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Forum-Based Tower Defense Beta

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Author Topic: Forum-Based Tower Defense Beta  (Read 633 times)
Evan20000
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« Reply #15 on: January 19, 2011, 09:14:37 pm »

Does the missile tower have splash damage? If so, I'll take it. If not, let me think a little longer.
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« Reply #16 on: January 19, 2011, 11:36:24 pm »

Wind Pilot
with choice as Target

(Did someone say sniper?)
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LieutenantRagnarok
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« Reply #17 on: January 21, 2011, 03:41:41 am »

Does the missile tower have splash damage? If so, I'll take it. If not, let me think a little longer.

Yes.  The area of effect increases in size when it reaches it's final level up.

Actually, I'll just let my notes explain the rest.

[spoiler]STATS/COSTS


Basic Tower

Level:  1
Attack:  5
Defense:  2
Rate:  1
Range:  2
Shell:  2
Health:  25
Cost:  20
Sell:  10
Salvage: 2

Cost to upgrade:  40

Level:  2
Attack:  10
Defense:  3
Rate:  1
Range:  2
Shell:  3
Health:  60
Cost:  60
Sell:  33
Salvage: 12

Cost to upgrade:  120

Level:  3
Attack:  40
Defense: 4
Rate:  1
Range:  3
Shell:  4
Health:  180
Cost:  180
Sell:  108
Salvage:  54

Cost to upgrade:   N/A


Quick Tower

Level:  1
Attack:  1
Defense:  1
Rate:  3
Range:  1
Shell:  2
Health:  18
Cost:  35
Sell:  17
Salvage:  3

Cost to upgrade:  70

Level:  2
Attack:  1
Defense:  2
Rate:  27
Range:  1
Shell:  4
Health:  45
Cost:  105
Sell:  57
Salvage: 21

Cost to upgrade:   210

Level:  3
Attack:  1
Defense:  3
Rate:  120
Range:  2
Shell:  9
Health:  100      
Cost:  315
Sell:  189
Salvage:  94

Cost to upgrade:   None


Anti-Air Tower

Level:  1
Attack:  10
Defense:  6
Rate:  1
Range:  2
Shell:  3
Health:  30
Cost:  75
Sell:  37
Salvage: 7

Cost to upgrade:   150

Level:  2
Attack:  40
Defense:  6
Rate:  1
Range:  2
Shell:  3
Health:  50
Cost:  225
Sell:  123
Salvage:  45

Cost to upgrade:   450

Level:  3
Attack:  100
Defense:  6
Rate:  1
Range:  2
Shell:  3
Health:  80
Cost:  675
Sell:  405
Salvage:  202

Cost to upgrade:  None


Quake Tower  (Hits all ground-based minions/creeps, regardless of position)

Level:  1
Attack:  2
Defense:  0
Rate:  0.5
Range:  MAX*
Shell:  0
Health:  15
Cost:  50
Sell:  25
Salvage: 5

Cost to upgrade:   100

Level:  2
Attack:  12
Defense:  0
Rate:  0.33
Range:  MAX*
Shell:  0
Health:  32
Cost:  150
Sell:  82
Salvage: 30

Cost to upgrade:   300

Level:  3
Attack:  50
Defense: 0
Rate:  0.25
Range:  MAX*
Shell:  0
Health:  64
Cost:  450
Sell:  270
Salvage:  135

Cost to upgrade:   None


Dual Tower

Level:  1
Attack:  7
Defense:  3
Rate:  1
Range:  1
Shell:  3
Health:  12
Cost:  80
Sell:  40
Salvage:  8

Cost to upgrade:   160

Level:  2
Attack:  34
Defense:  4
Rate:  1.5
Range:  2
Shell:  4
Health:  28
Cost:  240
Sell:  132
Salvage:  48

Cost to upgrade:   480

Level:  3
Attack:  115
Defense:  5
Rate:  2
Range:  2
Shell:  5
Health:  49
Cost:  720
Sell:  432
Salvage:  216

Cost to upgrade:   None


Missile Tower (Splash Damage affects 1 tile in every direction of the affected tile, inflicting 20% of the tower's original damage.  It increases to 2 tiles upon

reaching level 3)

Level:  1
Attack:  16
Defense:  5
Rate:  0.7
Range:  2
Shell:  1
Health:  30
Cost:  70
Sell:  35
Salvage:  7

Cost to upgrade:   140

Level:  2
Attack:  60
Defense:  7
Rate:  0.5
Range:  2
Shell:  1
Health:  80
Cost:  210
Sell:  115
Salvage:  42

Cost to upgrade:   420

Level:  3
Attack:  360
Defense:  9
Rate:  0.4
Range:  3
Shell:  2
Health:  220
Cost:  630
Sell:  378
Salvage:  189

Cost to upgrade:   None


Tank Tower

Level:  1 (Hits two ground enemies at once)
Attack:  2
Defense:  6
Rate:  0.5
Range:  2
Shell:  4
Health:  50
Cost:  60
Sell:  30
Salvage:  6

