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Satsuki
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PostSubject: Map Ideas   Wed Apr 29, 2009 5:31 pm

Hi everyone!
I have a few ideas for Chaos COLOSSUS. As I think of them I will add them to this thread. I hope everyone participates!

I don't like how there's a 3 minute wait at the beginning of the game. I think it will definitely be something that will discourage others from returning to the game. Maybe there could be an obstacle at the start of the map that Golems have to overcome. Like a base or a powerful light warrior near were the Golems start - something fun and give defenders a chance to prepare for battle.




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Burning_Iegion
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PostSubject: Re: Map Ideas   Wed Apr 29, 2009 11:17 pm

Nah this willl only damage the colossi...
I like your idea to do something instead of waiting but...
WAIT!!!
What about colossi play untill those 3 minutes? (while they are being summoned) Or maybe they have to get to a portal to that world? Lol what an imagination... Razz
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Satsuki
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PostSubject: Re: Map Ideas   Thu Apr 30, 2009 8:52 am

I noticed there is actually a section for ideas! Man, this site needs a revamp!

<3z
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PostSubject: Re: Map Ideas   Sun Jun 14, 2009 12:56 pm

If U want the game to be balanced there must be a 3 minute wait so the defenders to have time to build.
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Dj0z
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PostSubject: Re: Map Ideas   Mon Jun 15, 2009 9:35 am

Uhm i'll think about those 3 mins.
What's with the capital U btw?..
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WarriorWithin88
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PostSubject: Re: Map Ideas   Mon Jun 15, 2009 6:08 pm

Imo, there should be a vote on the intro - though, yes votes would actually count as TWO, seeing as newer people really should see it.
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WarriorWithin88
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PostSubject: Re: Map Ideas   Mon Jun 15, 2009 6:13 pm

Btw. Whats with the two burnings? Is it the same one...or is someone just obsessive? :O
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Burning_Iegion
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PostSubject: Re: Map Ideas   Mon Jun 15, 2009 8:18 pm

I had two accounts so I gave the other one to my friend.
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PostSubject: Re: Map Ideas   Tue Jun 16, 2009 12:41 am

No idea...
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Burning_Iegion
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PostSubject: Re: Map Ideas   Tue Jun 16, 2009 5:12 am

Dj0z wrote:
Uhm i'll think about those 3 mins.
What's with the capital U btw?..
I think he meant a you meaning exactly him... ya know
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PostSubject: Re: Map Ideas   Thu Dec 17, 2009 7:23 am

Few points on CC:

Humans need towers with effects like feedback.

Humans' higher Tech needs less food cost, theyre hard enough to get and by the time you have them the collosi are strong enough to smash em as fast as low tech when you were low tech.

Humans need to be advised that their purpose is to SLOW THE COLLOSI DOWN, not KILL THEM, because that's where most humans go wrong.

Some clear pointers need to be given as to all the functions of both the humans and the collosi, because less intelligent or less curious players won't figure out most of the functions, which the game less interesting and wastes your time spent on adding it all Razz
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Burning_Iegion
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PostSubject: Re: Map Ideas   Thu Dec 17, 2009 7:26 am

Okay thank you comic.
Although humans should try killing the colossi to slow them down.
After all, to achieve what's possible you must attempt the impossible xD.
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PostSubject: Re: Map Ideas   Thu Dec 17, 2009 8:43 am

Ill add effects to towers.

I make a priority atm to find a more intuitive way to unlock techs for humans... atm u get lost between microing your hero and unlocking stuff, i think techpoints are gotten too fast aswell.
Any ideas about that?

Also, revival will be much more player-friendly, since it's gonna be in a third hero-icon-having unit, the statue in the middle. one for each defender. invul, so they are guaranteed to be able to revive anytime (atm they cant when all their portals fell). Also, the well will be able to force instant revive, with a spell.

