by Supreme » Fri May 11, 2012 10:43 pm
Hi all,
First of all I want congratulate IronHide guys with this super game. Follow in this way and thanks you all!
Also I wnat to share os me of my thoughts and maybe summarize general suggestion and its discussion of this thread.
First part is bee just description and in second I provide some comments
Common about game:
4 fractions in game (Knights, Mountain Clans, Necromancers, Infernals)
3 spells for each fraction total 12.
Towers Have 16 specializations 4 for each. Each specialization related to different fraction
Tree for Towers looks:
Barraks
1-st Lvl > 2-nd Lvl > 3-rd Lvl Empire > 4-th Lvl (Paladins) > 5-th Lvl Sanctum - Knights
> 4-th Lvl (Barbarians) > 5th Lvl War Field - Mountain Clans
> 3-rd Lvl Abyss > 4-th Lvl (Skeletons) > 5-th Lvl Graveyard - Necromancers
> 4-th Lvl (Demons) > 5th Lvl Hell Gates - Infernals
Archer tower
1-st Lvl > 2-nd Lvl > 3-rd Lvl Empire > 4-th Lvl (Musketeer) > 5-th Lvl Fort - Knights
> 4-th Lvl (Mountain trolls) > 5th Lvl High Peak - Mountain Clans
> 3-rd Lvl Abyss > 4-th Lvl (Assains) > 5-th Lvl Dark Forest - Necromancers
> 4-th Lvl (Gogs) > 5th Lvl Bastion - Infernals
Magician Tower
1-st Lvl > 2-nd Lvl > 3-rd Lvl Empire > 4-th Lvl (Priests) > 5-th Lvl Cathedral - Knights
> 4-th Lvl (Nature Mages) > 5th Lvl Elemental temple - Mountain Clans
> 3-rd Lvl Abyss > 4-th Lvl (Dark Mages) > 5-th Lvl Dark tower - Necromancers
> 4-th Lvl (Fire Lords) > 5th Lvl Flame tower - Infernals
Artillery
1-st Lvl > 2-nd Lvl > 3-rd Lvl Empire > 4-th Lvl (Crazy scientists Lightning Machine) > 5-th Lvl Tesla tower - Knights
> 4-th Lvl (Dwarwen artilery) > 5th Lvl Big Cannon - Mountain Clans
> 3-rd Lvl Abyss > 4-th Lvl (Gnolls acid pot) > 5-th Lvl Acid Kettle - Necromancers
> 4-th Lvl (Imps flame kettle) > 5th Lvl Flamethrower- Infernals
Normally upgrades available only upto 4 level.
5-th tower is ultimate tower.
This upgrade available only if already placed 3 towers with 4-th level upgrades of one kind (e.g. 3 Palladins towers or 3 Dark mages towers; can't do upgrade if have Palladins and 2 Barbarians barraks).
Only one 5-th level tower can be placed for each kind (barraks, artillery, archer tower, magic tower) (e.g. One Big Cannon and one Graveyard; can't place Big Cannon and Tesla tower)
This tower costs constant price for each kind. (e.g. 500 gold as for barraks and 500 gold for artillery) - so its states increase higher for barraks and archers and less for artillery.
On 3-rd level towers just have difference by stats
On 4-th upgrade level towers have 2 abilities as now for mage towers, archers and artillery
On 5th upgrade Tower get additional one ability and do some passive increase for all towers with this kind (all barraks or all artillery even 1-st level or other kind e.g. Acid Kettle provide buff for Big Cannon)
Add star upgrades for fractions so we will have 4 upgrades for towers and 4 for fractions.
Fraction upgrades causes only 4-th level towers but each kind (e.g. Knights upgrade increase stats of Paladins, Musketeers, Priests and Crazy scientists)
Also some of the Fraction upgrades have increase for Fraction spells
If save the stars achiving politic so upgrades cost as much stars as level they have.
Total Upgrades level is 7 so total amount of stars is (1+2+3+4+5+6)*8=168
Level modes:
Story mode (3 difficalties: Easy, Normal, Nightmare) upto 3 stars (
1 - star for completing with at least one health on any mode,
2 - stars for no hits on Normal mode or with 3/4 lives on Nightmare mode)
3 - stars for no hits on Nightmare mode)
Getting 3 stars can be possible with really good strategic skils and with having more upgrades (for example if you pass 6 levels get additional stars in and improve your upgrades and go back to replay 1-st play level on Nightmare)
Heroic mode: (Can get 1 star)
You can choose any one fraction for this mode and should win using buildings and spells related to only this fraction.
Iron Mode: (Can get 1 star)
As now Iron Challenge. Level have some limits to towers and fractions. One huge wave of enemies.
Survival mode (can be a premium mode):
Have unlimited amount of waves. Can get 1 star after killing some amount of waves (e.g. 30). And also getting Total Survival score depend on totally killed enemies.
You have one counter Survival score for all Levels and have Survival achivements "Get 10000 survival score", "Get 500000" etc. So here you can get additional stars
Gold mode (can be a premium mode):
You get infinte gold. More powerful enemies in one Ultimate wave.
