This model aims to establish a tower fire protection guide with certain reference significance.
Here are some concepts:
Frontal fire: Fire that damages the enemy at the front
Side firepower: a side attack on the enemy group that "eats the passing soldiers" from the side
Front: The most accessible position on the road that the enemy can reach
So based on the above settings, we can easily draw a very basic conclusion: "When the frontal firepower is strong enough, the frontline will retreat; when the firepower is insufficient, the frontline will move forward and the game will fail."
Therefore, "controlling the front line" is a key element in tower defense games.
The reason why the front line advances is that the frontal firepower is too late to destroy the following enemies, then we can get the formula
The minimum frontal firepower required to control the front line = (enemy HP - side firepower) × enemy movement speed
Okay, given the above premise, let's imagine what would happen on a strictly guarded road.
1. Promotion period
In the early stage, when the enemy has just entered the road, there is no side firepower, so the demand for frontal firepower is high and usually cannot be met. At this time, the front line will advance.
2. Control period
As the front advances, the enemy's flanks are exposed within the range of our defense towers, and as the front advances, the flank firepower becomes stronger and stronger. At this time, the need for frontal firepower is reduced and can usually be controlled at this time. The front line will not advance at this time.
An ideal defense usually stops at this stage.
3. Backward period
If the player increases firepower in a timely manner, the enemy will be destroyed faster than the enemy can replenish it, and the front line will retreat.
It feels like you are complicating a simple problem. You only need to calculate the theoretical output efficiency based on the turret data. After actual combat, estimate the actual output efficiency and cost performance. Once you roughly know the combat effectiveness of each turret, you can just play around with it when you have money. For example, multiple arrow towers are better than small arrow towers, but they are less cost-effective and have a lower hit rate. If you want all the bullets to hit, you have to place them on the roadside, otherwise the output will be missed. For example, cannons are cost-effective and very powerful, but their penetration is high and it is difficult for bullets to hit all the targets. In contrast, continuous fire cannons are easy to hit all the way. If the terrain is good, use cannons. In this game, the turrets basically have a penny-for-a-point output. As long as the turret has a position to place and all the turret bullets hit, in fact, every turret is pretty much the same. This game emphasizes economic warfare and does not encourage players to plan turret placement.
This is the theory, but it is only 2 to 8 at present, and I have not encountered such a situation. In most cases, it is based on the daylight protection period that is updated every day.
Why does Three Days of Darkness turn into a question mark in the upper right corner, showing the number of days? ? ? , and the Solar Tower will not release waves after it is accumulated, and it cannot be paused.
Supplement: Firepower is the actual damage taken by the enemy, not the damage dealt. Therefore, the overflow damage will not be included in the firepower.
Why can I only bring 6 cards?
Several special case analyzes can be done here: For example, cannons, while high damage provides powerful firepower output, the penetration of artillery shells provides considerable "side firepower", so the combat effectiveness is relatively high. However, when encountering a large number of low-health enemies, its firepower will be limited by the enemy's health.
Here we can even extend and expand the formula of forward advancement speed = enemy movement speed - (enemy blood volume - lateral fire intensity) ÷ frontal fire intensity. The formula is not very rigorous, but it is enough for analysis.