ForumsGamesGeneral Colony Discussion

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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

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)

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Jerryrpg
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Jerryrpg
384 posts
Nomad

Rofl missile proof... The pride and saint are. The pride can tank if you have enough meds backing it up.

Krin
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Krin
129 posts
Nomad

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

ColonyIndex
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ColonyIndex
26 posts
Nomad

^Sounds perfect to me.

Do you got anymore new i=units planned for the future Krin?

iWazBord
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iWazBord
1,912 posts
Nomad

Sounds cool Krin, but is the cap of 100 Influence points going to be taken out..? xD

thisISanalt
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thisISanalt
72 posts
Nomad

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.

Jerryrpg
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Jerryrpg
384 posts
Nomad

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).
Ernie15
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Ernie15
13,344 posts
Bard

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.
firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Krin, you made unit balances?
Fill me in on what's been updated?

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Modified Phantom is 50I now, I believe.

Ernie15
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Ernie15
13,344 posts
Bard

There should be a type of building that you can generate influence more quickly with, if there isn't one already.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Our luck to face two hackers in a row.
Ernie, I don't think you've played version 2.0.
Special OPS generate influence.
Know before you talk...

lalala12
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lalala12
2,165 posts
Nomad

Spec ops is 2/5

Communist already gives influence...durr...

Sakatas appear to have moar health, groditz too, massed groditz still get owned by massed chronites.

Ernie15
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Ernie15
13,344 posts
Bard

Ernie, I don't think you've played version 2.0.


I don't really play Colony anymore. I just complain about it.

Communist already gives influence...durr...


I play Capitalist only.
firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Ernie, play Communist if you want to generate influence than.
Play it before you complain about it.
Scouts seem to be stronger, as well.

ColonyIndex
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ColonyIndex
26 posts
Nomad

Sakatas appear to have moar health, groditz too, massed groditz still get owned by massed chronites.


I know the perfect way for you guys to test Spiders and Groeditz. Just go see if one BQ can still kill them in one shot.
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