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unit armor


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#1 Waffle

Waffle

Posted 06 April 2013 - 06:06 PM

Hey

I've noticed.. units are really nice.. but even with their hp in the .5m range they get a bit squishy.
what they really need is more armor, not hp..

I have come up with a few ways this could be implemented.. some more balanced than others
  • There is a unit HP upgrade in the upgrade centre.. just add a armor upgrade next to it.
  • Armor is more powerful than hp i feel so it should be quite a bit more expensive.
  • for endgame goodness should scale to comparable effect with wall armor (but since walls take 2k wood each and units are cheap this upgrade should be very expensive)
  • Add a hero aura that gives surrounding units 1-20% of the heroes armor bonus.

    this i especially like because it is not OP yet scales effortlessly in time.(kind of depends on hero toming but it takes a lot of expensive tomes to get armor and only a small % ends up as the bonus)


#2 Ve1ro

Ve1ro

    Dedicated Survivor


 

Posted 06 April 2013 - 06:21 PM

sounds like this is aimed at being used against the endless waves?

Ive heard a lot of suggestions for things that should be available when behemoth dies.
such as a further repair upgrade; maybe this should be among them.

IF they implement additional very expensive upgrades
i believe enemy hp/dmg should increase 1% each spawn.
since its meant to kill you. numbered spawns?

#3 Elite Doom

Elite Doom

Posted 07 April 2013 - 10:43 AM

I especially like these ideas. Upgrades that are available ONLY AFTER the behemoth has been killed. And to elaborate on Ve1ro's idea of a 1% increase on enemy units each spawn is a nice idea.

But then if you stop and think about it, with the endless waves getting more difficult each spawn and upgrades only available after the behemoth being killed almost just sounds like the regular game is just being continued. What's different then if there's still more upgrades and units getting more difficult as the game goes on? It then turns back into normal Fortress Survival but instead the game is an hour and a half.

So personally, I would love more upgrades after the behemoth dies and the enemies to be constantly getting more difficult. BUT, if the point of endless waves is to see how long you can survive with maxed upgrades after the final bosses, then there should not be anymore upgrades.

It basically comes down to extending the game (technically, optional if you add the upgrades after final bosses) and a contest to see how long your base survives based on the build/location of your base (with or without the upgrades added after final bosses)

Sorry if I reiterated my point a few times. Just trying to see the two sides of added content!

#4 Waffle

Waffle

Posted 08 April 2013 - 11:42 AM

QUOTE (Ve1ro @ Apr 7 2013, 01:21 AM) <{POST_SNAPBACK}>
i believe enemy hp/dmg should increase 1% each spawn.


i think i have already meant a point that the creep upgrades are pointless and ineffective and requested an EXPONENTIAL growth model.

(for those who don't get what i mean exponential stat formula looks like this

CURRENT=BASE*(1+ 0.01*growth%)^n
Where BASE is the stat at lvl1 and growth is how many percent to increase per wave.

example 1% increase comparison linearly and exponentially:
lvl 1 _ : 101% and 101%
lvl 20_: 120% 122%
lvl 100: 200% 270%
// at small amounts it approximates linear growth...

example 10% increase comparison linearly and exponentially:
lvl 1 _ : 110% and 110%
lvl 20_: 300% 672%
lvl 100: 1100% 13780%
// but when you are less shy you can see the differences more clearly.
// where linear growth would amount in a difference that loses significance each time it happens the exponential model keeps the pressure on.
// I have played the endless mode so long i got boored of it (very easy so not a balance issue really but it was enough to see that the creeps barely got harder at all)
// the banks use this formula to calculate interest. they do it for a reason.

Note: say 1% att speed and 1% att damage and 1% life.. and 1% armor..
this approximates to 1.01^4 fold increase in creep power. so what for 1 stat happens slowly will be happening 4-5 times faster when you total the creep str.

suggestion: make creep abilities scale on a creep stat so they scale along with basic attributes! else spell creeps become harmless.


#5 Niwa

Niwa

    Master Suicidalist


         

Posted 08 April 2013 - 07:53 PM

QUOTE (Waffle @ Apr 8 2013, 11:42 AM) <{POST_SNAPBACK}>
i think i have already meant a point that the creep upgrades are pointless and ineffective and requested an EXPONENTIAL growth model.

(for those who don't get what i mean exponential stat formula looks like this

CURRENT=BASE*(1+ 0.01*growth%)^n
Where BASE is the stat at lvl1 and growth is how many percent to increase per wave.

example 1% increase comparison linearly and exponentially:
lvl 1 _ : 101% and 101%
lvl 20_: 120% 122%
lvl 100: 200% 270%
// at small amounts it approximates linear growth...

example 10% increase comparison linearly and exponentially:
lvl 1 _ : 110% and 110%
lvl 20_: 300% 672%
lvl 100: 1100% 13780%
// but when you are less shy you can see the differences more clearly.
// where linear growth would amount in a difference that loses significance each time it happens the exponential model keeps the pressure on.
// I have played the endless mode so long i got boored of it (very easy so not a balance issue really but it was enough to see that the creeps barely got harder at all)
// the banks use this formula to calculate interest. they do it for a reason.

Note: say 1% att speed and 1% att damage and 1% life.. and 1% armor..
this approximates to 1.01^4 fold increase in creep power. so what for 1 stat happens slowly will be happening 4-5 times faster when you total the creep str.

suggestion: make creep abilities scale on a creep stat so they scale along with basic attributes! else spell creeps become harmless.


I spy math guy mellow.gif

Good input.
We will give your exponential model a try for version 6.10.
Thank you for the formulas.
I have inputted them in with 10% exponential increase and base 5000.
This is with the exponential and linear model together:
lvl 1 _ : +5750 hp & dmg
lvl 10_: +15468 hp & dmg
lvl 20_: +38637 hp & dmg
lvl 30_: +94747 hp & dmg
lvl 40_: +236296 hp & dmg
lvl 50_: +599454 hp & dmg

Other notes:
  • Artillery is 25% of the value.


#6 AcediaPH

AcediaPH

    Forum Spammer


     

Posted 24 May 2013 - 10:17 AM

Damn mathematics xD.






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