TD tower types
Posted: Tue May 15, 2018 7:03 am
I'm making a tower defense game and one of the gimmicks is vast amount of different towers. The key word is "different", I chose to abstain from making reskins as much as possible - each tower is at least a little functionally different than other towers. The intention is that you must pick and choose tower placement, you can never drop-in replace any tower with any other one and expect the same efficiency.
I've got a quite hefty list of towers already but I'm still asking for suggestions. I want to raise the number of towers as high as possible. But agian, towers must be substantially unique and useful.
Some probably important notes:
You start with a limited selection of towers, depending on the map. You win the game by surviving a set amount of time but you get awards for killing enemies. Enemies travel along pre-defined roads and can't leave them. Enemies are not normally invisible, but can become invisible on specific roads. The enemy is despawned at the end of the road, you get no kill and no money, but otherwise nothing happens.When an enemy passes near your base, the base takes damage. Bases can be located in many different places, not necessarily at the end of the road. There is not necessarily an end of the road, then the enemies stay on map until you kill them, and they will damage your base as long as they come near it. There are multiple enemy types in a wave pack, but they're all "generic", differ only by speed, pack size and HP reserve.
I've got a quite hefty list of towers already but I'm still asking for suggestions. I want to raise the number of towers as high as possible. But agian, towers must be substantially unique and useful.
Some probably important notes:
You start with a limited selection of towers, depending on the map. You win the game by surviving a set amount of time but you get awards for killing enemies. Enemies travel along pre-defined roads and can't leave them. Enemies are not normally invisible, but can become invisible on specific roads. The enemy is despawned at the end of the road, you get no kill and no money, but otherwise nothing happens.When an enemy passes near your base, the base takes damage. Bases can be located in many different places, not necessarily at the end of the road. There is not necessarily an end of the road, then the enemies stay on map until you kill them, and they will damage your base as long as they come near it. There are multiple enemy types in a wave pack, but they're all "generic", differ only by speed, pack size and HP reserve.
- gun tower (basic)
- auto tower (shoots faster, has delay before attack)
- rotor tower (gattling gun, swings and sprays when changing target)
- shot tower (basically a shotgun)
- sniper tower (similar to basic except engagement range extends all the way to minimum damage range)
- cannon tower (similar to basic but more hefty and aims for highest HP enemy)
- flak tower (launches a shell that explodes near enemies)
- mortar tower (launches explosive shell that arcs over enemies)
- rail tower (railgun, can go through multiple enemies, aims for highest total damage)
- shock tower (powers up from moving enemies until it has enough power to instakill a nearby enemy)
- arc tower (arcs to other arc towers if no enemies are nearby, firepower adds up)
- waste tower (continuous damage in tower's range)
- laser tower (beam)
- proton tower (same as laser but creates damaging aura when connects, also can attack normally invisible enemies)
- gamma tower (same as laser but passes through enemies and damages all of them)
- quake tower (creates damaging pulse periodically)
- flame tower (shoots flaming liquid, doesn't do damage directly but liquid accumulates on enemies and does continuous damage)
- acid tower (same as flame but does damage directly; sprays around when tracking enemies)
- vortex tower (shoots sound blast ring, damages enemies when they pass through the ring boundary)
- rocket tower (unguided rockets)
- blast tower (launches barrage of rockets, arcs over enemies, impact position randomized)
- homing tower (homing missiles)
- matrix tower (towers create stationary laser beams between them)
- barbed tower (same as matrix tower but damage depends on speed)(thanks KayleMaster)
- gear tower (same as matrix tower but damage is dealt momentarily, weaker enemies take more damage)
- bolt tower (enemies near target also recieve some damage, chain lightning style)
- spikes tower (periodically puts spike traps on roads)
- mine tower (same as spikes but makes delayed explosion)(thanks NotARaptor)
- swarm tower (sends homing swarms, they do damage continuously)
- plasma tower (projectile bounces off enemies and retains some power)
- void tower (black hole launcher)
- zap tower (creates a pulse that goes along roads until it hits an enemy)
- fling tower (slowly spawns and accumulates projectiles, can rapidly shoot them all)
- ufo tower (spawns UFOs that randomly fly and attack enemies)
- charge tower (damage increases when active, drops when idle)
- idle tower (opposite of charge tower)
- beam tower (just does unconditional continuous damage to a single enemy)
- nova tower (shoots projectiles in all directions in a spiral pattern)
- bomb tower (launches slow but powerful torpedoes)
- blade tower (long blades spin around the tower and damage enemies on contact)
- beacon tower (same as blade tower but beams extend across the map and do continuous damage)
- sonic tower (does continuous damage in an area in front of the tower)
- spiral tower (launches spiraling projectile, Q3 railgun style)
- rang tower (launches a boomerang)
- meteor tower (sends asteroids near random enemies)
- drain tower (removes a certain fraction of current HP, doesn't kill)
- bubble tower (shoots bubbles that damage enemies when pop, slowly blown around)
- nuke tower (when boss shows up, tower deals part of its HP as damage to all other enemies on map)
- rage tower (makes enemies attack other nearby enemies)(thanks Positive07)
- scale tower (sets HP of every enemy in its range as their average, HP increase is limited)
- lower tower (lowers enemy level - speed, hp and also reward for kill)
Non-damaging towers: - boost tower (increases damage taken in its range)
- magnet tower (makes enemies more likely to turn in its direction)
- halt tower (temporarily stops enemies)
- toll tower (gives money for each enemy that passes by)
- bonus tower (gives money for each enemy that died in its range)
- solar tower (just gives money over time)
- emc tower (slows down enemies in its range and adds time-slowing effect)
- glue tower (slows down enemies in its range)
- time tower (puts temporary time slowing debuff on enemies)
- curse tower (puts damage increasing debuff on enemies)
- repair tower (restores lost HP of the base)
- warp tower (teleports enemy closer to the start)
- radar tower (adds its detection range to other towers)
- psy tower (reveals normally invisible enemies, allows aiming deflection before an enemy is within range/is spawned)
- 121jw tower (removes enemy from the map temporarily)
- sponge tower (after enemy is killed, its carcass continues moving and converts damage to money)
- ice tower (shoots ice bolts that slow down enemies temporarily)
- loop tower (makes enemies loop around small section of road)