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Race Plan - check if ur curious of incoming changes

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Post  PROcuratorDotA Sat Oct 30, 2010 8:11 am

Here I am preparing list about all races. It treats about their advantages and disadvantages. Challenging scale in a brackets (1 - easy, 5 - hard). It's still WiP. I am placing it because after following version many things will change (new towers). Enjoy.

Beast: (1)
+ Kinda cheap
+ Good frontliners
+ Low food cost
+ Nice melee dps (not best)
+ Excellent poison potential and good stunning potential too
+ 2 new regular dragons
+/- Best unit (10k hp!), tough cost in enormous
- Still magic fucks it
- No real good range dps

Nature: (4)
+ One and only healing potential
+ Best 2-line tanks
+ Various attack types
+ Many possibilities to have fortified tanks
+ Really funny Tree of Fortune
- No real good 1-liners
- Good units are expensive and army has rather low dmging potential either isn't that defensive as Alliance

Shadow: (2)
+ Awesome summoning potential
+ Both offensive and defensive
+ Interesting combinations
- Cost of best units

Ghost: (5)
+ Best dps potential
+ Extreme spell attacks (drawback on some lvls, spell immunity fucks retarded spell-spammers hard)
+ Very special units
+ Auras, skills
- In fact no tanks
- Can really suck on high lvls with mass hp enemies

Elemental: (3)
+ Many possibilities to have good dps potential
+/- Less units to choose from comparing to other races
- Only one type of pure tanks (Phoenix isn't tank... can be used as but isn't)
- Usefull aura only on 1 gamestyle

Marine: (2)
+ Most various units in the game, most universal race (except Mech)
+ Many extreme towers, very elitary on high lvls
- Crabs' siege attack is not enough sometimes
- No chaos attacks
- Imba units' cost hurts ;/

Mech: (4)
+ The Most Universal Race
+ Many possibilities to have awesome dps potential
+ New units' abbilities and old good dmg aura
- COST!

Demi-Human: (3)
+ Combinated race
+ Interesting abilities (MAKING MONEY!)
+ Very good and immune 1-liners
+/- Average range dps potential
- Limited Prime Matrons (2-3 don't know yet)
- Limited Voodoo Master stacking aura (2)

Ice: (1)
+ Best slowing potential
+ Usefull auras
+ Spells
+ Easy to combine effectively
- Hardly any ranges

Elves: (4)
+ Various range attackers
+ Good tanks at the start
+ Universal Ascendants
- No op units except Illidan
- No tanks on high lvls (that's why it's hard race)

Blood Orc (4 on Normal, 2 on Insane)
+ Global Upgrades by buying exact units (Insane)
+ Good dps and tanky melee potential
+ Chaos dmg
+ Tier 7 - Ultimate range dps
- Not diversed attack types
- No range except Tier 7 and Tier 1

Horde (2)
+ Good in all possible way (pure magic, diverse)
+ Low food cost (except Orc War Platform)
- No imba units

Alliance (4)
+ Tough units
+ Both defensive and offensive magic
+ Awesome stacking aura (Insane only)
+ Ressurection
+ Incredible AoE attacks
+ Great healing potential (expensive but only a bit worse than Nature's)
+ Cheap regular tier 1-3 units
+ Low food cost
- No dpses
- Barely any ranges
- No auras (except Insane ones)
- Hardly useful Tier 1-3 units on high lvls
- Tiers 4-6 are very expensive

Scourge (4)
+ Cheap, weak melee units
+ Best spam (especially on Insane)
+ Unique heroes desire good itembuild too (Insane)
+ Arthas The Lich King
+/- It's hard to play, units are not normal comparing to other races

PS. I introduced only finished races plans so far


Last edited by PROcuratorDotA on Fri Jan 21, 2011 3:09 am; edited 6 times in total

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Post  guy4 Mon Nov 01, 2010 8:22 pm

Looks awesome, you only forgot to mention collison sizes (nature and shadows biggest weakness and ghosts biggest strength especially with 3 * waves) else comprehensive list. Also is this based on 2 * wave or 3 * wave or your "insane" and other modes where only 1 wave is spawned. I say this because ghost pawns 3* wave so wouldn;t rank it as hard but vs 1 wave it is kinda difficult. Also ghosts has 2 reasonable tanks (the one tank has normal armour and the other heavy armour which is awesome because for 13 which is hard on 3 * wave because air has no collison size you have normal armour then put the ohter heavy armour tanks in front of them for 14 and 15 which owns normal armour)

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Post  PROcuratorDotA Mon Nov 01, 2010 9:42 pm

Ok, cool u mentioned that but I will not even touch collision I know nothing about it. I will leave it up to egze. I'va already finished all races I was supposed to. Up: Demi-Human. Not in following but in next next version my Insane mode is going to appear, so x2 and x3 gonna disappear for instance (laggy modes).

