Often times I put down a tower in what seems like a key spot to defend the path only to discover that due to the terrain, that looks like it should be out of the way, the tower's ability to fire on the path is greatly impaired. When this happens the tower I placed is virtually useless and I'm out whatever portion of its price isn't refunded when I sell it.
Would it be possible to add indicators during tower placement that shows where the tower's firing arc would be blocked by the terrain?
I believe this is an issue with our terrain system. We've had some ongoing work with tracking and ensuring turrets do a better job. I can raise the suggestion of adding some better indicators when placing turrets but personally I think the priority should be on generally improving the turret placement mechanic.
Speaking of terrains, would it be possible to add more variation to the height of the terrain? In Defense Grid 2 there are drastic changes in the elevation of the levels such as some tower placement areas being on top of a tall mesa while others are in a low lying valley that doesn't offer towers much coverage of the map but can serve as a choke point for one of the paths.
This would especially make things more interesting terrain-wise because while the taller tower placement areas would offer towers, potentially only towers with physical munitions like mortars, an increased range, the taller terrain features would also be an obstacle for lower tower placement areas.
Concur with FoxURA on both counts:
- Better placement indicators of LOS or Field of fire before placement as well as before upgrading.
- Terrain features (including height) can block, shadow and enhance tower fields of fire and range depending on the particulars of the tower.
There's been some discussion on how to make Line of Sight/Field of fire easier to recognize when placing turrets. I can't say how that will be handled in the game right now, but its on the list.
Varied terrain height is something that can be seen on XI: Ascent. Some of the plateaus are two "levels" above the enemy path. I understand you are looking for something more varied though.
Here's an example of what I was trying to describe from Defense Grid 2.
http://www.tech-gaming.com/wp-content/uploads/2013/01/Defense-Grid-Containment-DLC-Review-2.jpg
In this level there are paths at three or more different heights. The lowest level shown in the bottom right offers great tower placement options for taking out the enemies entering the map at that point because of the turn in the path. At the same time, towers in that area can't fire on enemies on higher paths unless they have indirect fire. Towers at higher placement areas have a greater range but their line of fire is blocked in some areas by the lower pathways. This level was challenging in a fun sort of way because it introduced more factors to consider when placing towers with a limited budget. I can easily see this kind of level design element happening in a ruined city setting where crumbling overpasses and tall structures could be used to provide the different elevations on enemy paths and tower placement positions.
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