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magzar

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Everything posted by magzar

  1. Time out, Frozen Throne's TD? What are you talking about. The only Custom TD map I know of that Blizzard made was Skibi's Tower Defense. Anyway, I do see how time limits could become an issue. I think that's probably fairly easy to work around though. As far as having one strategy for every game, I had mentioned randomizing which enemies spawn and what their weaknesses are. The levels of the enemies would stay the same, while the weaknesses would shift. Perhaps a warning would appear just before each wave to tell you what the weakness of the next wave would be. Or even mixed weakness waves. For instance each wave a random group of enemies spawns with varying weaknesses. To be honest the idea of playing for fun vs. playing for rewards exists in every part of runescape. Both minigames and the game itself are that way. Some players do things because they enjoy it, while others do it just to achieve the reward for completing it. As far as level advantage goes, that could be handled just like any other game with different game levels for different skill levels. Obviously if a large number of skills were used it would have to be done differently than most other minigames. For instance at the beginning of the game you choose to play as either a combat player or skiller. Now for combat it would just use your combat level as usual. However for skillers, it would take the relevant skills, total them up, and that is how they would be grouped. So another problem solved. The 50/50 thing is one reason I would rather see it be a Tower Defense, that a Tower War. In a TD everyone would be in it to win it, rather that winning half and losing half so that everyone gets the rewards. To address quitters, most TD's reduce the amount of spawned creeps for leavers. I would assume the same would be relevant in a Runescape TD. Oh and I have seen a TD before where it was a circle and every so often a new wave would spawn and the goal was to keep the creep count below a certain number for 30 minutes to win. That would actually be a pretty decent way for a Runescape TD to work in my opinion. It would certainly solve the problem of games lasting too long. The only problem there is finding a reason for the creeps to be running in a big circle.
  2. Yeh i agree MA was a total letdown. That's why I think a cooperative game between skillers and combat players would be awesome. Having to gather your own resources rather than receiving them automatically by killing creeps makes it feel a lot more like runescape to me. Then making the game require use of skills to build more powerful towers and whatnot makes it different than any other TD out there.
  3. Never once did I mention Barbarian Assault, oddly enough. But I did. Maybe he just got confused. In Barbarian Assault you have Penance Runners who try to get from the back of the cave to the front. You also have the egg launchers that can be used to shoot them. Cut out all of the other stuff and you've already got one. I'm not saying that you should accept BA as one and quit pushing, simply that they could restructure BA to fit your game's needs with a new game mode without creating a new random far off island. I see people playing these on their phones or computers at school all of the time... If I'm off somehow in my understanding, don't explode. To be honest I've never even played BA, and I really wouldn't enjoy another mode based off of it. I agree it does kinda have elements of a TD, but it's really pretty far removed from actually being one. I Think that if done right this could be one of the most popular minigames there is. With TD's there are so many different ways to set it up, that the possibilities are endless.
  4. it's guaranteed to be because bloons is single player. multiplayer TD's are always better than singleplayer.
  5. You could even take this a step farther into the RuneScape atmosphere, and make it as the "creeps" die, they turn into skillable objects for resouces, and drop items. For example like the living caverns, when a "rock" creep dies it turns into a mud deposit, which skillers can then mine for materials to rebuild and upgrade certain defenses. This would ensure that skillers depend on combat for killing the creeps, but the combat depend on the skillers to repair/upgrade defenses. You of couse have creeps that can only be killed by magic, or range, or melee, and even some skillers have to kill to keep it somewhat balanced among who is killing what. There would of couse have to be basic materials around to start with, but the majority of materials should be generated by the creeps, keeping in the Runescape-monsters-drop-useful-stuff state of mind. agreed, however some high level stuff should be skill made. (such as rune ammo/armor/weapons.) as far as rewards go, id like to see construction xp, and other construction related rewards. (such as plans for buildings on the game map.) My thoughts were actually very similar to this, except i was thinking more like, creeps drop gold which can be used to buy upgrades not only for armor and weapons, but for skilling equipment as well. So basically the skillers would harvest the resources and make towers, craft new equipment, etc. But they would depend on the combat players to help kill the creeps and get the gold to upgrade their capabilities. That way it would require strategy to plan which upgrades to get in which order to best handle the next waves of creeps. Should we upgrade out combat player's weapons, or should we upgrade our tools so that the skillers can gain resources to build towers faster. Seems like a fun way to play to me. Another use I thought of for combat players is keeping the creeps from attacking the towers.
