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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SoymasterYos
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SoymasterYos
971 posts
Nomad

No, Krin said it will be a whole new game, but same basic gameplay.

MiamiBigAL
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MiamiBigAL
105 posts
Nomad

I do understand what you are doing Yos. Post has an edge when compared to forge 1:1 and you want to balance it. However, that edge is no where near as huge as you think it is. What you are proposing is total annihilation of post's effectiveness--among 20 other things which you are also causing imbalance in, but I'll just use your post changes as an example.

Taking all the nerfs to the chronite tank into account, you are not decreasing its effectiveness by maybe 5-10%, but arguably by at least 50% if not more (maybe around 70% when you consider the almost 20% extra resource cost of chronite tanks).

The way you go about things seems completely arbitrary and non-mathematical. Take your marine nerf for example. You are increasing the cost of marines by 50%. But you are only increasing its ground damage by 6%. And you are decreasing its anti air damage as well, which is marines' major purpose. So in effect, you are decreasing marine effectiveness by maybe 55%.

Then you have chronite tanks which cost 3 energy. Have you even considered the consequences? Hospital costs 30 energy. If a poster starts with 4 chronite tanks or so, that is an extra 12 energy which takes e.g. a cap player (with its proposed changes) an extra 30 seconds to make a hospital--you know how long 30 seconds is in colony? It's like a lifetime. By this time, the forger has already killed the poster or has caused him to make even more chronites to the point the hospital is probably delayed indefinitely until he's dead, let alone any other building which needs energy to build. The only thing a poster can do against a rush is to upgrade to treasury or get a generator, which does not put him in a very good position.

I am astounded that this has taken you a year to compile, because it looks like very little thought has gone into it. The fact that you say you are 100% sure it will work just shows you really do not know how the colony game mechanics work.

SoymasterYos
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SoymasterYos
971 posts
Nomad

I told you last night that the Marine/Chronite Tank changes are some of the newest ones added. I am thinking about this logically, but honestly if your going to say you don't like many of my ideas, why only fight against 2 of them. I posted this list for feedback, and arguments will help me out. I will disregard your last paragraph because it was the troll inside you typing.

MiamiBigAL
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MiamiBigAL
105 posts
Nomad

Well I do apologise if you take offence at the last paragraph. I thought I was just making obvious points.

I only fight against 2 of them to show it's a waste of time to even discuss the rest. I could go on, but due to the fact that you have applied almost zero logic to the post changes it would be a waste of my time. Again, I am sorry if you are going to get defensive about this post to...

SoymasterYos
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SoymasterYos
971 posts
Nomad

I understand now; it was my fault for posting the newer changes. Ideas change many times after they are added to the list. I have been sick this week, which has slowed the progress of this plan. I will remove the newer ideas, and post more logical adjustments later.

SoymasterYos
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SoymasterYos
971 posts
Nomad

List has been updated from yesterday. I will start adding explanations tonight.

inflict
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inflict
381 posts
Shepherd

I think you don't understand what I'm doing. MBA doesn't either. Chronite Tanks are really strong right now. Like really strong, but only in the lower tiers. The range increase is to help them out in the later stages of the game. The reload time increase is a nerf not a buff.[quote]

cron tanks are way to strong, and your making them stronger!

These are to prevent super early influ-rush timings like the ones we have right now. I am not against influence units, but I had to use influence units in all the games I beat MBA, who also used influence unit. This example creates the illusion of balance because the common interpretation is "influence units counter influence units, that sounds balanced." The key factor that those people forget is what should counter influence units. This creates the designer vs player argument within the community, which is the worst thing possible. The common assumption of a player suggestion ideas to update the game is the player is doing it for self-gain, but honestly who works on a list of ideas for a year and a half for self gain. I have gone away from the main post. -.-'


if you want to encourage noobs to save resource and build a huge army with tons of lag, go for it. but i think the influ zoneing is fine as it is.

These changes will work. I am 100% sure that they will work. Also, there is no such thing as 1.2 speed.


yes they will work. but put it this way. doing that will not make me start useing gronzit... i think a way faster spawn time would be usefull. they are just way too weak to too many things.


hmm.... ill support that goal... The more i start thinking about the changes the more it makes sense.... However what i believe is that if we apply all those changes at one time then something is certain to be OP. We need to make small steady changes one at a time[quote]

i agree. the improtant thing is not to rush and make the game more umbalanced that it allready is.


yos i know yyou wont admit it. but if we were to introduce all off thiese, it would perfectly suit you gameplay.
SoymasterYos
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SoymasterYos
971 posts
Nomad

First of all look over the new list, if you really want to know what I am doing.

I been saying Chronite Tanks are really stupidly strong right now. I am still figuring out what could weaken slightly in the early game, while making them stronger in the late game.

