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#1 |
![]() Join Date: Jan 2011
Reputation: 258
Posts: 814
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Why unable to build during wave?
All other td's i played had feature to build during wave. So for example if a monster get too far you could sell some towers from begining of the map and put them at the end. Just asking - why?
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#2 |
![]() Join Date: Jan 2011
Reputation: 143
Posts: 721
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You wouldn't have enough time to run to the beginning and then back to the end anyways, but I get your point.
You should think yourself as the last line of defense or as the "backup"-plan. I mean in all the other TDs I have played, the player is just controlling the towers... In this game you are inside the action with your guns. |
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#3 |
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Coffee Stain Studios
Join Date: Mar 2011
Reputation: 67
Posts: 415
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Because it's a design decision.
We didn't want the player to build during the action phase for many reasons. For example the already mentioned. It's hard to run and sell, and construct under time pressure in FPS. Practically impossible. Other reason is, we'd need to have a build HUD for the action phase as well.. Sanctum is not like other TD's
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#4 |
![]() Join Date: Sep 2007
Reputation: 126
Posts: 1,530
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I like that decision, with the puzzle thoughts built into the game the buy then start a wave method promotes brain power.
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#5 |
![]() Join Date: Mar 2010
Reputation: 77
Posts: 1,528
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Only upgrading towers could be an option, you have quite some time before monsters actually arrive at your base. You could upgrade a tower that is lacking firepower and you obtain the money during a rush, but building blocks and buying turrets would have to be disabled.
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#6 |
![]() Join Date: Aug 2010
Reputation: 24
Posts: 225
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I like where the game is at now, and would like to throw in that you wouldn't likely be able to reliably modify an existing maze after they started walking through any holes very quickly.
Adding on? Should have thought about that before you tapped enter; shoot faster and hope you make it to the next wave. |
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#7 |
![]() Join Date: Apr 2011
Reputation: 14
Posts: 188
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If this were to be implemented, I have to admit I would get both very confused and overwhelmed. Trying to construct, run, kill enemies, etc. all that same time (in an FPS, no less) would be very difficult.
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#8 |
![]() Join Date: Aug 2010
Reputation: 70
Posts: 576
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Not to mention you would gain the ability to "bounce" the waves by constantly removing and replacing a block so that they have to keep running the maze. Leave building and defending seperate.
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#9 |
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Coffee Stain Studios
Join Date: Mar 2011
Reputation: 48
Posts: 224
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That's the biggest reason we've chosen to keep building seperate from fighting. There are actually a lot of other reasons, but that is the major one.
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#10 | |
![]() Join Date: Dec 2008
Reputation: 2
Posts: 108
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Quote:
Sanctum gives me enough to chew on with the FPS side of it, I can't be expected to play "goalie" along with shoot things without a separate "build" menu on the tab button! |
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