Dota 2
Legion TD: Reborn
Sarynth 15 Jan, 2017 @ 1:06pm
Adjustment to Income Incentives
The smallest income unit (kobold) is the best ratio at 20 tango for 1 income, versus other items like the king is 100 tango to 3 income.

20 tango 1 income (0.05 gold per tango)
100 tango 3 income (0.03 gold per tango)
400 tango 10 income (0.025 gold per tango)

While you could certainly bring friends to play, often times you are not with friends. So, the other folks on your team may be greedy and want to be the strongest, with the most income, so they are incentivized to only buy kobolds. (Myself included.)

In fact, since there is a limit of 75 upgrades for the king, that could be a huge reason to give 6 income per upgrade. Thus, making it the most lucrative upgrade available. People will actually compete to be the person to upgrade the king. If you see one unit leaked from the other side, and you know you have a few more seconds for your tangos to grow, you might hold off on a kobold and hope to get that 100 tango so that you can do a king upgrade before the round ticks.

For the units themselves, I might suggest a consistent 1 income per 20 tango, so that it doesn't matter which unit you buy, you'll always get proper income. This will adjust the playstyle to actually pick good units, rather than just trying to maximize income with your unit choices. Meaning, if there's no drawback to picking a higher unit, I'll actually look at the stats and try to pick a unit that might complement the wave that's going, in order to possibly break their defenses.

As it stands now, from level 1 through level 31, most players will just spam kobolds, maybe grabbing a higher level unit if you've got too many tangos for that round that you won't be able to max the income at round end. At level 30, there should be *no* reason to buy a kobold. Except as a last second buy to eek out a little more income from the tangos.
< >
Showing 1-4 of 4 comments
Avi3ndha 5 Feb, 2017 @ 11:37am 
I completely agree with all of this. I don't see how this would be completely imba to implement these changes. It would make the game more challenging if someone was saving and sending tougher units early game and also give people incentives to not just mindllessly spam kobolds.
Big Ounce 7 Feb, 2017 @ 8:26am 
I disagree on the ratio of 100 tangoes for 6 gold income for the king upgrade. I'm a random builder picker myself, and I always prioritize gold income, and that suggestion is really ridiculous it'd just make my games much easier to win at.

However, I agree with the fact that the kobolds are the only units you'd really have to spam to get ahead on the income. But if you're really aiming to win the game early, or at least guarantee leaks on the other side, sending in a ghost or harpy on certain waves (pudge, abaddon, etc.) works. The downside to this is that the tango to gold income ratio is really that bad and makes you rather fall behind if there's a competent player on the other team. So yeah, maybe there's a need to adjust the tango costs of other units to make the game more interesting but not linear like 20 tangoes per 1 gold that's ridiculous. Anyway, again the king upgrade buff is not needed in my opinion (for my stats, check the top 15 tango income in the in-game leaderboard, name's usually there at the top 10-15).
Last edited by Big Ounce; 7 Feb, 2017 @ 8:27am
Sarynth 7 Feb, 2017 @ 5:37pm 
The point is more inclusive than simply providing 6 income. My suggestion would also suffice to keep the king at 3, and adjust the kobold to provide 0.5 income, or to cost 40 tangos. Or any variation therein.

The big picture point here is that the current incentive is to only use kobolds. This should be addressed to encourage things other than kobolds for greedy income players. ;)
Galaxybanger 13 Feb, 2017 @ 5:13pm 
Instead of it being 6 why not just make it 4 or 5 so that it is close to/on par with kobolds? That way instead of spamming the absolute crap out of kobolds they could just throw one click onto a king upgrade.
< >
Showing 1-4 of 4 comments
Per page: 1530 50