Wednesday, 15 August 2012

Squadron Tower Defense

Game: Squadron Tower Defense 
Platform Played: PC (Custom map for Starcraft II: Wings of Liberty)
Developer: Tsjnsn 
Release Year: 2011 
Impact on my life: 8/10
Impact on the world: 7/10
Objective rating: 7/10


I'm sad to say that the days of Squadron Tower Defence (Squad TD) may be over. After being easily the most successful custom map on Starcraft II for well over a year, Tsjnsn has handed of the reigns of development to Swentz and Eigonvalue, who have promptly started making major changes to the balance of the game and introduced a series of *really* bad bugs which have made the game unplayable. I've been playing Squad TD for ages for a reason, I don't want them to make all these changes, and in an act of defiance, I am going to go play something else :P

Also; someone messaged me about wanting some advice on their blog. I didn't catch your contact details! If you're still interested, e-mail me at: stownshend@gmail.com

Basic Plot 

There is no plot. The scenario is that there are two teams of four protecting their defence system (SS) from incoming waves of enemies. The teams interact by sending additional enemies to the other team.

Gameplay 

Squadron Tower Defence is a blend between a "tug of war" and a "tower defence" game. It is fairly complicated, so I'll go through each game mechanic step by step to build up a picture of how the game plays out.

  • Players are split in to two teams of four. Each team is responsible for defending a defence system located at the bottom of their side of the map (this is a Thor/Odin model). Each player has their own lane to defend, and all the lanes join up and lead to the defence system (SS).
  • The game is broken up (currently) into 31 waves of creeps. The creeps spawn at the start of the combat phase and will attempt to travel to the SS and attack it. After each combat phase is a build phase in which the player adds additional units to their squad.
  • Players attempt to stop the creeps from doing this by purchasing "towers" (which are actually units) who engage creeps during the combat phase and try to kill them. The combat phase is completely automated; the player has no control over their units.
  • Players pick a "race" at the start of each game. Each race has a different set of units they can build, and also different abilities. Some examples include; Beast, Elemental, Ghost, Shadow, Ancient, Celestial, Mechanical, Nature, and Automaton. Players can also pick "Random" to get a random race, and more recently there are various incarnations of "Chaos" in which players receive a random race each round. Later on players can unlock the "custom" builder in which they can pick and choose units from any race (within limits, based on a points system).
  • Each player controls a single builder unit for the majority of the game. Builders can build six different kinds of initial unit which are categorised into "tiers". The lower the tier, the cheaper the unit is, but the less powerful it is. It's not quite that simple; as a good unit composition will contain a balance of melee/tank units as well as long range damage dealers.
  • Units cost supply, and players need to spend some minerals and gas to extend their maximum supply.
  • Units can be upgraded, sometimes in to various different forms. For example; a Bone Warrior (from the Shadow race) can be upgraded into a Dark Priest, a Fire Archer, or a Skeletor.
  • Players have both mineral and gas income:
    • Gas is gathered by gatherers who travel between your command centre and a gas geyser throughout the game. Gas can only be spent on sends which are additional units which will be sent to the enemy team on the next round. Every send you do increases your mineral income for all subsequent rounds; so getting a high gas income is also the secret to having a high mineral income.
    • Minerals are used to purchase all units, as well as upgrades, and additional gatherers. There is a careful balance between investing in additional workers (which will increase your income in the long term) or purchasing more units to defend. The ideal situation is to *just* buy enough units to survive each round, and purchase additional gatherers with the remainder. Players can obtain a maximum of 30 gatherers and can upgrade their speed as well to a maximum of 5 times. Minerals are obtained at the end of each round based on the "income" of the player (defined by what sends they've done) as well as directly by killing creeps and enemy sends. Sends range from a Zergling which costs 20 gas, to a Thor which costs 600.
    • Not all sends give the same income! Some sends give less mineral income per gas spent, but often have special abilities which make them more likely to make an enemy player "leak" their creeps.
  • The game ends when one team's SS is destroyed or the enemy team has no remaining units. The SS itself can be upgraded to have additional defence and attack (as it can engage enemies which try to attack it). Any unit killed by your SS gives the other team extra minerals, so you don't want to leak creeps. The SS can be micro managed by a player on the team to focus on weaker/important units.
  • When a player's units finish destroying a wave of creeps, they walk into a teleporter at the back of the lane and appear in front of the SS ready to defend it in-case another team member "leaked".
  • Additionally, if creeps escape your immediate lane, they get a +2 armour bonus meaning they're harder for team-mates to clean up at the SS.
  • If no-one wins by Round 31, it will turn to sudden death and the wave will repeat itself infinitely until one team is eliminated (and players cannot re-built between waves).
An example of a squad of units defending a lane. Creeps will spawn from above.

The strategy of the game involves:
  • Balancing your income carefully; getting the most workers (gatherers) you can without leaking. Ideally you want to max out your workers as soon as possible, and then focus on building an unstoppable defence.
  • Working out unit builds which facilitate the above. Not all units are equal, and there are various combinations of units which can help you get that economic edge. Back in "the day" a good example was "Aqualing" which was the use of Zergling Warriors and Aqua Spirits together.
  • Hitting the enemy team when it hurts. This could simply be about knowing which rounds are particularly tough to defend, and getting everyone to send extra units on that wave. It's also about making a decision when it is cost effective to send units which don't give optimal income but will probably cause the enemy to leak.

It sounds complicated, and it is for the first 2-3 games, but then it becomes pretty instinctual.

An SS (defence system) being destroyed.

Players can see their wins/losses including the ratio, there is also an interface for looking at the income of you and your team mates.

Comparisons 

It has some similarities to Colonial Line Wars, another Starcraft II custom map I used to play. It also has some aspects in similar with lane based games like Defence of the Ancients or League of Legends but instead of the focus being around a hero unit, it is on building defence and sending extra creeps to the enemy. Also, it does remind me of Nexus Wars. In saying that, it is different enough to all of these to be a game in its own right; its own genre.

Relevance 

Hard to talk about relevance to the world or even the gaming world here, but this game hit a note with a lot of people. This has been the most popular custom map on Starcraft II for a *very* long time and I wouldn't be surprised if it became a standalone game in the near future (like Dota 2).

Positives 

Addictive, relaxing, enjoyable... it's a really good game. It's the kind of game that anyone can be good at, you just need to watch some replays and find a good race and a few builds which work for you.

Negatives 

It's always been updated a LOT and often is quite buggy. A lot of the players are absolute ass holes. There are some really nice people too, but then there's people who just join the game to troll. I also wish it was 2v2 because it's *very* hard to get matched up with 3 other players who know what to do and/or are not ass holes. I don't even bother playing unless DRTwoadism is on as well. Usually together we can make enough of an impact to win even if our team mates are hopeless.

Memorable Moments

I've played this game hundreds, maybe thousands of times. I've put more hours into it than the vanilla SC2... and I've tried a lot of different builds and strategies from middle building to going eco, or doing crazy builds which rely on a particular ability to trigger in order to win. Regardless of how the map changes now that Tsjnsn is gone... I'll always remember this game fondly.

2 comments:

  1. Man I played Colonial Line Wars recently and just like this they have changed it so much that it's a different game :(

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  2. The thing is, if they reverted Colonial Line Wars to the way it was mid way through 2011, like when we first started playing it, I think it'd become super popular again very quickly. I loved that game.

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