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The game is fun, keep going :)
But having towers die is a way to bring and end to endless mode. Its makes for more decision making and more choice of strategy.
However what I think the issue may be is the fact that all upgrades are linked in costs.
So buying max damage upgrades is really good value at first, buying additional upgrades on that turret get progressively more and more bad value for investment.
I have had a thought in my head about a Mini-you type 'tower' that could go around and heal damaged towers (could just be an option to set mini-you towers to repair mode when needed?) but im not sure it would help. As you would just be spending a larger potion of your creds on HP and less on Damage.
So for boosters, that repair rate is based on max health of the turret it's fixing. That repair value can also be upgraded. So if you upgrade the repair rate AND the turrets health, it's much more effective.
Health is not unlimited, and endless mode won't truly go on forever. I don’t want the game to get into a stalemate state where players can AFK farm. Personally, I would rather see my death fortress explode, resulting in a bunch of cool explosions, vs creeps just disappearing at the end of the line. It doesn’t really matter if I double, triple, or increase the value of turret health 100x. At some point the creeps will get you and your fortress will likely be in ruin when they do.
All that said, the game is too hard, and I’m still making near daily updates to smooth things out a bit. The game does ask players to split income between attack and defense. I do take into account that upgrading health takes away from damage potential. It’s a tricky balance, but it’s part of the puzzle I want players to solve.
One thing I’m considering is to make a “resurrection” structure that will bring ONE turret back to life per wave to some “upgradable” health value. You would be able to stick a few of these on unused parts of the map, and they would be able to restore a turret anywhere on the map. That’s a “new content” thing though, which takes some time.
I’m going to increase the last-in-line health upgrades for most turrets today, but you will still have to commit some funds to get that last health upgrade and get that boost.
One thing to keep in mind is creep health will scale forever as they get harder in endless, but the damage they do will not. I have to be careful to not totally trivialize attackers in endless mode. Still, some changes are coming today. Keep an eye out for 0.1.9.
Thanks muchly for the feedback. Glad you’re dig’n the game :)
Didn't mean this should become a AFK thing either. In TD games it's all about difficulties and how to conquer it, but in this problem I don't really see an effective way to deal with it.
Yeah an active 'repairer' should help, adding a new tower or even Brian himself can do the work. Tbh in late game brian is really useless, maybe let him repair the towers should add a bit fun to the game, by this I mean adding a upgrade option that let brian repair the towers, should be really fun and make players even more active (by pressing a lot of F's) in the late game.
Brian is the most lethal tool in your arsenal by far. He’s mobile, has 3 turrets, shields, a wealth of upgrades, and cloak detection if you need it. If you upgrade his damage fully, you can pretty much wreck boss creeps without too much trouble if you set him to shoot the strongest things. He can also tank pretty well with a few health upgrades. He’s really good at cleaning up leaks if you sent him to shoot “first” and move him around. His upgrades start off pretty cheap too.
I use to have Brian repair stuff, but this becomes a janitorial chore, so I moved to the end of wave repair system. If you want to fix turrets directly, that is what the nano-fixer is for. I’m not sure what map you are playing on, or what strategy you are using, but wave 50 isn’t bad in my opinion. Some of your turrets will be destroyed at some point. This is inevitable. You can’t win endless.