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)
Dang dang dang dang. I'm in one of the best schools in the nation, and i bombed my dang chance last year. If it weren't for that, i'd be in algebra 1 honors in 7th grade. I'm in pre-algebra again *sigh*. Still in an accelerated class though, just not extremely accelerated like last year.
heres hoe to get there: 1.click community on the tab below the green line. 2.scroll down to flash games and click it. 3.find (Colony: "Ideas For Future Updates" by SOYMASTER) and click that.
Hey Krin, I got a few ideas i wanna share with you.
First one is modified blackqueen. It would be made from the special operations building and should be one of the few units that would cost roughly around 100 influence. As all influence units, it has enhanced armor and damage. The description of this unit is: Modified to have increased damage, more resistant armor, and workers are trained to man different posts. But i'm thinking that maybe you should implement a new gameplay mechanic (workers are trained to man different posts). I'm thinking that this modified blackqueen should have a normal mode, Anti-Air mode, and a Anti-Ground mode. AA mode would simply be, adds splash damage and a slightly faster fire-rate to the blackqueen's anti-air attack, but loses ground weapon capability. AG would be, adds a fast fire-rate (equal to the midpoint of the range of the blackqueen's ground weapon from the blackqueen) to the blackqueen's anti-ground attack, but loses splash radius and anti-air capability. (Note: damage does NOT get reduced.)Normal mode is the same as a regular blackqueen (but this one is modified, so it is stronger.)
This would give a role for this modified blackqueen and would be interesting and easy to micromanage (since you'll only have a few on the battlefield once in a while, being an influence unit).
My second idea is about the special operations producing influence. Don't make it cost more, it'll be a strain to build. Just simply add an upgrade to the structure. Call it Covert Operations. The building would produce influence and have the extra influence units you wanted to add (and my blackqueen idea if you take it).
Many people have suggested this, and i agree with them. Make hospital an upgradable structure. When upgraded, it gives a medivac unit (from starcraft, it heals units. But here, it will heal air units only.) to the build queue and an engineer, (remember my idea for the self-defence structures? Well this unit comes from it.) which heals ground mechanical units 2 times faster than the medic (and the self-defence structure "bunker" if it ever gets implemented).
well since we're on the subject of ideas and improvements, one thing i would enjoy is a wider screen. i doubt it will happen any time soon or at all, but i would be a nice addition to add.