ForumsGamesColony 2 ideas

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GodOfWar35
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GodOfWar35
189 posts
Blacksmith

It seems all of you prefer Sonny 3 or other games like Armor Mayhem, Raze, Kingdom Rush, Sinjid,....I don't see any topics say about colony 2 ideas, as it's a long time ? :-/
Well...if there were...pls show me that topic or "else" post some cool ideas here...
The first thing is Anti-Hacking

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RUMMAKER
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RUMMAKER
44 posts
Peasant

[quote]I haven't completely read this forum so plz don't kill me for repeating past ideas

-Timer/clock- In game clock for strategic benefit
-More hotkeys
-Army set and selection- Allows you to set a group of units as an army 1, 2, 3, etc.
-Linked games option- The team shares resources and income.
-Totalitarian mode- A user may build on more than 4 tiles
-Toggle weather effects(game mode)- Weather effects causes certain handicaps/boosts. Ex, no micro, loss of vision, depleting resources, slower/faster units.
-AI micro- Ex, target 1 unit, target weakest unit, etc.
-Different attacks- toggled through micro
-Diplomacy- pay certain resources for certain effects, ex no attacks, etc.
-Storage- Pay resources over time to store units in base. when release icon is clicked, causes all the stored units to spawn at the same time
-Death splash- Machinery such as tanks and scouts have a chance of causing splash damage when killed

and of course the typical more units, regulated hacks, bleh, bleh.

---i am aware that these additions will be hard...
[quote/]

holy **** Draco these are some awesome ideas.

i agree on ALL of these

except the weather one, and death splash.

linked resources may require a separate game mode as it would be REALLY hard to balance

Diplomacy should work like so: one player request a diplomacy and the other players have to ALL agree on it or else it does not come into effect; you don't lose money if the other players don't agree on it but if they do then u lose the resources.

RUMMAKER
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RUMMAKER
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Peasant

god **** it how the **** do i quote Dx

trying
online
trying
468 posts
Bard

it's first
[quote.]
and then
[/quote.]
without the period

DracoTheDragon
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DracoTheDragon
102 posts
Nomad

except the weather one, and death splash.


The weather effect and death splash are mainly probability things so the game would be more balanced. However like we all know, probability makes this game less and less tactical :/.

linked resources may require a separate game mode as it would be REALLY hard to balance


oops... i thought i wrote different game mode. . .


but would it be hard to balance? its basically like 2vs2 only that its possible to screw your partner over. If you take from your partners resources then that means you would have a 1vs2 fight. In theory, i can see government imbalances increase, however in reality, not a single person can execute a teamwork plan perfectly.Its like if you ask a person to write 2 different letters at the same time, they'll usually mess up.
RUMMAKER
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RUMMAKER
44 posts
Peasant

if shared resources come into effect fasci queen rush would be in every single game xD.

thx trying for teaching a noob how to quote.

and we should have infantry only mode, monobattles, and observer seats added in as well.

lastly who else agrees with me that romans should cost 4 energy instead of 5

RUMMAKER
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RUMMAKER
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Peasant

oh i just had a idea: on krin studio i posed most of my suggestion for colony 2 and one of them was a bigger battle field (this results in longer game, harder to get pined, and encourages players to compete for the field more).

so if that gets implemented then i think we could have neutral building squares along the field that we can capture and we can build anti air or anti ground defenses on these squares (this will further complicate field control and adds more Defenders advantage to the game (our main base weapon range is too short so we can get pined, by adding this the enemy will actually take damage while attacking our units unlike in a pin situation))

the building squares i suggested would look different and hopefully not look awkward xD but thats krins job to make it look good not mine im just suggesting stuff.

DracoTheDragon
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DracoTheDragon
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Nomad

one of them was a bigger battle field (this results in longer game, harder to get pined, and encourages players to compete for the field more).


One of the issues with that was that fasicsm would get downgraded. However that idea with neutral squares is quite interesting and may actually solve that issue with the enlarge maps. Good Idea!!
RUMMAKER
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RUMMAKER
44 posts
Peasant

so i remember someone else suggesting this but its in a really old thread and i can't remember who it was but lobby music would be nice :P

for those of u who don't understand my neutral square idea:

O x x x x x x x x O

o being your main bases x being neutral squares. neutral squares don't block your units and you capture them by having units near it; after a square is captured you can build a defense building on it, the defense buildings can be destroyed(they should have 1000 health) much like your main base after the building is destroyed your opponent can capture the square by sending their units near it (there should be a delay between when you can build a new building on top of a building thats just been destroyed) the defense buildings should cost around the price of a missle and take a LONG time to set up (about ops build time)---> this would give fasci an advantage draco

Ofcourse i don't want things to change completely and colony one has a nice balance (not perfect but nice) so i suggest we have diffrent MAPS:
map 1: size normal no newtral squares
map 2: size large yes neutral squares
map 3: size large no neutral squares
etc etc. and the map should look diffrent because no one likes to play on the same looking terrain all the time.

RUMMAKER
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RUMMAKER
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Peasant

and Draco, your concern with governments should not be a problem because its colony 2 and i expect at LEAST some changes to governments and its not like the current government are perfectly balanced.

(im talking about normal 1v1 not eq ss cw or 2v2)
commie requires a rework its unusable
capi requires skill to play but is the most powerful
fasci also requires skill to play and is fairly good
monarch is REDICULOUSLY easy to play and is fairly powerful------> they are counterable but the skills required to counter compared to the skills required to play is laughable. Thats not to say they are OP; no not at all MBA and Continuity made a build that kills monarch 100% and theres nothing monarch can do to win against that build.

there needs to be more buildings and more map options and all that stuff to make more builds viable because tdh > everything
and there should never be a build that counters a government...there also shouldent be a build thats better then everything i mean i want to be able to do bank post arm or bank forge arm or etc etc instead of being forced into the most dominate build.

massmurrder
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massmurrder
143 posts
Nomad

,....,,

L0rdDrag0
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L0rdDrag0
280 posts
Peasant

tdh > everything?

I dont think so.

RUMMAKER
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RUMMAKER
44 posts
Peasant

so what counters tdh?

massmurrder
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massmurrder
143 posts
Nomad

monarchy pwns tdh plan lol just do my plan on 1vs1

Shenko
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Shenko
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Treasurer

if we made a new colony i would hope for more buildings than just a forge and outpost maybe like 4 or 5 combat buildings to make gameplay more interesting and exciting.

massmurrder
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massmurrder
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Nomad

you mean new version of colony?
sure krin makes new building and units and better graphics every Version he makes but 5 or 4 is too much hospital and ops etc...
are enough but theres only 1 empty box for 1 building so that slot is mestry so he will put a good one from his thinking or from our ideas

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