Cost to upgrade:   120

Level:  2 (Hits three ground enemies at once)
Attack:  8
Defense:  7
Rate:  0.5
Range:  3
Shell:  4
Health:  120
Cost:  180
Sell:  99
Salvage: 36

Cost to upgrade:  360

Level:  3 (Hits four ground enemies at once)
Attack:  27
Defense:  8
Rate:  0.5
Range:  4
Shell:  5
Health:  300
Cost:  540
Sell:  324
Salvage:  162

Cost to upgrade:    None


Multi-Air Tower

Level:  1 (Hits two aerial enemies at once)
Attack:  12
Defense:  4
Rate:  1
Range:  2
Shell:  4
Health:  10
Cost:  125
Sell:  67
Salvage:  12

Cost to upgrade:   250

Level:  2 (Hits four aerial enemies at once)
Attack:  52
Defense:  6
Rate:  1
Range:  2
Shell:  6
Health:  24
Cost:  375
Sell:  206
Salvage:  75

Cost to upgrade:   750

Level:  3 (Hits six aerial enemies at once)
Attack:  140
Defense:  8
Rate:  1
Range:  3
Shell:  8
Health:  45
Cost:  1,125
Sell:  675
Salvage:  337

Cost to upgrade:   None


Gunk Tower

Level:  1  (Slows creeps/minions down by 10%)
Attack:  0
Defense:  1
Rate:  MAX
Range:  1
Shell:  5
Health:  30
Cost:  25
Sell:  12
Salvage:  2

Cost to upgrade:   75

Level:  2 (Slows creeps/minions down by 25%)
Attack:  0
Defense:  2
Rate:  MAX
Range:  1
Shell:  8
Health:  60
Cost:  100
Sell:  55
Salvage:  20

Cost to upgrade:   225

Level:  3 (Slows creeps/minions down by 50%)
Attack:  0
Defense:  3
Rate:  MAX
Range:  1
Shell:  12
Health:  90
Cost:  325
Sell:  195
Salvage:  97

Cost to upgrade:   None


Wave Tower *(Affected tile chosen by the player)

Level:  1
Attack:  1
Defense:  0
Rate:  2
Range:  *
Shell:  10
Health:  20
Cost:  45
Sell:  22
Salvage: 4

Cost to upgrade:   90

Level:  2
Attack:  1
Defense:  0
Rate:  5
Range:  *
Shell:  15
Health:  50
Cost:  135
Sell:  74
Salvage: 27

Cost to upgrade:   270

Level:  3
Attack:  2
Defense:  0
Rate:  15
Range:  *
Shell:  20
Health:  100
Cost:  305
Sell:  183
Salvage:  91

Cost to upgrade:   None


Boost Tower (Improves an attribute chosen, including health, by the player by a set amount)

Level: 1
Increases by 10%
Increases Defense/Shell by 2
Cost:  70
Sell:  35
Salvage:  7

Cost to upgrade:  210

Level: 2
Increases by 25%
Increases Defense/Shell by 4
Cost:  280
Sell:  154
Salvage:  56

Cost to upgrade:  630

Level: 3
Increases by 50%
Increases Defense/Shell by 10
Cost:  910
Sell:  546
Salvage:  273

Cost to upgrade:  None


Machine Gun Tower

Level:  1
Attack:  2
Defense:  3
Rate:  7
Range:  2
Shell:  3
Health:  25
Cost:  100
Sell:  50
Salvage:  10

Cost to upgrade:   200

Level:  2
Attack:  3
Defense:  4
Rate:  25
Range:  2
Shell:  4
Health:  45
Cost:  300
Sell:  165
Salvage:  60

Cost to upgrade:  600

Level:  3
Attack:  4
Defense:  5
Rate:  70
Range:  3
Shell:  5
Health:  111
Cost:  900
Sell:  540
Salvage:  270

Cost to upgrade:  None


Target Tower  (*Player selects a specific minion/creep for the tower to attack)

Level:  1
Attack:  9
Defense:  0
Rate:  1
Range:  MAX*
Shell:  0
Health:  25
Cost:  85
Sell:  42
Salvage: 8

Cost to upgrade:  170

Level:  2
Attack:  45
Defense:  0
Rate:  0.8
Range:  MAX*
Shell:  0
Health:  56
Cost:  255
Sell:  140
Salvage:  51

Cost to upgrade:  510

Level:  3
Attack:  160
Defense:  0
Rate:  0.75
Range:  MAX*
Shell:  0
Health:  140
Cost:  765
Sell:  459
Salvage:  229

Cost to upgrade:  None [/spoiler]

Note that elemental towers aren't listed because I... still haven't done them.  They'll be available soon enough. >_>;;

