Hi HappyCoder,
I agree with you and this are good points! I want to dive into them even more:
1.) depth of strategy
a) the openness of the strategic approach (offer different possibilities to win, so the player can experiment and do it his way, without damping the challenge)
This is will be very complex and difficult to control (like you said), especially if the game gets more complex in later levels. I wonder if it can be solved mathematically, so you can actually compute how many good ways (sorted by quality) there are to run a level successfully. Basically it would be a simulation of all possible actions combined and then analyzing the results. May take some time to compute for one level, but it should be possible - and would be a good help for designing a level and the level progression.
b) a risk reward system
I was also considering this idea and like it very much. It makes the player's decisions even more important, and that is a good thing in general. In my game you have a small group of "heroes" (special drones), which you need to both build defenses and activate objectives to complete a level (level progress is not defined by wave count but by unlocking the objectives). However, a Sphere can only do one at a time (building, moving, activating). The activation progress on objectives can be stopped and continued. Those Spheres are important and valuable, if they get destroyed by enemies they are gone for the entire level and have to bought again, and you won't have much credits to do so. Often you will have to take high risks in (re)positioning Spheres to build up defenses and activate the crucial objectives. There will be also optional objectives which will unlock new upgrades ... will you take that risk seeking them? Because waves will get stronger by time. I hope I didn't explained that to complicated and you can grasp the idea :lol: it's a nutshell, and even more could be said on this game mechanic.
2.) Learning / tension curve
Totally agree with you on the learning curve. And here is a problem to solve, its' the amount of information. Like you said, few people want to read plain text and don't want to compare tables of numbers. On the other hand, a TD without real stats (and you have to guess) is not satisfying in my opinion. So maybe we can show stats but reduce their format: Instead of Armor: 120 we could display Armor: XX--- (=2/5) ? What do you think?
Thanks for your input :) much appreciated!