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The game would be less interesting if it was just super thick, squat walls a few meters high.
And there is some reason to build "deep" in the game - to have enough space for all troop types, and merlons/windows, and flags, and the special weapon bonuses.
Alright, hear me out. A horror type that scales walls sounds awesome!
Which is great until a single brick gets destroyed and everything collapses at once. I'm not saying you need to build all your walls 5-bricks deep, but there is a trade-off. Thickness leads to redundancy. Redundancy leads to safety. Safety leads to fear. Fear leads to the dark side. Wait, where was I going with this...
It good be interesting, if balanced properly, ie, they're slow and weak. Of course, I can already imagine the hate they'll generate from people complaining that their cookie-cutter strategy doesn't work. Just like flying enemies do in tower defence games...
cascade (terrase) builds don't affect your streithening.
https://steamcommunity.com/sharedfiles/filedetails/?id=3300266881
And lets agree - this is stupid and shouldn't work like that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3300272387
I like this idea. You would still have the motivation to build high due to damage bonus
IMO, that's closer to the real "problem": that the same architecture is basically ideal in all circumstances. We need different kinds of enemies, or different terrain, that need to be countered by different types of walls. Force the player to adapt and solve changing problems. Otherwise, once you've found a good setup, the game loses a lot of its interest.
Imagine swamps that limit how high you can build. Or enemies that can tunnel underground (by passing walls) but only a couple of tiles and if there's an empty tile for them to emerge on. Or the opposite, enemies that can leap very far but are blocked by short walls. Or, that classic of the genre, flying enemies.
Obviously for these to work the game would need some pretty serious re-balancing, and maybe for the player to be told that some enemy types will only come from some directions ahead of time. But adding this kind of diversity would increase the game's shelf life massively.
It will be more logical if small horrors tried to climb on walls to kill defenders. It will add more depth to gameplay. Small horrors climbing wall, that means player need melee units to repel them, some traps on walls, you will build tall walls not only for their hp bonus but for actual survival for your units. It will make difference between enemy units more important. When everyone just hitting walls you don't need to choose where shooting, just strike bigger monsters.
Also we need more flexible target system for units. In starship troopers game you could choose for every individual unit their priority enemy type.
That isn't optimal at all though... maybe the game has changed since you posted this though
It's an older post so some elements likely have changed around. Height only gives you so much of a block bonus and then it stops.
Furthermore if you build high and the biters take out the bottom stone and your wall is 1 block thick you'll get a cascade fail very easily and suddenly your wall is in bits. So there is benefit to building deep and also in choosing how you arrange the blocks so that you can lose a whole line at the front and still have your wall above functional (or at least not totally collapsed).