Here's a little extra too. :3

[spoiler]CREEP/MINION TYPES

Basic - Standard.  Nothing special.
Fast - Moves faster than normal, but has low health
Heavy - Slow-Moving Creep with lots of health
Ranged - Basic Creep with an obnoxious attack range
Split - Slow-moving Creep that splits into two lesser creeps upon death.  The lesser creeps have reduces stats except for increased speed.
Biological - Basic creep that heals itself over time
Air - Low-health Creep that bypasses ground-based towers and ignores the path.
Dirt - Basic Creep that ignores the effects of the Gunk tower.
Armored - Slow-moving creep with improved health and takes less damage from towers, except Quake
Jumping - Low-damaging creep that can bypass some ground-based towers.
Warrior - High-damaging creep designed to destory towers.
Elemental - Very powerful creeps.  Enough said.[/spoiler]

And trust me, that's not all you get to do with creeps/minions.   You'll get to see some dastardly evil tricks if you can survive long enough.

Lastly, here's the first map.

[spoiler]

The black tiles are the map's edge, in this case.  They can also mean places you cannot build towers, if I decide to do that so soon.[/spoiler]

In all honesty, I swear most towers are either gonna be overpowered, or underpowered.  But hey, that's what the beta is for, right? ^_^;;

Also, sup Pastamancer?

Goddammit why can't I post multiple spoilers? >_> <_< <_> >_<
« Last Edit: January 21, 2011, 03:44:53 am by LieutenantRagnarok » Report Spam   Logged
LieutenantRagnarok
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« Reply #18 on: January 21, 2011, 03:50:30 am »

Since I'll be able to run each person's match individually, the game starts once the first person is comfortable with their choices.

And yes, everyone WILL be getting the exact same waves of creeps/minions.
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« Reply #19 on: January 21, 2011, 06:15:26 pm »

I'm good with mine.
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Evan20000
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« Reply #20 on: January 21, 2011, 06:27:28 pm »

I will take the missile towers and am satisfied with my build.
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Dr. Furry
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« Reply #21 on: January 21, 2011, 07:32:17 pm »

READY
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LieutenantRagnarok
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« Reply #22 on: January 21, 2011, 09:03:52 pm »

Alright then. ^_^

WAVE ONE

Each person starts with 100 gold.  Your house/castle/keep/etc. generates 20 coins at the end of each wave (except for Emperors, then it's only 12), and creeps/minions give 1/2 the wave number in gold upon their death.

Upgrading towers requires a certain amount of downtime.  Tower upgrading to level 2 require 33% of the map size (so in this case, 4 spaces) before they can attack again.  Towers upgrading to level 3 are forced to miss the entire wave.

You can only build one tower per tile, obviously.  So, if you absolutely have to build a tower in a certain spot, make sure nothings there, or you'll be forced to sell something you might not want too.

Creeps/minions will attack the closest tower to them (with exception).  If there is a conflict, the tower closest to your house/castle/keep/etc. takes priority.

Towers attack the minion closest to your house/castle/keep/etc (again, with exception).  However, towers have preset programming that enables to do any of the following:

Attack the first/leading creep/minion
Attack the last/furthest behind creep/minion
Attack the creep/minion with the most health
Attack the creep/minion with the least health
Attack a specific creep/minion type if it falls within the tower range (attacking the first/leading creep/minion automatically takes over until the creep/minion in question arrives)

Towers attacking with health-based programming will not attack another target until the creep/minion they are currently attacking dies, or falls outside it's range.

Your first gang of creeps/minions is a generic bunch.  Easy enough to handle.
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LieutenantRagnarok
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« Reply #23 on: January 21, 2011, 09:09:38 pm »

Don't expect me to do any long-ass, descriptive explanations on what exactly happened during the wave either; I'll just be giving a somewhat brief synopsis of what happened.  If you want more specific details, just ask... implying I remember what happened when you request it.  Tongue
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« Reply #24 on: January 21, 2011, 09:33:49 pm »

Machine Gun tower on D2, upgrading Attack.
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« Reply #25 on: January 21, 2011, 10:11:28 pm »

You're sure you want to have upgraded attack power on ALL your towers for the entire match?
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Evan20000
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« Reply #26 on: January 21, 2011, 10:40:43 pm »

Can monsters reach towers not directly placed in their path? Or will they ignore them unless you actively build a roadblock?
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« Reply #27 on: January 22, 2011, 02:12:34 am »

Is it possible for me to switch Target to Machine Gun?  Target's unlimited range doesn't comply with my bonuses of range.

Also, how does Range work?  Let's say the range of "Mysterious Tower X" was 2 and was placed on D5.  What spaces can it hit?
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« Reply #28 on: January 22, 2011, 06:48:37 pm »

Uh, no, if it's all my towers for the entire match I'll use it on Defense.
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« Reply #29 on: January 23, 2011, 01:30:06 pm »

So what do I do with gold?
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Quote from: Richard Dawkins
The meme for blind faith secures its own perpetuation by the simple unconscious expedient of discouraging rational inquiry.
Quote from: Kayin
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