Friday, March 30, 2007

Desktop Tower Defense thoughts

There are a number of strategies that I have seen effectively used when playing Desktop TD. Here I will note them, as well as some general tips.

1) The maze itself. It is necessary that some manner of maze of towers be constructed, so as to slow the creeps and allow a longer time for them to be fired on before they exit.
a. The Long Path. Starting from each entrance, wall of all but one space of each, and construct a narrow passage to the top-left. From there, construct rows (or columns) of towers - generally pellet towers, for their low cost - through which creeps will lengthily travel. Alternately, one could start at each of the exits - the effects are symetrical.

b. The Diagonal. This is similar to the Long Path, except that long 'diagonals' of towers are created, instead of straight columns or rows. Thus, creeps are forced to zig-zag through it. Its advantage is the relatively low cost of construction; the disadvantages are a theoretically lower maximum path length (if the entire area was filled with maze-towers) and a vulnerability to Spawner creeps, which, due to bugginess, will sometimes leak through the diagonals.
c. The Fortress. Completely different from either of the previous two suggestions, this eschews long paths of pellet towers supported by small numbers of damage-dealing towers for small clumps of powerful towers around entrances and exits. It gambles everything on short-range towers dealing large volumes of damage in a small amount of time. Steven claims that this can be successful; I have attempted it (with both Squirt and Dart towers) and encountered very poor results. Perhaps Steven can clarify.

2. There are some things that are important, if to a varying degree, regardless of the sort of maze used.

a. Swarm towers are best placed in the exact centre of the map. Because air units disregard obstacles, they will always fly over the centre; thus, a swarm tower placed there will hit all of them, whereas one placed elsewhere will (at best) hit only one group of them.

b. Frost towers are very good. Initial construction is expensive, but upgrades are cheap, and the advantages of their slow effects are not to be underestimated.

c. Similarly, bash towers seem to be quite powerful. The stun effect is uncommon; thus, while it is useful, it seems that unless they are concentrated in a small area, it is unlikely to slow foes signficantly. Rather, it is their area damage that is impressive; if placed on a point (not pictured), they can wreak havoc on creeps.

d. All towers should be part of the maze.

3. Wave guidelines. It was my practice, in 1.0 (1.1?), to spend money on swarm towers only in the 'immune' and 'fast' waves (which immediately precede flying waves), and on all other reserve money for ground towers. With the advent of Spawner waves, this strategy may no longer be applicable.

Never forget: have fun!

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