Tower experience?
Maybe a sort of experience bonus for killing a tower? A poor ranger with scope upgrade to take out towers gets no exp at all. Just a thought
Maybe a sort of experience bonus for killing a tower? A poor ranger with scope upgrade to take out towers gets no exp at all. Just a thought
Creeps are already gargbage and give like free exp, do we really need EXP for killing towers? Rook would be stacked very easily then.
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Let Towers level up themselves for killing mobs and DGs.
It's liek that intentionally.
I'm curious what the gold reward was.. It used to be 1000 gold for killing a tower, but I think they've drastically reduced that.
That might be a good way to do it. I just think there should be some reward for destroying towers. Maybe just for having killing shot or something. Any extra gameplay is welcome imo
I agree towers should cost some sort of experience...just not too too much...
Exactly. I just hate to spend 3-4 minutes DPS'ing my ass off, and not get anything from it
But only if your Demigod kills it to counteract any unbalancing it may produce....if it would produce any....
In an earlier game there were some towers that weren't in the path of creeps (brothers map), and I went around with QoT and eventually killed them all while avoiding the enemy DGs. Then I realized I was like 3 levels behind everyone else...

I'd like to see towers gain experience and play a more robust part in the game as well.
Towers are already upgradeable, why should they gain experience and upgrade for free?
Because people have weird ideas..
Tower experience would be nice, but only if it were minimal. As it is, as long as you're performing an action to help the team you get rewarded (xp for capping flags or farming creeps) and it works and keeps everyone in the game (at least if they want to stay in the same level range as the enemy). Adding a bit of XP for the towers would make some of those more remote flags more enticing without making the flags themselves game-breaking.
At the same time, having NO xp for towers brings about a little bit of added depth, where a player must decide between self advancement or pushing towards victory while the enemy continues their own advancement.
I'm too tired to formulate a solid opinion ![]()
Not really, because it wouldn't make sense. People wouldn't understand how they level, so on. There is warrank already that creates archer towers and fortresses.
I mean gaining experience FROM towers, not the towers themselves gaining experience.
That'd be silly, why bother with the citadel upgrades then? >.>
I agree that towers should give some exp. They have tower-killing abilities and builds built into the game, so why penalize somebody who focuses on killing buildings instead of enemy players? It makes no sense. If you spend most of the game dismantling the enemy's defenses, you shouldn't be stuck 5 levels lower than everybody else.
Well said, sir.
Shouldn't be penalized for not going speed-build as rook ![]()
Because if there is no AI on a team, chances are you run the risk of towers not upgrading at all... and seriously.. when after level 7 do you still even give towers a second thought?
http://www.youtube.com/watch?v=weGTZ5VXR4s&feature=related
Yeah towers should not upgrade themselves but should give slight (like 50) experience.
And yeah too, I just upgrade the 1st Health/Rengeneration for the buildings then never touch them again.
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