Limited Ammo! Once you've finished all the levels and begin to go around the second time through, your Heroes will then experience limited ammunition! I will be REALLY surprised if anyone makes it through for a third round.
Zombie Slaughter v1.1 Fixes: - Score no longer wraps at 8 Billion points - Undead Bazooka's actually hurt Heroes now - Dragon in "Worst Combination" level has a decent amount of health - Clicking the X in the upper right Ends the game and checks your score (in case you find yourself in my position earlier tonight, with a monster high score and a stuck enemy that won't let the level end!)
I looked up how many shots are typically in a round/clip for each given weapon, then tried to figure out a good balance of clips per Hero. Starting with Handgun, I decided they'd have 12 shots per clip. A single handgunner shouldn't have enough ammo to defeat twenty easy zombies, but could stop ten. Since that takes 2 shots per zombie, I felt 2 clips was reasonable. 24 shots total. Shotgun was the same reasoning. So 12 shots total. Machine Gun is a powerful weapon, which should be able to (ideally) clear 20 easy zombies. So what would be something a single machine gunner shouldn't finish? I decided the lone really tough zombie should be too much for one machine gunner. So although that little guy should be packing 100 shots, 60 seems the best balance. Otherwise the gunner never seems to run out. That's the thing. We WANT these guys to run out of ammo. That's what makes it tough. But it still needs to seem somewhat fair and balanced amongst the Heroes. Next I examined Bazookas. Since their shells are so cumbersome, they shouldn't be able to carry many. The power of the explosions is a good trade off. I thought back to the many First Person Shooter games we've played, and 5 shells seemed right. Snipers. Big shells. Typically 5 or 6 shots per clip. So I stuck with the 2 clip idea and gave 'em 12 shots total. (Actually, I just checked, I gave them 15 shots) Flame Throwers are tougher. I wanted to think of them more as "how long before they run out" vs "how many shots". Although it's still calculated in shots (each little puff of flame is a shot), I basically just played over and over again with flame throwers trying out various values till it felt right. I can't remember the number but it's enough to protect your heroes for a while, but leaves you with the fear of "Oh crap, is he going to run out of flames?" Finally came the Tank. Realistically, they'd have tons of ammo (since it's a Tank after all), but then what's the point of a limited ammo round if you have no fear of running out? Tanks have 10 cannon shells, and 100 mg shells.
Hope that helps your strategics in vainly trying to beat my score from last night.
Well beating your high score was pretty hard, but because your game locked up before my final tally was tabulated I had to resort to taking this screenshot. It shows I beat your score by a mere 4 billion points.
Incidentally, perhaps putting commas in the scores would help them to be more readable.
Aw shucks, that's too bad. I feel your pain... but sadly submitting the score is the only way onto the table. (yes, I know how you feel, but it happened to me 3 times before I was able to submit a score topping yours. I felt a screenshot wasn't official enough)
1) the speed at which tanks fire their main shells should be slowed.
2) No hand held gun should be able to do any damage to the tank. That means hand gunners, shotgunners, machine gunners, or snipers should not be able to do damage to a tank, it's armour would be too thick.
It was highly unrealistic to have my array of tanks 'sniped' rather easily.
1) the speed at which tanks fire their main shells should be slowed.
Okay, that's easy enough. What inspires this change? Tanks are too powerful?
Quoted from Hawkeye
2) No hand held gun should be able to do any damage to the tank. That means hand gunners, shotgunners, machine gunners, or snipers should not be able to do damage to a tank, it's armour would be too thick.
That's doable too. You realise this would make the enemy tanks ALSO impervious to everything but explosions and flame. Are you asking for this because Tanks are too weak?
If I make such changes, I'll be wiping the high scores since this changes the balance of the game.
Actually, the reason to make the tanks shoot their main guns slower is to prevent wasted shots. A lot of times they fire twice at the same thing and in the second round and up that takes away one of their shots! Plus, realistically (as realistic as a zombie game can be -- thats for you danmick!) it would take longer to load and aim and shoot.
As for making enemy tanks impervious to our heroes shots... I don't think I killed a single zombie tank with anything other than my own tank. My heroes always got blasted to S H I T before they could ever fire on a tank.
Third thing I just thought of is I think the tank's main gun would have a longer range than it's machine gun.
Changed: - Walls properly stop baddies! - Barriers now get destroyed by baddies over time (but are repaired each day if they survive). - Damaged brick walls crumble at half dead point. - Tanks are impervious to bullets - Tank cannon takes longer between shots
Added: - Friendly Fire in 3rd round! (We're down to the Reserve Army ) - Skeletons on Skateboards level
Not likely, no, but doable. I've updated the game with some cosmetic changes.
Changes: - New looking dragon. Better animated, and cringes from explosions. Also better detection by your heroes. - Changed the placement graphics so the circle or square is only green when it's a legal placement (ie, within the bounds of the play area) and is otherwise red.