I recall. IE the tower can pick up a type of gun and then it periodicly shoots at enemies. |
| 08-18-2006, 07:43 AM | #15 |
Thats cool! Personally I would use an inventory for special ammunition, or buffs, so on and so forth. Permanent individual tower upgrades (find enchanted material or ammunition, use once only) Something else I thought of - Environmental effects (ex. At night, arrows have a chance to miss. At day, a chance to crit, etc...) |
