Alright so I want to start out by saying that this is an IDEA that I probably will not have time to do myself. If any of you want to take it up, PM me. Until then, the right to the idea is mine. If you hate it, well, then it doesn't matter. I do recommend you read this, however, as it might just save the TD genre. (Well, that is an exaggeration, it isn't that good of an idea. It might not even be a good idea at all, who knows)
Ok, so here is the idea. Don't scream and yell at me if this has been done before, but I do not think it has. The idea is somewhat simple. First, there are 5 players. It is a FFA game. Everyone has their own identical map that creeps go through.
The creeps are not spawned by the computer, they are spawned by you. You do not spawn specific units, but instead unit groups. The Zealot Group may contain the Zealot, Dark Zealot, Prison Zealot, Some other Zealot, and Stone Zealot. When you spawn a unit, you always spawn the first unit, which is in this case the Zealot. If you manage to kill this unit, you are then granted the ability to spawn it at the next player's base, or spawn the next level unit at your own. If you spawn the next level unit, the Dark Zealot and manage to defeat it, you can spawn that unit at the next player's base.
If you spawn a unit at another player's base and they manage to kill it, they will be awarded minerals which they can buy more towers with. After 5 seconds, the unit will then spawn at the next player's base. It will continue to spawn until it leaks through a player's defenses, or until it reaches the player who originally spawned it.
Spawning units is free. You can spawn as many as you want. However, you must be able to defeat them. If you spawn a Thor, and you do not manage to kill it before it reaches the end of your lane, it will just cost you a life and do no harm to the enemy.
Obviously whoever is left standing at the end wins. The goal of the game is to balance which units you want to send with the defenses of your enemy. Sending units that are easy for your defenses to kill but harder for other player's defenses to kill is ideal. Also, you can send "scout" units. These are invulnerable units that have a large sight radius. They DO cost money to send, but will reveal a large portion of the enemy's defenses. When the scout reaches the end of the lane, it will be killed as usual but will not cost the player any lives.
So, that is the idea. It is very rough, but I think if executed properly it could be a lot of fun, especially with good towers.
Can you only get money from units that enemy players send to your lane?
Is it expected (likely?) that you will be sending a wave of units to the enemy player that will spawn in addition to the wave that they spawned for themselves?
I have never played Line Tower Wars. Are the creeps free, and do you have to kill them yourself before you can send them to an enemy? You said they don't keep spawning through, which is a key part of the game.
And yes, that is why you must keep an eye on your enemy. If you see that he is struggling with units he sent to himself, you can spawn some weaker units on your base, kill them quickly, and add even more units to his load.
Yo.
Alright so I want to start out by saying that this is an IDEA that I probably will not have time to do myself. If any of you want to take it up, PM me. Until then, the right to the idea is mine. If you hate it, well, then it doesn't matter. I do recommend you read this, however, as it might just save the TD genre. (Well, that is an exaggeration, it isn't that good of an idea. It might not even be a good idea at all, who knows)
Ok, so here is the idea. Don't scream and yell at me if this has been done before, but I do not think it has. The idea is somewhat simple. First, there are 5 players. It is a FFA game. Everyone has their own identical map that creeps go through.
The creeps are not spawned by the computer, they are spawned by you. You do not spawn specific units, but instead unit groups. The Zealot Group may contain the Zealot, Dark Zealot, Prison Zealot, Some other Zealot, and Stone Zealot. When you spawn a unit, you always spawn the first unit, which is in this case the Zealot. If you manage to kill this unit, you are then granted the ability to spawn it at the next player's base, or spawn the next level unit at your own. If you spawn the next level unit, the Dark Zealot and manage to defeat it, you can spawn that unit at the next player's base.
If you spawn a unit at another player's base and they manage to kill it, they will be awarded minerals which they can buy more towers with. After 5 seconds, the unit will then spawn at the next player's base. It will continue to spawn until it leaks through a player's defenses, or until it reaches the player who originally spawned it.
Spawning units is free. You can spawn as many as you want. However, you must be able to defeat them. If you spawn a Thor, and you do not manage to kill it before it reaches the end of your lane, it will just cost you a life and do no harm to the enemy.
Obviously whoever is left standing at the end wins. The goal of the game is to balance which units you want to send with the defenses of your enemy. Sending units that are easy for your defenses to kill but harder for other player's defenses to kill is ideal. Also, you can send "scout" units. These are invulnerable units that have a large sight radius. They DO cost money to send, but will reveal a large portion of the enemy's defenses. When the scout reaches the end of the lane, it will be killed as usual but will not cost the player any lives.
So, that is the idea. It is very rough, but I think if executed properly it could be a lot of fun, especially with good towers.
Great to be back and part of the community again!
@TacoManStan: Go
Line Tower Wars / LTW for WarCraft 3 == this just sayin :D
it's a good idea but it already has been done very often^^
EDIT: spawns don't continue there tho
@TacoManStan: Go
Here's some Q's.
Can you only get money from units that enemy players send to your lane? Is it expected (likely?) that you will be sending a wave of units to the enemy player that will spawn in addition to the wave that they spawned for themselves?
@TacoManStan: Go
I think its interesting.
@Ousnius: Go
I have never played Line Tower Wars. Are the creeps free, and do you have to kill them yourself before you can send them to an enemy? You said they don't keep spawning through, which is a key part of the game.
@SkrowFunk: Go
And yes, that is why you must keep an eye on your enemy. If you see that he is struggling with units he sent to himself, you can spawn some weaker units on your base, kill them quickly, and add even more units to his load.
Great to be back and part of the community again!
@TacoManStan: Go
nope creeps aren't free and you don't have to kill them yourself :P
you get income for sending them, the idea still is very similiar though^^