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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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Bronze, existing resource buildings are tier 3.
And I'd prefer just to have central building have stronger defensive weapons (like upgrades)

but thanks for your 2 cents.

Bronze
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Bronze
2,417 posts
Shepherd

existing resource buildings are tier 3.


Really, I thought it only went to tier 2. Bank -> Treasury

Generator -> Solar Grid
firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Well, if you look at the description of treasury and solar grid it says tier 3, armory is the only tier 2 resource structure.

Jikek
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Jikek
1,186 posts
Nomad

makes since seeing as treasury and solar grid give more resources then armory.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Yeah, we need a tier 4 influence resource structure (very expensive)

Bronze
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Bronze
2,417 posts
Shepherd

makes since seeing as treasury and solar grid give more resources then armory.


That does, I'm just used to having to level something up 3 times XD
firetail_madness
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firetail_madness
20,591 posts
Blacksmith

That's only for the deployment structures.

Jikek
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Jikek
1,186 posts
Nomad

srsly this getting dumb, krin hasnt updated the game in weeks. did he really like give up on it D:

Bronze
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Bronze
2,417 posts
Shepherd

Jikek, are you getting desperate for updates

All we can do right now is wait, and make up stuff that might be cool additions, so make something up Jikek.

Jikek
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Jikek
1,186 posts
Nomad

im starting to get more frustrated then desperate.

Jerryrpg
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Jerryrpg
384 posts
Nomad

Lol. Be patient, Krin has not that much time on hands and he has a bunch of other stuff going on too. As for defence structures, I made a list of them as a suggestion on the last post on page one.

Yeah, we need a tier 4 influence resource structure (very expensive)

Genuine idea firetail. Influence structures could add more strategies with builds instead of deploying one super unit (or a squad of meds).
Jerryrpg
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Jerryrpg
384 posts
Nomad

Like Starcraft, upgrades for units (armor and weapons), should be able to be upgraded 3 times. For the central base, maybe twice. The upgrades should be carried out in the armory, central base, and the deployment structures. Here is a list for what structure the upgrade should be in.

Armory

Troop Weapons
Increases ground infantry damage by x regardless if anti-air or ground-to-ground (infantry, romans, snipers, and gladiators).

Troop Armor
Increases ground infantry armor by x (infantry, romans, snipers, and gladiators).

Outpost/Barracks/Arsenal

Vehicle Weapons
Increases vehicle damage by x regardless of anti-air or ground-to-ground (chronite tanks, hover tanks, and Groditz).

Vehicle Plating
Increases vehicle armor by x (chronite tanks, hover tanks, and Groditz).

Sharpshooter's Haste
Increases the fire-rate and speed of snipers.

Forge/Manufactuory/Mechanics Terminal

Air Weapons
Increases the damage of air weapons by x regardless of anti-air or air-to-ground. (Phantoms, Scouts, and Blackqueens).

Air Plating
Increases the armor of air units by x (Phantoms, Scouts, and Blackqueens).

Piloting
Increases the speed of air units by x (Phantoms, Scouts, and Blackqueens).

Singularity Cannon
Increases the damage of Sakata Mk II, Sakata Spider, and Modified Sakata by x.

Nano Technology
Increases self-repair rate of Sakata Mk II and Sakata Spider by x (NOT Modified Sakata)

Hospital

Medical Training
The deployment of Meditacs is increased by x.

Let me know if you think this is how it should be organized.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Jerry, Krin's not going to add any more normal units or stuff to this game, it's just a first test and there's going to be a second.

But seriously - with your updates, stuff could get a little overpowered.

@Jikek
More ranks will probably come in the 2nd.

firetail_madness
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firetail_madness
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Blacksmith

Genuine idea firetail. Influence structures could add more strategies with builds instead of deploying one super unit (or a squad of meds).


Influence should also do other stuff, like base upgrades, exchange into a specific resource, build a special building, etc.

I think missles should be fired with influence.
Bronze
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Bronze
2,417 posts
Shepherd

You guys ever play CNC Generals? Remember the strategy center, where depending on what you chose it gave all of your units a certain bonus. Ex: Bombardment gave your units like 15% more firepower.

That might be good for the next Colony type game.

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