We've updating Colony to version 2.0 right now. Here will be the changes in the update:
New Buildings and Units
With the war in Athenia still raging on, all the governments have been pushed to develop new technologies. As casualties pile up, the Hospitals have been forced to upgrade into War Sanctums to cope with the number of bodies being rushed into Emergency Care every hour.
The Saint watches over the sky and proves a fearsome guardian over the city. New Far-Range sniper rifles have been developed to siege enemy forces from a great distance. The prototype android, A27-Pride is now in mass production to provide support fire.
New Game Mechanics
The game should run a little bit smoother now, and allow you to reach up to Rank 10 on multiplayer. A lot of rebalancing has been done on existing units, especially the Sakata and the Groditz. You can also now double click a unit to select all units of that type.
More Coming Soon!
I'm still working on an anti hack system, and the Fox server has been programmed into the game (we just don't have the server yet). Expect there to be a string of smaller updates throughout this week as we put in additional features little by little
Trading resources could severely change gameplay as well. One guy has 2 treasuries and 2 solar grids, the other has 3 treasuries and 2 solar grids, and they launch missles O.O
Yeah, I meant what Meta Knight said. I would rather keep it the way it is, although dumping unused money for a phantom spammer might be game-changing...
Wait, why not add some kind of feature, anything really, to the main base, that would affect both players? like if you clicked on the central base, you could pick little upgrades that would temporarily improve build/upgrade times, or something like that. It doesn't even have to be for both players; the central base could just have my other research center idea integrated into it...
i like the idea of trading reasources, like if your partner asks for cash u could hit, "trade cash" and then sellect a 10 50 or 100 and then it would send 10 50 or 100 cash to your partner after a set amount of time.
although i think that the first thing krin should do though is fix the games current glitches. I hate being accused of hacking due to people not being able to see my units or my partners and vice versa, and i hate having to loose a game due to the invincible units glitch. Also if someone is caught hacking it should auto kick them and replace them with a cpu (cpu replacements should also be in a player leaves a game [only if a player was assigned to that slot os 1v1's would still be possible]) instead of desyncranizing the hacker wich usually causes the whole game to get F*@#ed up.
Trading resources would be so imbalanced....1 team could just consist of one partner being 2 treasuries and 2 solar grids while the other is 2 treasuries, 1 solar grid, and 1 spec ops. You could nearly infinitely missile with that build. >>"
I want the central base to be able to change weapons on the whim...
The change time for the weapons takes err...well, it's pretty quick, so about hover time? The cost of it depends on what weapon to change to...
So basically, you could modify the standard pulse rifle into more of a pulse one, essentially mounting a beefed up gladiator pulse rifle...
Or convert it to positron, giving hte same fire rate but with sniper rounds instead...
Or phantom bullets?
Also, it will be initlaly set at anti-ground, which is focused onto ground. They will all have the standard anti air...until you set it onto air specialization...
Which will cost 50 energy both ways...when specialized for anti-air, the ground damage is severely lowered and changed back to the pulse rifle temporariliy, but it does extremely low damage (3-4 hits a marine?)
Then you can choose what you want to use on aircraft...such as phantom rounds, long range positron rounds (sniper), or chain lightning...no sakata rounds.