  6. So I downloaded a digital copy of frozen throne a few days ago and have been playing some TD's. My desire for a runescape td is higher than ever now and it gave me a new idea. Add in resource gathering. Your character could woodcut and mine for the materials needed to build towers rather than having an income or receiving resources from killing enemies. It seems that this would make it less like other TD's and more of a Runescape atmosphere. My idea goes like this. Some players woodcut or mine or whatever else for resources to build towers and place them in some kind of receptacle. Then other players take those resources and use them to actually build the towers. Then to add another element, some of the more combat oriented player could play as "hero" type units, actually standing on the pathing and fighting the units as a supplement to the towers. That way it would truly have a place for both combat oriented players and skill oriented players. It would certainly bridge the proverbial gap between the two classes of player. I think we can all agree that, though it was the intention of Stealing creation to do just that, it didn't do a good job at all. Using a TD like this, I believe we would finally have a minigame that ushered in true cooperation between skillers and combat oriented players.
  7. um, I dunno. Never played that, but I doubt it.
  8. He doesn't seem to understand that Jagex has made it clear that price manipulation is against the rules. It seems he thinks that just because he may not be scamming his clanmates, he isn't doing anything wrong. Personally I hate him and all those like him.
  9. Um ok, so what the hell are you doing on a forum about Runescape? Go do something that doesn't waste your time.
  10. Not a bad idea, Except fot he kicking out think. That would never fly because it would piss people off. Still I don't like the idea of the basis being competative. We already have so many PvP minigames. I'd prefer one where players banded together to defeat hordes of monsters.
  11. I'm utterly failing to see why you guys think there has to be two teams. I can't even fathom your logic here. For the first person, what you suggested is a line tower war. Similar to a TD, but with the difference being you spawn creeps for your enemies and vice versa, usually increasing your income per "turn" while doing so. Then Morningrise, BA is a one team game, players versus monsters. Why in the world would a tower defense have to have players running through the path? If it's an interface issue, well that's simple. It could be viewed the same way your character normally is, and you simply run to the desired spot and use materials to build your tower, just like the construction skill. It could also be viewed in much the same was as mobilizing armies, with visibly designed clickable spaces to show where you can place your towers. A new interface could appear in the inventory area showing the towers. You simply click on one to "use" it and click the spot on the ground where you want it placed, and then you see your tiny little self like you see the units in MA, running to build it. As for resources for building, i think jagex has proved they're capable of putting counters on the screen. (by the way that's not to say i'm against a tower wars mode, or a race mode to see who can kill all their waves first, or any other competitive mode, I'm just saying there's no reason it HAS to be competitive. One team working together against monsters, that's all it really needs)
  12. I don't think there's too much delay, I mean talk to me about delay when you're fighting Jad. Thins in RS really can move quickly if they're designed to. I think i could be entirely plausible.
  13. Ehh, no temple building is more like what's called a "Hero Siege" As for shades of mort'ton that's....well.... it's not really like much of anything really
  14. Lulz probably so I agree Mobilizing armies really makes no sense in the grand scheme of things. However it wouldn't be hard to make a new quest that involved a horde of monsters attacking Lumby and forcing you to spring to its defense. Then that quest would open the door for the new minigame.
  15. If it has a rating system that would appear on the hi-scores, would you change your mind? ;) No. Funorb is for that. well what would you say to a bit of con XP, plus blueprints allowing you to build a wall and turrets around you POH? Then maybe throw in some new gear depending on which role you played, such as new armor for slayers which defend against certain types of enemies, a crossbow for rangers that shoots slightly faster, a new staff for mages with an effect like cold which would slow or poison or whatever, etc.?
