Hi guys !
Thank you a lot for your answers ! Very fascinating.
No, we use placement of towers to to increase their effectiveness, this includes trying to increase the time they are being effective.
Hum, curious. Can you tell me how you prove this affirmation ? I've found an article published in 2012 which explain players often try to optimize area cover zone whereas increase the time tower is effective is more efficient.
Baylor Wetzel, Effects of Representation on Solving Complex Spatial-Temporal Problems, 2012
<http://www.aaai.org/ocs/index.php/AAAI/AAAI12/paper/viewFile/4893/5294>
If you look at the post I've published on my blog, I've given several examples where I've lost several times. The problem was precisely I tried to optimised the area cover zone. When I've realized the problem was temporal, I have found the solution.
Sometimes games like Kingdom Rush let you bring the next wave early, giving you extra cash, so there's the problem of accurately assessing when you can let the next wave in, to better prepare you for the later waves.
2) speed, how much time does the player have to react(how many reactions does he have to make in a short interval, or can he just set up his defenses and then click "next wave")
I have understand there are some debates to know if it's better to give or not to player time to react ? I've found on internet some posts of developer who is against that. Ie let the player continue to build during a pause for example. Against maps where it's necesssary to scroll. His point was the most important with tower defense is to let player focus on the game and be thinking and not reacting. I find this is interesting.
The core is, of course, a spatialtemporal problem. area covered x damage per second. If you can slow a unit or change their path, that's equivalent to increasing the area. At this level, it's a pretty straightforward optimization problem, multiplication of the values gives you the output of a tower, which you can balance against each other. The derivative tells you how much benefit you'd get from increasing the area of a weapon versus increasing the damage. Divide by cost and you get efficiency.
Yeah, I agree. Very interesting.
The first time through, you're trying to build a balanced defense that can react to each new wave. Subsequent runs (or when told in advance), you can use the knowledge of what's ahead to prepare specifically for it. Some games are challenging because many options are bad: I've played some where upgrading towers is basically a trick: it's more cost effective to always build more. Some are challenging because they demand very exact layouts. Perhaps the most difficult actively mislead you: The best build for the first 9 waves is catastrophically wrong for wave 10. Instead you need to just barely muddle through the first waves with inferior builds so you've got the right one for the last wave.
In general, I think this temporal problem, how to optimize across different waves, is the biggest challenge. The spatialtemporal problem of laying out towers can certainly be tricky, but it's still usually a pretty straightforward question of efficiency.
For the moment, I havn't found any TD games where it demands very exact layouts. For example, I played a year ago to Giants and Dwarves TD. I thank at this time during a level, it was necessary to build a given kind of tower before a given wave, and then to buy another specific tower because another given tower. And I tried to plan a strategy allowing me to that.
I've played a new time currently to this game. And I realize it was wrong ! I'm not forced to buy a given kind of tower before a givel wave. The point was to define a strategy in which I am able to buy different kind of towers and to build them. So why have I lost ? Have I too much upgraded this tower or bought too much towers at a given place in the map ? If so, the strategy isn't harmonious enough and I must improve.
I agree about the problem of how optimize accross different waves. The point is to focus on this wave and try to build your strategy to be winningful against this specific wave. If the strategy is good enough, you can build towers and destroy all of the previous waves?