Finduo Forums
March 10, 2010, 03:46:31 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Finduo upgraded!  We now have Tokuno in our search, a cool flash game called Defender, as well as a new UO Forums and Dev blog!
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: couple of suggestions  (Read 501 times)
chimpy
Newbie
*
Posts: 3


View Profile
« on: June 24, 2009, 08:35:35 pm »

hey. great game, very addictive.

consider giving bonus gold for killing all the creatures in a level. Say 10gp for a full kill count.
consider being able to change the speed of the game play to x2 to speed certain things up.
adding to the unit window - how much damage the unit has done through normal and special attacks. would help sort out the slackers from the killbots and help positioning strategy.

thats all i can think of right now

cheers guys.
« Last Edit: June 24, 2009, 08:55:03 pm by chimpy » Logged
chimpy
Newbie
*
Posts: 3


View Profile
« Reply #1 on: July 02, 2009, 01:59:01 am »

so i finally defeated the last guy on green acres.
couple of things to note.

green mages are next to useless. the special poison damage takes too long to work. the monsters usually die too quickly by other means negating most of the damage.
"splash" damage (red mage & alchemist special) is pretty crummy.
alchemists are a bit sad. they need a range and damage buff.
chiv dexers are pretty lame-o too. would like to see an attack speed buff or damage buff. if you work their specials their damage really stinks even with crits.
maybe give an option to "sell" a unit (for the initial deposit) in case of accidental placement. save you having to reload and start again.

anyway, was fun 10/10 game.
 Grin
Logged
madd0g17
Newbie
*
Posts: 2


View Profile
« Reply #2 on: July 03, 2009, 12:36:52 pm »

I agree with pretty much all those suggestions!

Just curious, what was your method for finishing Green Acres??
Logged
chimpy
Newbie
*
Posts: 3


View Profile
« Reply #3 on: July 04, 2009, 12:05:00 am »

well i started off placing my units at the exit of the paths and working my way up to the monster enterance. then, i upgraded from the enterance back to the exit, prioritising the red and blue mages.
I stacked mostly blue mages and red mages at the start. I found that waves 27-28 (i think, the big demon and zombie rushes) were the hardest to deal with and their weakest resist was blue and red. i placed 2 purple mages with electricity specials at the enterance to help lower resist of the other waves.
Then basically I just paved around the middle section and added blue and red general specced mages and the occasional general purple guy. I had 1 dexer on the inside corner of each path so they'd get in max hitting time as a monster walked past it.
It's a good idea to check the distance the mages can attack before you pave. try to get the most path covering in their hit radius (remember also they get a range upgrade of 1 tile at adept i think). I also had 2 anti air specced archers right in the centre of the map... there is a wave in the late 40's of super strong flying mongbats that you need to be well equipped for. Dont forget to upgrade units when youve got some spare cash to boost their damage. Ideally by about wave 40ish you want a couple of master mages and the rest to be about adept.
By the last wave I had 11 lives left and the last guy took about 6 passes through my field.
So i guess youd want to aim to have >6 lives left by wave 50.

Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by SMF 1.1.6 | SMF © 2006-2008, Simple Machines LLC