Getting stars:
For 18 levels you can get 5*18 stars = 90
+ 2 stars for each premium mode = 18*2=36
You also can get stars for achivements (1 star for any 5 achivements) e.g. 12 stars for 60 achivements.
And about 30 stars for premium levels, social advertisments etc.
The end point of the battle is not outway but a Hero avatar. You can see his casts on battle. If enemies rich Hero then they attack him with normal damage. Hero also have its own damage and can kill enemies. Hero lives can't be restored.
Enemies attack-defence types:
Armor - decrease amount of damage. Can't be lower than 1. e.g. Low armor reduce damage on 5. Medium on 10. High on 15
Magic protection - reduce % of magical damage. Low - 25%, Medium - 50%, High - 75%.
Dodge- Can avoid any type of damage. Probability Low - 10%, Medium - 20%, High - 30%. If enemy evades from blocking troops he pass forward some steps and can pass solo blockpost without fight
Also some units can have immunity to burning, poison, root and other special damages
Note: I thought here no need to have unnknown damage type explosive. it is better to much reduce amount damage of artilery but do it more area attack. And also do abbilities weaker to armored units. Because now artillery can easily remove any type of units armored or not. Huge golems and snowmen, and packs of goblins. Really think about this imbalance.
Towers effectiveness:
Barraks
1-st Lvl - standard 3 troops have only melee attack
...health: 50; attack: 1-3; armor: None; dodge: none; Magic armor: none; amount: 3
> 2-nd Lvl - + 1 Armor rate (Low); +100% health; + 100% damage
...health: 100; attack: 3-5; armor: Low; dodge: none; Magic armor: none; amount: 3
> 3-rd Lvl Empire - +1 Armor rate(Medium); + 50% health; + 100% damage
...health: 150; attack: 6-10; armor: Medium; dodge: none; Magic armor: none; amount: 3
> 4-th Lvl (Paladins) - +1 Armor rate; +50% health; +50% damage;
Heal ability; Holy sword (+15,25,35 damage to undead and infernals)
...health: 225; attack: 10-14; armor: High; dodge: none; Magic armor: none; amount: 3
> 5-th Lvl Sanctum - Knights - +50% rally range;+200% to speed; +50% to damage; +50% to health; +1Magic armor
Heal ability; Holy sword (+15,25,35 damage to undead and infernals); Holy charge (If Knights be not in battle then first attack to upcoming enemies do +50(+75;+100) damage and knock it down) Not stack with Holy sword.
P.S. this is cool but not ultimate because this just about 114-122 damage at maximum only for first strike. maybe kill small unit with one attack but after that unit be in battle so can't do this ability once more. And this is not so huge for large units with hundreds and thousands healths.
...health: 350; attack: 14-22; armor: High; dodge: none; Magic armor: Low; amount: 3
Sanctum also add +1 Magic armor rate and "Last stand" ability (unit which should be killed stay alive with one health if before attack have more than 1 healths) for all barraks units.
> 4-th Lvl (Barbarians) - -1 Armor rate; +1 dodge; +150% damage;
Throing Axe; Double Axe
...health: 225; attack: 16-24; armor: Low; dodge: Low; Magic armor: none; amount: 3
> 5th Lvl War Field - Mountain Clans + 150% to damage +50% to health
Throing Axe; Double Axe; Rage (after each kill by Berserk. Lasts 2/3/4 seconds) +100% atack speed; + 100% movement speed;+2 dodge;
...health: 350; attack: 40-60; armor: Low; dodge: Low; Magic armor: none; amount: 3
War Field also adds + 1 dodge and "Smash" ability (each attack can stun enemy (20%) if it have less than 30% health) for all barraks units.