I hope egze come back he emailed me once only. Waiting for him and his 2.X to finish next version.

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Post  guy4 Tue Nov 02, 2010 1:00 am

cool so if I understand correctly the 2* waves and 3 * waves will perhaps be removed in 2 versions time (depending on what egze feeds back to you). So maybe then releasing levels 31-40 would only be feasible once your insane mode is out or at least your upgrades idea is released else 31-40 will have far too much lag (even though I really want to check level 31-40 in single player mode where it wont lag, if it was released before those things were done Smile).

I wonder if reducing wave size will also get rid of the disconnect problem discussed on one of the other topics (i.e. where 1 player gets disconnected early and then a bit later another player unitl it is about 2vs3 or 2vs2 (then the disconnects stop).

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Post  PROcuratorDotA Tue Nov 02, 2010 1:41 am

Hm. Yea. I try to explain it better. Next version to which changelog is placed in the changelog section is coming out when egze desires. Next version - almost mine (egze will do some balance, help me etc.) will appear after this and bring +1 lvl to all towers. Then lvl 31-40 will not be very hard as they will on previous (after 2.7, one mentioned in previous sentence). Also I need to see Blood Orc race to expand it too. So after my 1st version we will have normal modes x1 (maybe x2 and x3) but many new towers. Next version will bring mass balance improvements, 2 races, new mode Insane. It's possible that Insane will appear in first "my" version.

Ofc as usually I'm highlighting I cannot do anything without egze, also i will not upgrade any of new races (Goblin, Ice, Dwarves, Elves) but just send egze all my materials to do it. If he doesn't want to do something I can only try to persuade. I am a bit more than u guys, not really a much more for this LegionTD, egze is boss I am his little trying to be creative worker. That's all ;p

So:
Final battle, Blood Orc, lvls 31-40
+ Towers, maybe income improvments, minor changes
+ Insane, new races (Blood Elf, Wizards)
+ gonna think 'bout ;p

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Post  bettie Thu Nov 18, 2010 10:58 am

personally, I'm against levels 31-40, because i think after 30 rounds it almost always is clear who will win, because of the income, and level 31-40 will only delay that thing, so legion td will only get more boring and not so much more fun wiht new levels... thats the way I see it...
secondly... if u add new levels u wont have any place to build new towers... for instance i sometimes run short of efiicient building place in the 30 levels already (even with x1 mode, not only in x3), so if u would do more levels, u would have to get more building place or let towers grew more little and get collisionsize down... i dont know... i only know that new levels wouldnt be that fine for me... and i guess that other persons would think so too

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Post  guy4 Thu Nov 18, 2010 6:17 pm

I see your points bettie, but income isnt the only thing determining the end game (or though it definitely influences it) but the builder you chose is a big influencing factor, also the combination of builders your team has influences the end.
i.e. demi human is very strong when the end comes, as the healers and oracles boost the durability of units a lot, also races like shadow are storng in end game because of hades especially if one player in your team has element with the mana regen aura, then hades is very strong. Also if your team has high income but no variety in builders they will be weak in the end.

Also another determining factor is when you decide to save lumber for your final assualt, if you start saving too early you lose a lot of potential income and -value if you start saving too late the other team might have more lumber saved for the final level and overpower you

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Post  PROcuratorDotA Thu Nov 18, 2010 9:01 pm

bettie I reckon that all ur arguments gonna be wiped out but one mine. What is: 31-40 lvls = new towers for normal which means more chances to build wrongly, more diverse def, no more mass towers. Thx. Very Happy

Anyways I see ur the thinking one, stay on our forum and keep comennting. We might need ur opinion.

P.S. Insane mode - only 30 waves but extremelly hard and lucrative.
P.S.2 I am seriously thinking about extending the battlefield...