  16. Hmm... about the roles, it seems like a good idea. But won't certain people want to stick with specific roles, and others won't get picked at all? For example, if people found out that a certain combat type is more effective, won't they always pick that one and neglect the others? If it is made in which all types of combat are equal, then yes it will work. If not, then no. My thoughts exactly. The solution to that, I think would be that only one of each role can be chosen per game. On top of that, make it so that certain waves are more vulnerable to the attacks of a certain role. With the combat triangle this wouldn't be hard to implement as certain enemies are already stronger against certain types of attack. For instance, heavily armored enemies would be vulnerable to the magical towers, magical enemies(and possibly flying units?) would be weak to ranged attacks and so on. Edit: digital copies eh? I was not aware of that but now that I am, guess what I'll be doing later =D. As for the repetitiveness, it could be possible to somewhat randomize the waves so the players can't just choose one strategy for every game, and possibly having what towers are available depend on your levels would add another level of intricacy. As for whether it would be PvP or PvM, I see no reason why there couldn't be multiple modes so that both would be possible, after all some players like to cooperate while others like to compete.
  17. I wasn't aware of that, and I just tried it. Let me just say, I absolutely hate it. Then again my idea is to have a multiplayer TD, rather than a singleplayer one. I was also thinking about the possibility of a specific role for each player. For instance, a summoner to summon attacking monster "towers" a builder to build things like cannons/walls/ballistae/traps, a ranger to train archers for archer towers, a mage to conjure mystical forces to cause status effects like slowing or poison, a slayer to create specialized towers such as slayer dart towers or rock salt cannons or whatever else. The biggest downfall there would be when some jerk decided to bail out on their team. Edit: Rsriemis you beat me to the punch on the roles lulz.
  18. No, not even close. I suggest you do a quick search for TD's online and play a couple. You'll see that though they have a similar goal, they're really nothing alike at all. Yeah I know how they work, mobs follow a generated path and you build towers near the path to eliminate the mobs before they reach their goal. The difference with PC is that PC mobs have different behaviors ranging from healing the portals to attacking the players or their main goal, our allied NPC. I don't see how we could have something like that in RS without having the feeling it's not right for our game. Well there's nothing to say that all the creeps have to behave the same way in every wave. We could have units that attack our towers, units that heal each other, kamikaze units, units capable of spawning others on death, and many others. There's nothing to say that it couldn't have it's own RS spin. Just look at the other minigames. A lot of those don't exactly fall into the normal gameplay, but that's why people play them. Having a Td would introduce a whole new dimension to what's available in RS. It would certainly be better than that lame game mobilizing armies. I mean that was a letdown, even the game they put on funorb that we thought might be a peek into what it would be like was better, and that's just sad.
  19. A new minigame that consists mainly of Construction and Summoning? Sweet, I like the new minigame idea. I hope Jagex releases this type of minigame soon. :D That's only the beginning, toss in magic for magical towers, ranged for archer outposts, hell even slayer for towers to kill specific brands of creeps that require a certain type of attack to kill like turoths. The possibilities are endless.
  20. No, not even close. I suggest you do a quick search for TD's online and play a couple. You'll see that though they have a similar goal, they're really nothing alike at all.
  21. hmm, how about a combination? For instance we use the construction skill(which has been horribly neglected in minigames) to build towers, and summoning to summon stationary monsters to attack either as creeps pass by in melee range, or from a distance.
  22. Sounds interesting. Are you proposing a minigame with this type of gameplay? yes indeedy. Other than undead assault(which i would love to see on RS but fear is out of it's range) TD's are one of my favorite multiplayer games.
  23. A Tower Defense. Players build attacking towers to fend off waves of creeps and prevent them from reaching a goal point.
  24. Personally I love the idea. I used to get hours of enjoyment playing them on Warcraft 3 online, and have been sorely missing them since losing my frozen throne disc. I just submitted a suggestion on the RSOF, and I'd love any support that could be given. QF code 84-85-894-59770999 This thread however is to discuss your opinions of TD's and if you think adding one in runescape is, possible, plausible, and overall a good idea. Also if you have any ideas about what makes a good TD, or what you think a great idea for a RS TD would be, I would love to hear your ideas. So have at it ladies and gents.
  25. The hardest thing about MEP2 for me was the fact that the graphics make it damn near impossible to tell which way the mirror is reflecting the light. I know I had to backtrack several times to point it the correct way because that damn little mirror didn't point the way i thought it was. I did use a guide for that part I admit, and for several other quests when i was working for my quest cape. These days I do my best to complete new quests within the first few days that they come out. I never use guides now that I have my cape. I think the main reason I used them in the first place is because I wanted the cape so bad i didn't want to take the time to figure out some parts on my own. Most of the time I just checked the guides to see what i should have in my inventory though, even though 90% of the time I ended up not using what the guides suggested.
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