It is a Defensive On Your Own game. The concept is that a different wave of attackers come each time. The point is to build a specified defense against each wave. After one wave is gone, your defense is removed, you are told what the new wave will be, and you have a certain time to prepare.
None.
so its sort of like counter attacking a wave with the right combination of units?
None.
Personally, the main reason I like defense maps is seeing your defense get better and better over time and trying to improve it at a faster rate than the difficulty increases. I don't think i could get into this alternative way to do things, as I think it may move too slowly or seem pointless. However, I'm sure some people may prefer your suggested way after getting use to it.
None.
It is a Defensive On Your Own game. The concept is that a different wave of attackers come each time. The point is to build a specified defense against each wave. After one wave is gone, your defense is removed, you are told what the new wave will be, and you have a certain time to prepare.
Or make it an option and your minerals are refunded with a small deduction because you want to rebuild it.
None.
I like this idea. For me, defense games are boring and repetitive. I don't play them anymore.
I saw a map where each units you receive two civilians to but unit packs with. The attacking unit type is shown. Computer units come through a path and attack all the units in their way, which are every player's units (like chain defense, except you can't build more). Player units are removed at the end of each round, and they get two civilians to buy new unit packs.
One of the more difficult things is, for defense games, is balancing the levels. If you create a defense game like this, I'd play it. Good luck!
Win by luck, lose by skill.
I like the mineral idea. I would probably have it so that 1/3 of the price of the remaining units are refunded.
But i am not sure of how i would make terrain for this. I was thinking of having 16 tiles across and have it go for far down. But now i am not sure if i should make it like that, make it so each player goes to a different terrain set up each time to face a unique attack, or to do it in another manner.
None.
When I first opened up this topic I thought it was going to be like you build up a defense and then try to get past it, and the harder your defense was the more points you get to send a wave, and the point would be to balance it out by not making it too hard so you can't get through and not too easy so you don't have enough points to get through. Eh, it would be a good idea, but it would have to be balanced.
Post has been edited 1 time(s), last time on Apr 26 2009, 1:29 am by lil-Inferno. Reason: Spelling Mistake Pl0x
Thats a good idea for a map, but i am not sure how you could write the map. For instance what would define the defense better then another.
None.
I would probably have it so that 1/3 of the price of the remaining units are refunded.
But then you would have to create triggers to give more minerals per kills/after a round, or else the amount of minerals a player has keeps going down every round. If you want, you can have a set amount of minerals given (as in "set to 100 ore") so that players don't exponentially lose their money.
Win by luck, lose by skill.
I would probably have it so that 1/3 of the price of the remaining units are refunded.
But then you would have to create triggers to give more minerals per kills/after a round, or else the amount of minerals a player has keeps going down every round. If you want, you can have a set amount of minerals given (as in "set to 100 ore") so that players don't exponentially lose their money.
Yeah lol i an se how that cold be a problem.... So what your saying is afer each round you get 100 mineals + Remainder fraction.
None.
I played SAT control last week and realized it was sort of like your idea. Every round you have to build new units to defeat the incoming waves of attacking computer units. They fight back, too.
Win by luck, lose by skill.