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Post  guy4 Thu Nov 18, 2010 11:58 pm

insane mode sounds like its going to be fun, because the most exciting challenge is getting the balance between maximizing income and not leaking (I think thats why 3 * waves is so popular because if you under income it soon becomes very hard to hold your wave (sooner then 1 * wave) but if you over income you get penalised with a lot more leaks (then in 1 * wave). Although insane mode will only be 1 extreme wave I think it will hold the same or even greater challenge which I cant wait for.

The only problem is the insane mode games will last shorter Sad unless you get really balanced teams (average overbuilding players with pro's). But i'll try finish it in single player mode Smile.

I think I understand what motivates your decison for modes and changes to legion now. I think your motivator is making the game more challenging/difficult. Although we have exact oppostie motives (i.e. I want modes that make the game slightly easier so that more game get to the end) we still agree on a hell of a lot LOL Smile.

I think EGZE motive is around considering the mid (building together). i.e. the old GG ruined mid building because it was better for 1 guy to income and the other guy to build in his lane and catch the creeps at king, then trying to kill double the waves at the same time. Also the introduction of -CO where collison issue is amplified with double the units mid (when the other player who was incoming starts building collison size becomes a real problem).

I suppose its quite a nice way of considering the game from building mid together as that is probably potentially the most difficult way to build (as you have to have a very good understanding with partner) but also potentially the most rewarding with double the aura's. I need to broaden my outlook to EGZE way of thinking because I dont really consider how modes affect mid building (mainly consider it from the single lane or pure incoming angle)

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Post  PROcuratorDotA Fri Nov 19, 2010 3:09 am

It's pretty obvious that Insane is for pros. If noob host out of practise tries to play this mode with other noobs he's wasting his and their time. The biggest advantage will be that they won't waste much time cause they will die much faster than in Normal Very Happy. More money, more towers, much more possible builds so... harder. What's more u must prepare for more many special rounds (not only acolytes - more range, weak melee and looking on armor/attack types) it will demand more thinking and earlier preparations. Also additional possibilities like - rude upgrading creeps sent on enemies (cause +bounty!) and on the contrary buy less bounty for enemies and send slightly weaker creeps. What's more there will be some little reward for better defenders - like +some wood for highest towers value and +some gold for highest income. Additionally, leaking to the King's area will cause in small bonus for better team like 1/creep to split among all guys (disabled on 1-10, +1 on 11-20, +2 on 21-30).

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Post  guy4 Fri Nov 19, 2010 10:09 pm

Would be awesome if some of those features could be added to normal mode too. e.g. What's more there will be some little reward for better defenders - like +some wood for highest towers value and +some gold for highest income, maybe even the special rounds every now and then (but less in normal then in insane mode). You have such nice ideas it would be cool if you could implement them in normal mode but to a lesser extent becuase the majority will play normal and only a few will be good enough to handle insane mode

Was thinking of a good idea last night for insane mode/normal mode too. The final battle is a really exciting part of the game which probably will hardly be reached in insane mode. So what about interim battles every 10 levels or so.
So lets say on level 10 the interim battle happens, it will be exactly the same as the final battle, but when its finished the players tower and king will return to there normal position and the next round will start. There can be small rewards for each player on the winning team like an extra wisp upgrade (i.e 50 gold). This will add a lot of strategy to the game as well. Becuase now the players have to start preparing for the interim battles too by making sure they have aura towers sooner, upping the king a bit, saving for summons for the interim battle etc.

Will add a whole new dimension to the game and is really exciting to watch an interim battle unfold. What you think?

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Post  PROcuratorDotA Fri Nov 19, 2010 11:38 pm

Yeye, at the start I was suggesting egZe to make these battles every round, then every 10, then he decided to make it on the end. Imho it's good suggestion I forgot about it. There is 1 drawback - upgrading kings is pointless for 10round battles so... Maybe not if we add little summons behing kins' back which can injure him badly (rather even kill) if he won't be upgraded and his towers gonna lose battle. Gonna think about it. Thx for reminding. Ok I must clean up my forum a bit.

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Post  Heschbeld Fri Jan 21, 2011 2:51 am

Now I've read this thread fprthe first time today and I don't see teh Dwarfs anymor why?
The other things sound very great. If you look at my translation post and it will be done like in my mind,
I can translate the new towers also for you.

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Post  PROcuratorDotA Fri Jan 21, 2011 2:55 am

I will not do this translation, sorry. Dwarves are in Alliance - much cooler I assure. Anyway all races done by egZe (except Ice) took too much kb file size so i must have done my own from 0.

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