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Poofless321

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Jun 18, 2016
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Hello i want to suggest a few ideas for tower defence

#1,when the wither destroys towers have the option to fix them (with exp or money)
#2,adding snow golem,spider joky,bats
#3,put the option in hub shop to buy more coins to start the game with
(buy exp too)
#4,demote enemys tower have the option to use money or exp to demote a tower to lower lvl
#5.add a new tower that recharges near by towers


Thanks for taking your time reading this
my skype is Tonther blade

if a Mod or speaal person decides to but this in the game thanks
my in game name is Poofless321
 
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agent320

Dedicated Member
Jun 28, 2016
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Number 1: maybe not an option to fix them but to remove them so you can place a new tower.
Number2: What abilities to the mobs(dont just say add them be creative)
Number3: No just no this would ruin the game let me explain why: a game starts and someone immediatly sends a giant or a pack of blazes at you. Also this would make some achievements too easy.
Number 4: The TD would turn into a destructive gamemode where you do nothing but lowering the level of enemys towers.
Number 5:
I dont understand what you mean with recharge.
 

Qin Shihuangdi

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Nov 11, 2015
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#1,when the wither destroys towers have the option to fix them
No. This would take away the whole point of the wither, imagine if you could repair broken leach towers. It would save a lot of space, and 2000 coins.
adding snow golem,spider joky,bats
Explain what the mobs would do please.
put the option in hub shop to buy more coins to start the game with
No no no no no. Imagine if a whole team had this. Three words: Blaze kills castle.
demote enemys tower have the option to use money or exp to demote a tower to lower lvl
This would turn into a war of bringing down mage and ice towers and sending cave spiders. That's not tower defense.
add a new tower that recharges near by towers
I don't understand this.


So -1 overall.
 

marlutin

Well-Known Member
Oct 20, 2014
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1.
This would be too overpowered, and , as it has already been said, would take away the whole point of the wither.

2. Some suggestions for the mobs:
Spider Jockey could have a skeleton that is as weak as the one left by the wither skeleton after its death but riding a normal spider which is just slightly slower because it has a skeleton on its back, and they could die one at a time.
The snow golem could be immune to ice towers but weak to mage towers. Or maybe have an aura which makes other mobs immune to ice, kind of like the witch with its healing.
The bat doesn't seem as a good idea but maybe it could be like the silverfish but faster and with a bit less health.

3.
Just no, this would change the point of the game from strategy to earning lots of points to start at a better place than others.

4.
Not only would this turn the game's focus into demoting other's towers but you would also have to be constantly checking on your towers over and over and that would be too distracting.

5.
I think you mean a tower that makes other towers stronger, this could potentially change the game in a good or bad way, but overall doesn't seem a bad idea, maybe make it so that it only buffs certain towers or something.
 

_PC_Load_Letter_

Well-Known Member
Jul 16, 2016
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I have a couple of suggestions for the towers:

(1) The way the Tower Defence game is set up, if you place a tower that kills mobs, you get points for each kill. This gives you a way to very rapidly get coins if you place towers in good places (like at the spawn points).

The problem is that the game only seems to reward the player who originally placed the tower, even if other players upgraded it. This seems kind of whacked; placing a tower is cheap; for example, 100 coins for artillery, but 450 more coins to upgrade it to 4. Seems like the players who upgrade the tower to make it powerful should share in the kill-rewards.

A simple solution is to keep track of, for each tower, not just the original tower placer but the other players who upgraded it (no more than three obviously). When that tower kills mobs, divide up the reward coins among the people who contributed to that tower. A simple proportion based on each player's percentage contribution to the total cost of the tower would work (and would remain proportional; Poison and Artillery towers cost about the same to upgrade, but poison costs 800 to place).

I think this would make the game much more fun and would encourage more teamwork and stronger defenses, as people would be more encouraged to upgrade other players' towers. The way the game is set up now, unfortunately, you really do not have an incentive to upgrade other players' towers. When players leave the game who have towers at the spawn point, I've seen others sell those towers and place almost the same ones to change the identity of the placer. The suggestion above would remove all of those incentives.

(2) Also related to (1), selling towers. The way the game works now, you can sell any tower you placed, even if you only set it originally and everyone else upgraded it. Seems like you should only be able to erase the tower if you contributed more than half of its value (or all of the contributing players are out of the game). I've seen towers that I've upgraded only to see the original placer "sell" it and collect all the coins.

Just my $.02. Love the game.
 

Qin Shihuangdi

Forum Expert
Nov 11, 2015
4,753
3,296
343
The Orange House
I have a couple of suggestions for the towers:

(1) The way the Tower Defence game is set up, if you place a tower that kills mobs, you get points for each kill. This gives you a way to very rapidly get coins if you place towers in good places (like at the spawn points).

The problem is that the game only seems to reward the player who originally placed the tower, even if other players upgraded it. This seems kind of whacked; placing a tower is cheap; for example, 100 coins for artillery, but 450 more coins to upgrade it to 4. Seems like the players who upgrade the tower to make it powerful should share in the kill-rewards.

A simple solution is to keep track of, for each tower, not just the original tower placer but the other players who upgraded it (no more than three obviously). When that tower kills mobs, divide up the reward coins among the people who contributed to that tower. A simple proportion based on each player's percentage contribution to the total cost of the tower would work (and would remain proportional; Poison and Artillery towers cost about the same to upgrade, but poison costs 800 to place).

I think this would make the game much more fun and would encourage more teamwork and stronger defenses, as people would be more encouraged to upgrade other players' towers. The way the game is set up now, unfortunately, you really do not have an incentive to upgrade other players' towers. When players leave the game who have towers at the spawn point, I've seen others sell those towers and place almost the same ones to change the identity of the placer. The suggestion above would remove all of those incentives.

(2) Also related to (1), selling towers. The way the game works now, you can sell any tower you placed, even if you only set it originally and everyone else upgraded it. Seems like you should only be able to erase the tower if you contributed more than half of its value (or all of the contributing players are out of the game). I've seen towers that I've upgraded only to see the original placer "sell" it and collect all the coins.

Just my $.02. Love the game.
Please don't revive threads older than 2 weeks. @FalseHonesty Lock?
 

Flávio Santos

Well-Known Member
Jul 5, 2016
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76
I would like to make a suggestion that is a detail and that will make the game more fair.
Remove the Tower Defense teams selector.
Remove because many matches has been completely unbalanced teams, which is bad.
This always happens when a group of players piles up on the same team.
 

Camezonda

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