I'm more partial to Onslaught 2, which is basically the same game: you build up defenses and combos, Things come in, and you are inevitably overwhelmed. Always. Quite depressing, if you look at it as a life metaphor.
But I do see what you're saying, and you are quite correct: one has to balance short, medium, and long term objectives. Letting something like finding a competent doctor slide for eight months is not good strategy, nor is (necessarily) spending tons of money for an unnecessary upgrade. Still, in the game one is destined to lose, while in life one hopes to win (whatever that might mean to the particular person).
Thank you for writing this, but you've neglected one crucial aspect, that being the actual path the creeps take.
Within a few constraints (i.e. you can't stop the creeps entirely), you have complete control over the path they take. Given the tools you have, this can be a simple or complex path, giving your towers more or less time to handle the creeps. An effective path uses the minimum amount of towers* to allow for the maximum amount of shots at each creep, and in addition, will likely use a knowledge of exactly what one can and can not do with towers (as well as a knowledge of how the creeps move) in order to leverage one's resources with maximum efficiency.
* Sometimes, to construct the most effective path, one can use cheap towers in order to sketch the path out, in the hopes that one will have the resources later to replace the components of the path, piece by piece.
Excellent point! This is a game in which the application of knowledge makes enormous difference, and despite the general inevitability of Creeps, one has enormous power over the the situation and liberty in how one will approach the problem.
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I'm more partial to Onslaught 2, which is basically the same game: you build up defenses and combos, Things come in, and you are inevitably overwhelmed. Always. Quite depressing, if you look at it as a life metaphor.
But I do see what you're saying, and you are quite correct: one has to balance short, medium, and long term objectives. Letting something like finding a competent doctor slide for eight months is not good strategy, nor is (necessarily) spending tons of money for an unnecessary upgrade. Still, in the game one is destined to lose, while in life one hopes to win (whatever that might mean to the particular person).
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Of course, that probably makes it less good a metaphor for life....
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1: Yes, I mean physical life, not anything metaphysical.
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Within a few constraints (i.e. you can't stop the creeps entirely), you have complete control over the path they take. Given the tools you have, this can be a simple or complex path, giving your towers more or less time to handle the creeps. An effective path uses the minimum amount of towers* to allow for the maximum amount of shots at each creep, and in addition, will likely use a knowledge of exactly what one can and can not do with towers (as well as a knowledge of how the creeps move) in order to leverage one's resources with maximum efficiency.
* Sometimes, to construct the most effective path, one can use cheap towers in order to sketch the path out, in the hopes that one will have the resources later to replace the components of the path, piece by piece.
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Also, fun game. (Fucking Dark creeps...)
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