The Field of Influence idea is something that MBA thought it, and it certainly is something to look in to.

About you not feeling compelled to use the Grodtiz, I am sure the players that do will convince you. I recently played a game where I went mass Grodtiz (2v2). Let's just say I am rethinking the Grodtiz health increase.

[quote=inflict]yos i know yyou wont admit it. but if we were to introduce all off thiese, it would perfectly suit you gameplay.[/quote]

I have been waiting for someone to say this. If only you said this 8 months ago, when most of the plan was to make Fascists stronger, you would be right. I want to know what ideas make you think this. I will the Gladiator and Grodtiz changes were added because of the way I played in the past, but those ideas have been changed to what they are now.

trying
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trying
468 posts
Bard

Inflict- reload time is how long the unit takes to reload so the higher it is the longer it takes

Here are some of my thoughts on Yos's list:

The gov changes:
Gov changes are really hard to tell if they are going to be OP or not.
For commi : The buff would be helpful but if you did that then you would HAVE to nerf chronites since commi can already make a tom of them in the early game.
For cap: no gov should get 6 of a resource and that would make missile builds in 2v2s SO ANNOYING.
For mon: i dunno why you are buffing them since you always have been complaining about how mon is so broken
For fas: Dunno might make forge with meds a bit more popular

Influence:
changing from 200 to 150 shouldnt matter too much since you should be able to get out influence units before you hit that limit.
The field of influence should still have the 3 influence spot but maybe have that region be inside the range of the base.

Base:
Wouldn't the nerf to the base weapons just encourage more bum rushes(all-ins whatever).

Post:
Marines are the best AA for post so if you increase the cost then you have to boost the AA of the groditz. They are not suppose to be good against ground units and intended as an expendable, one time use unit so maybe increase the reload rate of the AA weapon?

The tank build time increase is going to make it really hard to respond to surprise all-ins like romans with spec forces or something. The health decrease shouldnt do too much. The splash and reload time nerf is wayyyy too big and will just continue to encourage large roman bum rushes.

Barrack is fine as it is. It takes forever already and romans will continue to dominate it.

Groditz buff is good but i doubt it will make them any more useful since it's one of those units that isnt amazing against ground and isnt amazing against air either.

Arsenal is fine as it is especially if you are gonna nerf the BQ and hovers.

With the combination of the hover and BQ nerf it's gonna be way easier for mk2 to snipe your BQ fleet which is probably better that way.


ehh I'll get to the rest another time

jordster5
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jordster5
70 posts
Nomad

I Jst Relized How Fast 2 Grodz can easily take down a saint.... and u guys are putting too much work into this... Krin Is Gona Put HALF of those stuff unless u beg or bug him abt it :/

SoymasterYos
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SoymasterYos
971 posts
Nomad

First, why are you so negative. Second if I send these to Krin now, only the ideas with the * will be implemented. I already told Krin what I was doing. Now I will be waiting for the right time. Timing is very important, look at Farmville and Minecraft. I really could care less if he does the changes or not. I have gained so much in the last 18+ months I have been working on this.

MiamiBigAL
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MiamiBigAL
105 posts
Nomad

What have you gained? I do hope you spend more of your time on other things.

Krin has already said he will put his energy into colony 2 rather than an update, so I doubt anything will happen anyway.

SoymasterYos
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SoymasterYos
971 posts
Nomad

Inflict, Mon is strong now yes, but when you see the rest ofthe ideas you will understand. This is a Real Time Strategy game. There are so many factors that you have to think about when thinking about ideas. Changing the Chronite Tank Range to improve them in the late game will make them super strong in the early game. To compensate for this it needs a slight nerf. The deploy time and reload increase are the nerfs I am thinking about. Why, because spammed tanks are really hard to kill right now with T3-Forge and Ops. I have a 1-6 record against this strategy. I still have to look at all the effects, like the influence units' changes. The Marine range increase is to make the Chronite Tank change even, but having Marines cost 2 manpower will make Marine slightly broken.


I am close to finishing the Total Weighted Base Damage of weapons. Remember the Overkill thing I talked about a few months ago, well that mechanic is the key to balancing the Splash ranges.

SoymasterYos
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SoymasterYos
971 posts
Nomad

I gained allot of knowledge since I came to AG. You can look through this thread and see how much I gained.

DracoTheDragon
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DracoTheDragon
102 posts
Nomad

If there's anything i learned from robotics yos is that you cant get everything perfect immediately without actual testing. What i recommend instead of debating organizing, and adding your ideas is create a flowchart of some sort. As of now your changes are to sudden and seem drastic.

So just create an evolution of your plans. Whats the first thing you want to change? What possibilities would occur with that change? then what will you do according to your results?

Make it like diamond. specific(want), then broad(potential results), then back to specific(adjustments). then continue with the next step

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