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General Colony Discussion

Posted Aug 24, '09 at 6:53pm

firetail_madness

firetail_madness

19,843 posts

Why is one made from the solar grid and not the treasury? So I think one should be added to that...maybe the flying glad. I do agree with Renegade too, influence...well doesn't really have much influence on the game, so maybe lower the cost of special units, or make some units cost a little bit of influence along with money, mp, and energy.

Yes, but if that was to be added I think there should be an expensive influence resource building.

This is all great stuff and I plan to try and implement as many ideas as we can. We're finding out ways to add a friends list system, as well as Rank privilege. I thought maybe you could get more Influence options the more Rank you have, and maybe increase the Rank cap.

YAY!

Some ideas are also to enable 1v1 mode where you control 8 bases, even though it will count as controlling two separate forces. So essentially it will be like playing 2 players, but an Armory on the red base won't let you build an Arsenal on the blue for example.

Will you have double the resources, though?

Unfortunately my laptop as smashed recently and so I have to wait for Apple to repair it before I can do any of this :(

You should make it quick, as some people are starting to lose interest in it.

And if it's ok, make chat mods, and can I be one? :D

 

Posted Aug 24, '09 at 6:58pm

Jerryrpg

Jerryrpg

389 posts

Lol. You'd be a great chat mod firetail! And possibly No_Stress as well. If you remember i've played with you before and no stress. Also i might, if i have the time, post a basic unit counters and build and strategies.

 

Posted Aug 24, '09 at 6:59pm

firetail_madness

firetail_madness

19,843 posts

No_Stress quit Colony.
I talked to him on Kong.

And I already make a walkthrough on basic unit counters.

 

Posted Aug 24, '09 at 7:04pm

Jerryrpg

Jerryrpg

389 posts

he did? hmm.... That's kind of a shame. He was nice and a good player too. :(. Where's the thread for basic unit counters? I'm going to include strategies and builds into it with large perception. Will also add micromanagement to it too.

 

Posted Aug 24, '09 at 7:07pm

Jerryrpg

Jerryrpg

389 posts

Oh wait i think i've seen it.... But it doesn't give exact detail on it if you know what i mean (no offence though).

 

Posted Aug 24, '09 at 7:10pm

firetail_madness

firetail_madness

19,843 posts

It does give exact detail.
What part is it unclear?

 

Posted Aug 24, '09 at 7:18pm

Jerryrpg

Jerryrpg

389 posts

Not unclear, like it doesn't explain that whether in numbers or just alone is good at taking down an army.

 

Posted Aug 24, '09 at 7:20pm

firetail_madness

firetail_madness

19,843 posts

Usually when it's good at taking 1 or 2 without much damage, it's good at taking an army. I mean, a phantom is good against romans, any number.

 

Posted Aug 24, '09 at 7:22pm

Jerryrpg

Jerryrpg

389 posts

Well sure they may be good, but if for that fact 1 phantom vs 20 romans, your going to lose the match before your phantom destroys all the romans since romans can take several phantom bullets and mow down the base if your opponent doesn't do anything else.

 

Posted Aug 24, '09 at 7:24pm

TheRocker34

TheRocker34

125 posts

The best counter for romans is tanks

 
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