Upwardsspiral
34 posts
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I know this. Its what I want.
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Ashlorne
1 post
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Haha. I know. It’s no wonder the townspeople have a bugs problem if they leave a way for them to get in.
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DubiousMerit
155 posts
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I’d love to see a Bridge unit for the next iteration of this – one stream of monsters can go over, while another goes under. Some incredibly cool paths could be made that way.
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DaneGEROUS
25 posts
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You want a game breaking ability? It only says that when you make a loss impossible
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anakin2177
346 posts
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“Master! If we build a wall here, the monsters can’t get through!”
“Okay, nice to know.”
“Okay, so I’ll just-”
“WHAT THE HELL ARE YOU DOING?!?!”
“Uh… building a wall so the monsters can’t get through, like I said…”
“WHY would you ever do that?”
“…”
Originally posted by DaneGEROUS:
You want a game breaking ability? It only says that when you make a loss impossible
Dude, we know, he was was just making fun of the game’s logic.
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RandomTurtle
7196 posts
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milsaudades
117 posts
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Originally posted by randomturtle:

<lol
Originally posted by randomturtle:

lol
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DaneGEROUS
25 posts
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Originally posted by randomturtle:

Hay why not just block the 3 entrances now you have a nice field with no monsters at all
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wiiwonder
3561 posts
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Why don’t you imagine it like this?
The paths give energy to your orb. If you block ONE the flow will stop and the orb will BLOW UP!
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RandomTurtle
7196 posts
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then the monsters could just dig and break the path and kill you.
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aturtledoesbite
603 posts
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Story perspective: You’re attempting to get through this Labyrinth, right? Well, it’s mentioned early on in the chronicle pages that your guy can’t walk outside the fields (otherwise he could just go straight to G7). We can assume that he must stay on the path that the monsters walk on. If you block a path, you prevent yourself from being able to walk through that path, since there’s kinda a wall/tower/shrine/amplifier in the way.
Gameplay perspective: That would make the game impossible to lose. We want a challenge. Therefore, no.
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RandomTurtle
7196 posts
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To beat the story perspective you could gem bomb the wall and walk out.
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Kannushi_Link
522 posts
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Originally posted by randomturtle:
then the monsters could just dig and break the path and kill you.
Or evolve into flying monsters, so the paths are useless! [OH NO!]
Originally posted by randomturtle:
To beat the story perspective you could gem bomb the wall and walk out.
but the problem is the monsters will be pumped out and you’ll get killed instantly. :(
—
In fact I think monsters should be able to attack structures when they find it’s necessary…
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Lurlock
274 posts
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I have a stupid question: Why is it possible to build walls off of the path? What possible purpose could those ever serve other than to waste mana building them? It’s not like you can build a wall and then upgrade it to a tower or amplifier later. (Well you CAN, but there’s no reason to do so, since you just paid extra mana for that wall for no reason.)
Here’s what I’d like to see in future versions: Road building. You’d have to make it kind of expensive because it could be a major game breaker. (Just make every level have the longest possible path by building long roads where you want the monsters to go and walls where you don’t.) You could either make it super expensive to build more than a few of them, or limit it like with Demolitions. When I think of the places where being able to build just 2-3 road tiles would have come in handy…
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Blizzard2000
1627 posts
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Originally posted by Kannushi_Link:
In fact I think monsters should be able to attack structures when they find it’s necessary…
That would be interesting. Maybe a new type of enemy, attacker, that goes for structures on the path (walls, towers, shrines, etc.) and attacks them? It would have to be fast to do anything in early waves though…
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DubiousMerit
155 posts
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Originally posted by Blizzard2000:
Originally posted by Kannushi_Link:
In fact I think monsters should be able to attack structures when they find it’s necessary…
That would be interesting. Maybe a new type of enemy, attacker, that goes for structures on the path (walls, towers, shrines, etc.) and attacks them? It would have to be fast to do anything in early waves though…
