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Making Towers LESS Effective Over Time

07-03-2007, 06:28 AM#1
Tide-Arc Ephemera
Sorry to all moderators who are thinking "STOP MAKING TOPICS, TIDE!"

Ok, so I'll try not to go into too much detail with my map...

The absolute base mechanic is similar to that of Vampirism.

My map revolves around the main Pandaren builder getting upgrades and becoming an actual fighter. He can build towers, structures and other things, and among them is gather extra workers.

*edit - There are no actual basing towers, just weak towers.

If he dies, he goes to the other team as a very weak being called a Slave, which can be killed with low-upgraded Pandaren.

For early game defense, I made it so that the towers could not attack, but load workers into them to fight back. Each attack costs 5 lumber to limit the number of times and efficiency of a tower.

Now here's the thing - all the ideas I came up with to make them weaker over time without physically changing their stats do not work.

My question is - How do I make towers weaker over time without physically changing their stats?
07-03-2007, 07:19 AM#2
DioD
handicap value of the player.

just decrease max hp of all units towers and other staff.
07-03-2007, 07:23 AM#3
Tide-Arc Ephemera
Quote:
Originally Posted by Tide-Arc Ephemera
The absolute base mechanic is similar to that of Vampirism.

*edit - There are no actual basing towers, just weak towers.

My question is - How do I make towers weaker over time without physically changing their stats?

Did you... just read the title and post?
07-03-2007, 07:40 AM#4
Pyrogasm
Change the other unit's stats?


And there's nothing wrong with asking lots of questions if they're not dumb ones.
07-03-2007, 08:06 AM#5
CommanderZ
Make every shot weaker than the previous one. First shot may do for example 100 dmg, but its damage would decrease with every shot by one.
07-03-2007, 09:03 AM#6
Tide-Arc Ephemera
Hm... I like your idea Z... and towers could be rather expensive to prevent continuous rebuilding, and you are allowed to "reload" them for a cost...

+Rep
07-03-2007, 10:10 AM#7
sas_Skorpion
Hey wouldnt it be easier by using negative upgrades ?

You set the damage upgrade to "-" something ... and set in the researches that the building uses set a "secret" research so when they need to get weaker u set with the trigger to set that upgrade +1

Here i added a demo so u can see what i mean :)

P.S.

I was too lazy to add you the explanations ... the " ? " is the upgrade i was talking about :P
Attached Files
File type: w3xTower Demo.w3x (12.3 KB)
07-03-2007, 10:15 AM#8
Tide-Arc Ephemera
I may have bent against the question a little, but I do not feel confident using upgrades then downgrading them.
07-03-2007, 10:23 AM#9
sas_Skorpion
Just check out i edited the other post gave u a demo map check it out then tell me
07-03-2007, 10:36 AM#10
Tide-Arc Ephemera
I haven't the equipment (I'm on the wrong computer) to check it. What I needed was a universal efficiency reducer, not a universal power reducer.

What you are doing is changing the unit's stats, not making it less efficient. The advantage of the "recharge" system is that it allows units to be powerful when they are new.

The advantage of your response is that it universally weakens everything.

The disadvantage of the "recharge" system is that towers aren't efficient as such, but it makes it so that towers get less efficient and rebuilding them would just cost too much and slow you down.

The disadvantage of your response is that it... just makes the units weak, period.

I don't want them to always be weak, I just want them to be harder to use.
07-03-2007, 11:16 AM#11
Whitehorn
Quote:
How do I make towers weaker over time without physically changing their stats?

Make whatever they're attacking get stronger over time.
07-03-2007, 11:32 AM#12
Tide-Arc Ephemera
That's an obvious one... but hey, it's an idea none the less, and it would actually balance the game... somewhat...
07-03-2007, 11:38 AM#13
sas_Skorpion
Hey maybe i got another idea :D
Its like this ...
As you probably know almost every passive item ability doesnt show in the interface so how about making a +dmg ability that gives negative values but the first is +0 then make a trigger like this
Trigger:
Attack
Collapse Events
Unit - A unit Is attacked
Conditions
Collapse Actions
Unit - Set level of Item Damage Bonus for (Attacking unit) to ((Level of Item Damage Bonus for (Attacking unit)) + 1)
and put an ability like roar or something (RECHARGE) when unit casts that ability trigger sets the level of that damage bonus again to 0 :D
If u want ill make u a demo map :D

EDIT: I Just checked u cant use the claws of attack ability but it is possilbe with an aura ... not sure is there any other ability
07-03-2007, 12:12 PM#14
Tide-Arc Ephemera
That's an inverted and simplified version of what I am using now. There are two possibilities, which I will interchange depending on functionality.

Expanded version of your idea
Trigger:
AT Defensive Platforms
Collapse Events
Unit - A unit Is attacked
Collapse Conditions
(Unit-type of (Attacking unit)) Equal to (==) Defensive Platform
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Level of Limited Offense (Neutral Hostile) for (Attacking unit)) Greater than or equal to (>=) 2
Collapse Then - Actions
Unit - Set Level of Limited Offense (Neutral Hostile) for (Attacking unit) to ((Level of Limited Offense (Neutral Hostile) for (Attacking unit)) - 1)
Collapse Else - Actions
Unit - Order (Attacking unit) to Stop
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Level of Reset Offense for (Attacking unit)) Not equal to (!=) 1
Collapse Then - Actions
Unit - Add Reset Offense to (Attacking unit)
Collapse Else - Actions
Do nothing

It is not 100% efficient. Number 2 is too ninja and secret, so secret, it hasn't even come to my mind yet.
07-03-2007, 01:03 PM#15
sas_Skorpion
Hehehehhe
Or how about this idea : Put an ammo system :)
you can put either it can shoot a maximum of 50 bullets each attack takes 1 or u can put something like power of attack depending on ammo so as it attacks it reduces ammo and the dmg is a % of ammo :P there are tons of ideas that can be made i honestly like myself the ammo = shoots idea ... never saw towers that fire unlimitedly :P