In response to
@Shotgun and others in this thread:
I'll leave the playstyles points of interest for
here, as it really deserves it's own thread for discussion, and I know
@heavenly55 spent a long time on it. But I can try to tackle your other points.
Summary:
- Teamwork is necessary, but needs proper definition to avoid party imbalance.
- Balance of Offense / Defense is necessary, but that rules out 'Killswitches.'
- Mid / Late Game Innovation is exciting, encouraged, and welcome, enough to justify a new thread...
Teamwork
I agree that teamwork is essential. You shouldn't be able to win in most cases if there are trolls on on your defense or even on your offense. But I stress that where teamwork is necessary, I don't think it can be easily defined. For instance, 'teamwork' should not mean ~100% clear communication and coordination of playstyles among at least 4-6 players in order to push an attack or build a defense. I believe a more modest definition is ~70% clear communication and coordination of playstyles among at least 2-3 players in order to push an attack or build a defense.
Ultimately, I am and always have been concerned by the imbalance of big parties vs. randoms / small parties. If 'teamwork' requires a mic, 4+ players, etc., then it should truly be built into the game, but as we know, there is no voicechat or required discord. Thus, in order to make the game most enjoyable for new players, and even experienced players in smaller parties (especially if paired with new players), I believe a game where 4+ parties are heavily favored is dangerous for the community.
Balancing Offense / Defense
I also agree with your point on balanced offense and defense. But when this is said, I think we have to realize the consequences of that.
If defense is too OP, or if offense is too OP, the game will be boring. But if OP defense requires more skill to achieve, then it should be seen as a less problematic imbalance (albeit still an imbalance). And in current TD, OP offense usually only occurs due to 4+ parties, so the question is, which takes more skill, building OP defense, or partying up with other players? I'll leave the answer open to interpretation.
Moreover, to your point about late game TD:
Killswitch?
This sounds like a dangerous idea to me that is actually contradictory to your proposition of balance of offense and defense. Suppose, for example, that the game introduced Enderdragon, with 250k EXP cost, 500k Coin cost, and upon summoning it, you instantly (or shortly after) win. There may be a 'skill' to acquiring this hefty cost, but that would supersede any of the skill developed in the game thus far regarding defensive playstyles. It would also not benefit new players to just be thinking 'Enderdragon OP, lets go for that!' and never learn any proper defense, while parties could more easily share coins and concentration 'skillfully' on a late game 'killswitch' to guarantee never taking losses.
Tower Defense should be balanced so that with enough offensive coordination MOST (95%) defenses should be surpassable, but also that with enough defensive coordination MOST (95%) offenses should be defendable. There should never be a 100% undefeatable strategy offensively or defensively.
As to the flow of the game however, I have always seen the game design to be more aggressive in the earlier stages, and defensive in the later ones (I suppose you see it the opposite way?). Certainly some maps will be nearly unsurpassable if you don't attack soon enough, but I believe this is by design, as it promotes attackers to be more coordinated and
SOONER. It pushes the skill ceiling for these kinds of players. (I won't even fully describe the fact that many players believe to have unsurpassable defense, until they lose to as simple as a 2 player coordinated magma push).
Lastly, to your comment about mid / late game:
Mid / Late Game Innovation
Though my disagreements and concerns above may sound hesitant, I am excited about potential updates / changes to armageddon and mid / late game play, whether that be new mobs (!), or armageddon rebalancing. The goal of such changes though, in my opinion, should again not be to create a 'killswitch' type situation that heavily favors parties and confuses new players, but simply to introduce a newly higher level of gameplay. This will likely be through offense with new mob or armageddon, but is still defendable, provided the players have proper knowledge and skill. This hopeful balance striking of offense / defense would bring competition and innovation from the players themselves in order to advance the meta and make the game more nuanced and interesting.
But just like the
playstyles thread, a new thread for mob / arma changes is likely possible...