Hey guys, as I was working on my map (pretty standard defense fare) I was thinking about power scaling and how maps handle it.
The way most maps do it is enemy health goes way up and you have to upgrade your defenses to match it like "Shoddy Tower" into "Tower" into "Super Tower" etc. I don't mind this at all and have played lots of maps where this works well and it generally brings a good sense of reward with it like upgrading or building a very strong splash tower and watching entire waves of enemies disintegrate.
The problem is that there is a very clear difference between low power units and high power units to the point where in just a few waves units become completely irrelevant and need to be upgraded to be of any use.
The way I am thinking of making my map is in a more Starcraft like fashion where even your starting units (Marine, Zergling, Zealot) remain relevant all throughout the game through upgrades (such as Stimpack) or supporting units (like Medics) or being more cost efficient than anything else.
The problem with this is that it's harder to make the player feel rewarded for progressing. The map still punishes you for not playing well but it doesn't reward you by giving you bigger guns to play with so it can make players not want to play the map.
So I made this thread to ask you guys what do you prefer? The more traditional "Splash Tower lvl 1 -> Splash Tower lvl 2" or just have it cut out.
Do you think maps where power doesn't grow exponentially have a decent chance at succeeding?
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Hey guys, as I was working on my map (pretty standard defense fare) I was thinking about power scaling and how maps handle it. The way most maps do it is enemy health goes way up and you have to upgrade your defenses to match it like "Shoddy Tower" into "Tower" into "Super Tower" etc. I don't mind this at all and have played lots of maps where this works well and it generally brings a good sense of reward with it like upgrading or building a very strong splash tower and watching entire waves of enemies disintegrate.
The problem is that there is a very clear difference between low power units and high power units to the point where in just a few waves units become completely irrelevant and need to be upgraded to be of any use.
The way I am thinking of making my map is in a more Starcraft like fashion where even your starting units (Marine, Zergling, Zealot) remain relevant all throughout the game through upgrades (such as Stimpack) or supporting units (like Medics) or being more cost efficient than anything else.
The problem with this is that it's harder to make the player feel rewarded for progressing. The map still punishes you for not playing well but it doesn't reward you by giving you bigger guns to play with so it can make players not want to play the map.
So I made this thread to ask you guys what do you prefer? The more traditional "Splash Tower lvl 1 -> Splash Tower lvl 2" or just have it cut out. Do you think maps where power doesn't grow exponentially have a decent chance at succeeding?