If both players survive sudden death until round 50, then the match will end in a draw.Ģ. Also, if both players have the exact same number of lives, Sudden Death is activated, where the first player to leak a bloon will lose. If this does not occur before the end of Round 40, then the player with the most lives wins. it will increase the money generated by a small amount, I.e., you will receive income for sending out bloon packs to attack the enemy.Ī player wins the game if the other player loses all 150 lives. Also, for all non-MOAB (Massive Ornery Air Blimp) bloon sends. There are several types of bloon sends, the cost, and availability of which will vary during the round. To attack each other, players use their money to buy Bloon packs, groups of Bloons that appear on the other player’s bloon path. When reaching the exit on the side of a player, Bloons subtract a certain number of lives from the total of 150 life points of this player. On each map, there are one or more paths that Bloons will traverse. Players can only interact with the map on their side. Player 1 is assigned the left side and Player 2 is assigned the right side. In each game, both players are presented with a vertically split symmetrical map. If you complete all 4 lessons, the hero Gwendolin will be unlocked as well as some avatars and banners. Each of these lessons focuses on a core game mechanic including building and upgrading towers, sending enemy bloon attacks, earning income, and taking advantage of enemy weaknesses, and timing the bloon attacks to deplete their health. The Battle School consists of four lesson matches, the first two of which are required to complete in order to access the online game. I also just enjoy writing simulations they are somewhat different from my typical daily programming tasks.When starting an account for the first time, Quincy, the first hero that you have unlocked, will prompt the player to go to the Battle School tutorial. It is also has the great advantage of being very flexible: you are never waiting to accumulate money to invest.įinding this desired strategy is of course the purpose of the simulation. Changing many of the constants in the simulation change the total money spent, but the same strategy is usually one of the best. A good strategy is to buy whatever plan you can, whenever you can, and stopping around half-time. Investing is clearly meant to play a significant role in the game, but the influence is quite limited. Since the game is hectic it is helpful to stop earlier and focus on other things. Interesting though is that stopping at 180s for buy_all is only 2% less money. They both have roughly the same spent money. Stopping at 240s is roughly ideal for the buy_all strategy, and at 300s for the buy_play_1 strategy. I run the simulation with a variety of stopping times. So far my games have been topping out at seven minutes. When to stop depends highly on how long the game actually lasts. Watching the game I noted the numbers and created a plan data structure. Each time a plan is purchased it has a cool-off time before it can be purchased again. My initial results seemed a bit off due to a missing variable. That was my basic question: is it worth it to wait for the higher plans? This is what I addressed first in my simulation. During that waiting time you could be compounding more money with the lower plans. The trick is that you normally don’t have enough money to buy the higher plan and would be forced to wait. At first it looks better: buying 6 of the lower plan would cost the same, but get you less return ($12 as opposed to $15). The lowest plan is $50 for $2 income: spend $50 and at each income interval you get an additional $2. It’s a somewhat tricky balance: lots of things to buy, four investment plans to choose from.Įach investment plan has an upfront cost and a revenue increase amount: spend money now to gain back more over time. You can either buy towers (monkeys in this game) or invest the money to increase your income. You and another player attempt to hold off an onslaught of balloons. This tower defense game has a two-player “defensive” mode. I’ve also put it up at ideone for quick experimentation. It’s written in C++ using a few C++11 features. Since the rules are quite simple, at least part of them, it shouldn’t be too hard to code. There is a “money” aspect and I wanted to know what strategy would be best. I recently encountered a perfect opportunity to run a simulation on the game “Bloons TD Battles”. Simulations can provide curious insights in this case a distinct advantage to winning a game.
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