That would also necessitate a new gem type, one that would spray healing on damaged objects in its radius – which in turn could set up a new kind of trap. Set up an object monsters will stop and attack, then keep a healing gem nearby to heal it as fast as it’s damaged. While they’re distracted, a mana trap underneath could be zapping the daylights out of them.
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kbrown
5 posts
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Originally posted by Lurlock:
Here’s what I’d like to see in future versions: Road building.
This a thousand times over – perhaps not make it expensive, but limit it to later wizard levels?
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Lurlock
274 posts
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If later games are anything like this one in terms of how easy it is to get lots of mana and thus a high level, I think either of these limiters would not be sufficient. I’m leaning towards my other suggestion of simply limiting the number of times per level you’re allowed to build walls, just like demolitions in this game. Maybe have a skill (high level probably) that lets you build more, but even then, no more than 15 or so should be allowed. Also, to make it so that you can’t completely break every level this way, you’d have to have tiles on which roads cannot be built. Like with the trees in these games where you can’t build towers. But use them sparingly, like only in places where the ability to build a road would completely break the level.
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BlackButterf...
13 posts
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That would mean youd have to delete all levels that start as a big empty place of nothing.
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GeneralYouri
269 posts
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Road building is a nice idea, but only for a sandbox variant, not for the actual game. It gives too much power over the path. If they were added you will simply end up with an annoying way of limiting the road building, and with levels where you are required to build that road, just like now there are many levels where it’s pretty obvious where to put walls.
When it’s obvious like that, it doesn’t really add much to the game for me, other than repetitive placing of walls everytime you play a field.
Thinking about it, sandbox for this game might be a pretty nice idea :)
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almos
105 posts
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People think sandbox mode and roadbuilding would be nice ideas.
But they would simply get bored after 4 hours of this ‘god-mode fun’.
A game without challenge leads to ‘finished feeling’ and complete boredom.
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superxchloe
434 posts
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I would LOVE roadbuilding, in regular play. Just limit the number of road squares you can build, the same way demolitions are limited.
Just realised this is exactly what Lurlock said so I’ll shut up now.
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Lurlock
274 posts
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A bunch of the levels in GCL are pretty much blank slates though. They just make them all path instead of all blank. E.g. K9, K12, M10, and to a lesser extent D5, E11, J3. Of course the difference is that you couldn’t make a level that’s completely blank like that, because there has to be a legal path from the entrance to your orb at all times. Though I could see a level with a very short path that could be made longer by road-building and using a wall to block the short path. You could get pretty creative with it. A good example of how this could work would be with level E12. In this level, the already-built walls take the place of the empty space. You could make the path on this level much longer using demolitions, and then block all of the shorter paths. You’re limited to 13 demolitions (or 3 without premium), but that’s enough to get pretty creative with the path on this level.
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GeneralYouri
269 posts
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Originally posted by almos:
People think sandbox mode and roadbuilding would be nice ideas.
But they would simply get bored after 4 hours of this ‘god-mode fun’.
A game without challenge leads to ‘finished feeling’ and complete boredom.
You clearly have no idea at all what a sandbox mode can add to the game. On gcl, there is no need for your ‘god-mode fun’, you can easily get that while simply playing endurance on any of the (easier) levels. That’s absolutely not the reason why I think sandbox mode would be a nice addition for gemcraft. The reason is that it would be nice to allow people to create their own tricky pathways, and share those with others. This is what happens on most of the sandbox-like games lately, and it just works. It adds a nice touch to the game, it helps connect people together via the game, it gives you more playability on the game (there will be a ton of player-made content), and it helps you to better understand the game.
I’m also not talking about a sandbox game, but a sandbox mode. Where do you see ‘A game without challenge’ in there?
Please don’t be so incredibly naive when you post such replies.
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superxchloe
434 posts
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Sure, but for example, I would want to build a path on L2 from the nest to the path coming down from the top, and then block the standard route, to make those guys take a much longer path. I’d do the same on the bottom if I had enough builds for it. things like that are where I would like to be able to build paths, as opposed to making a back and forth maze on the blank levels.
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