> 3-rd Lvl Abyss - + 1 unit; +30% health; +50% damage
...health: 130; attack: 4-8; armor: Low; dodge: none; Magic armor: none; amount: 4
> 4-th Lvl (Skeletons) - +1 unit; +50% health; +30% damage
Curse attack (10%/15%/20% while skeleton attacks) - reduces enemy attack on half; Magic Bones (+1/+2/+3 Magic Armor)
...health: 200; attack: 6-10; armor: Low; dodge: none; Magic armor: none; amount: 5
> 5-th Lvl Graveyard - Necromancers +1 armor; +1 Magic Armor +1 amount; +50% health; +50% damage
Curse attack; Magic Bones; Resurrect (20 sec) Rising up to 2/3/4 enemies died in Graveyard range as Skeletons(4th-level) (rised Skeletons added to total amount respawn units so new Skeletons will respawn at Graveyard only while total amount be less than 6)
...health: 300; attack: 9-13; armor: Medium; dodge: none; Magic Low: none; amount: 6
Graveyard also adds +1 amount for all barraks
> 4-th Lvl (Demons) + 1Magic armor; +50% damage; +50% health; Do magic attack (ignores armor but can be reduced by Magic armor);
Fireball (Throws fireballs each 5 seconds. Splash Damage 26-34/31-39/36-44)
...health: 200; attack: 7-11; armor: Low; dodge: none; Magic armor: Low; amount: 4
> 5th Lvl Hell Gates - Infernals; +1 Magic Armor; +50% speed; +100% damage (Do magic attack)
FIre armor; Fireball; Explosion (Demons explodes while die with 33-66/66-99/99-133 area magic damage)
...health: 200; attack: 13-23; armor: Low; dodge: none; Magic armor: Medium; amount: 4
With Hell Gates Demons can move in range of any other Demons barraks (so you can concentrate demons from all barraks near one or quickly move them between demon barraks)
Archer tower
1-st Lvl > 2-nd Lvl >
3-rd Lvl Empire + 3X damage (~20); +1 Accuracy (reduces dodge rate on 1); + Y Range (Long); - Z attack rate (Average)
> 4-th Lvl (Musketeer); +4X damage (~ 50); + 1 Accuracy; + 2Y Range (Extreme); - Z attack rate (slow)
Sniper shot; Shrapnel shot
> 5-th Lvl Fort - Knights
Sniper shot; Shrapnel shot; Injuring shot (each shot injurs enemies. Injured enemy speed decreased on half)
All archers towers get +1 armor piercing (reduce enemy armor);
> 4-th Lvl (Mountain trolls) +30X damage (~150); - 1 Accuracy (if enemy have none dodge then attakc have 10% chance miss); - 2Z attack rate (very slow)
Stun boulder (attack stuns enemy on 1/2/3 sec); Rolling Stone (Roll stone on road as Cluster bomb (for range 3 cluster bombs) do 100 damage reload 20/18/16 sec)
> 5th Lvl High Peak - Mountain Clans
Stun boulder; Rolling Stone; Snowslide (each 20/18/16 sec from Peak falls down a snowslide which stops all nearby enemies on 5 sec and do 200 damage)
All archers towers get +20% damage
> 3-rd Lvl Abyss + X damage; +1 Accuracy; + Y Range (Long)
> 4-th Lvl (Assains) +X damage; +1 Accuracy; + Y Range; + Z attack rate
Poison arrows; Assasinatation (each 10/9/8 sec Instantly kill any enemy under 300 health)
> 5-th Lvl Dark Forest - Necromancers +2X damage; + Y Range;
Poison arrows; Assasinatation; Dark assasination (During 10/15/20 sec each killed by assasins enemy increasing Dark Forest archers damage on 5; after ritual bonus damage drops and new ritual becomes after 20 sec)
All archers towers get +1 Accuracy;
> 4-th Lvl (Gogs) +X damage; +Splash damage
Burn attack (attack burns enemies inflicting 5*armor rate damage per sec and stops health regeneration for 1/2/3 sec); Magic curse (On attack reduce magic armor rate on 1/2/3 for 3 sec)
> 5th Lvl Bastion - Infernals + X damage; + Y Range; Do magic attack
Burn attack; Magic curse; Meteor shower (Fall down 2/3/4 Meteors on randoms places on map; Inflicting 300 area damage each 20 sec)
All archers towers get +1 Magic armor piercing (reduce enemy magic armor);
Magician Tower
1-st Lvl > 2-nd Lvl > 3-rd Lvl Empire > 4-th Lvl (Priests) > 5-th Lvl Cathedral - Knights
> 4-th Lvl (Nature Mages) > 5th Lvl Elemental temple - Mountain Clans
> 3-rd Lvl Abyss > 4-th Lvl (Dark Mages) > 5-th Lvl Dark tower - Necromancers
> 4-th Lvl (Fire Lords) > 5th Lvl Flame tower - Infernals
Artillery
1-st Lvl > 2-nd Lvl > 3-rd Lvl Empire > 4-th Lvl (Crazy scientists Lightning Machine) > 5-th Lvl Tesla tower - Knights (magic area damage, can shock enemies week against swarms of small enemies mostly if they magic armored; good vs large units mostly vs large armored units (stun+armor ignore))
> 4-th Lvl (Dwarwen artilery) > 5th Lvl Big Cannon - Mountain Clans (physical area damage cluster damage a lot of small bombs weak vs high armor; good vs non armored weak health swamps of units also vs magic small units and also ignore swithness bombs can't be evaded)
> 3-rd Lvl Abyss > 4-th Lvl (Gnolls acid pot) > 5-th Lvl Acid Kettle - Necromancers (phisical area damagereduce enemy armor week against non armored giants or swift units; good vs armored units and swams of small units even magic defenced)
> 4-th Lvl (Imps flame kettle) > 5th Lvl Flamethrower- Infernals (magic area damage. Close range highest damage. Ignores armor and even do increased damage to armored units Realy useful only if enemy stay some time near tower (small range))
After all also Heroes is really good idea but you need to balance them quite good
ALso it will be really fun to get some dropped bonuses from enemies
E.g. You kill some enemy and get little bonus: additional gold, - 15sec spells recharge, fire shield for troops on 20 sec; increased damage of towers on 20 sec; enemies freezed on 3 sec etc.
This enemies with bonuses should be marked with some sign an have twice health for example (so you will hunt on them but it will be more difficult ti kill them)
Something like that )))