So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)
TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)
Influence mode... now THAT is a cool idea Regarding influence units not being strong enough... Well they are pretty strong, but they are not hero units. But with influence units being cheaper, and Special Ops having an influence gain mode, it's now viable to play as Communist more than ever, if you use an outpost branch building for support.
However, an influence government is in the works I've always wanted to add a Royal faction to Colony
The influence government would be awesome. The farsnipers and prides could be tanked with saints for a pretty interesting army, and a lot of new cool strats.
I'm glad you made spec ops a more viable option now - the prides especially are really cool.
Yes an influence mode would be awesome!! And a gov that made influence, like a Monarchy or something.
I believe Monarchy is a type of government but communist, fascist, and captitalist are a government. I might be wrong, but if i'm right, there should be a dual branch government then. The basic one (Capt, Fasc, and Commi) and the next one (1 that produces influence greatly, but doesn't produce that much resources, one that is split, and the next is actually the same as not having one).
The mod phantom does do more damage, ive noticed, and last a bit longer
But it isn't a significant enough difference to be worth 100 of something that takes ages to gain.
Regarding influence units not being strong enough... Well they are pretty strong, but they are not hero units.
5 phantoms ($115) is a much better deal than one modified phantom (100 influence), because money can be gained simply by creating banks/treasuries. True, they may be a bit stronger than the regular phantoms, but in quantity, the regular phantoms are a lot more effective.