About making the "slow em down dont try to kill" goal more obvious, atm i think actual practice is the best way for them to find out, but if you can think of any to-the-point statements or such things to make it more obvious i'm listening.
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PostSubject: lag and balance   Fri Dec 18, 2009 3:08 am

idea's
1:reduce the lag by removing some triggers and objects but not so much that it destroys the game
2:balance the collosi with the builders,becouse the builders....build and if they come to the collosi they can kill the collosi
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PostSubject: Re: Map Ideas   Fri Dec 18, 2009 5:52 am

fire(d) wrote:
idea's
1:reduce the lag by removing some triggers and objects but not so much that it destroys the game
2:balance the collosi with the builders,becouse the builders....build and if they come to the collosi they can kill the collosi
Hi, whoever Smile

1) Yes i will reduce the lag as much as decently possible. Plans include removal of units, mostly. Triggers are less likely to disappear.
By units, i mean the amount of them, especially Colossus summons.

2) I'm not sure if you mean that builders are stronger or something else, but if you do, know that the next version will modifiy theit whole gameplay so there's not much to do about it for now.
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Burning_Iegion
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PostSubject: Re: Map Ideas   Fri Dec 18, 2009 12:01 pm

I'd say crystal colossus is a bit op with his shards. If all 4 colossi go crystal defenders have no chance.
Well tbh lately the colossi've been winning (3 games in a row).
But I noticed that crystal's shards are op.
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PostSubject: Re: Map Ideas   Fri Dec 18, 2009 2:07 pm

Well you could make only one type of that colossi per game. So only one crystal per game. So it is a race to it.
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PostSubject: Re: Map Ideas   Fri Dec 18, 2009 2:32 pm

Hey and what about a major change? The defenders can't kill the colossi, they can only destroy their avatars but KJ can give them a new one in 2-3 mins (a lvl 1, unevolved though he keeps minions)
And also, what about the defenders being able to retake the relics? they get the auras and bonuses but from then on colossi can only destroy a relic.
If you do those things you'll have to work on the balance a lil though...
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PostSubject: Re: Map Ideas   Fri Dec 18, 2009 3:24 pm

I will compare crystal's shards with other aoe dps abilities, and balance it out if needed. I am almost sure stygian's black death aura is gonna be nerfed, btw. when maxed out its pretty devastating...

About what Burn suggested, first idea is basically perma reviving colossi. That would require a huge nerf and a few new triggers, i just don't think it's overall worth it at the moment.
About relics, that would be risky for the defender to try and go there... sounds entertaining, my only concern with it is that defenders could lose focus on defending the Well, if they get into some kind of capture-the-flagRelic contest with the colossi...
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PostSubject: Re: Map Ideas   Fri Dec 18, 2009 4:28 pm

I think you should consider giving the humans a choice of specialty as well, that way they can work out strategic combinations and play a type of defender that suits them best.

I've got three very basic ideas that I'd love to work out further if you're interested.

-Tower builder, which builds more powerful / more annoying towers

-Unit Summoner, which can summon more, stronger units, faster

-Hero, which has powerful abilities and more basic strength to stand up to the colossi more directly (you'll have to be careful to keep them weaker than the colossi)
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PostSubject: Re: Map Ideas   Sat Dec 19, 2009 1:12 am

Quote :
I will compare crystal's shards with other aoe dps abilities, and balance it out if needed. I am almost sure stygian's black death aura is gonna be nerfed, btw. when maxed out its pretty devastating...

About what Burn suggested, first idea is basically perma reviving colossi. That would require a huge nerf and a few new triggers, i just don't think it's overall worth it at the moment.
About relics, that would be risky for the defender to try and go there... sounds entertaining, my only concern with it is that defenders could lose focus on defending the Well, if they get into some kind of capture-the-flagRelic contest with the colossi...
The Defenders could lose focus on defending the well as much as colossi could lose focus on defiling it atm.
And I said that after a Defender retakes it, the colossi can only destroy it to get rid of the aura, no recapturing.
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PostSubject: Re: Map Ideas   Sat Dec 19, 2009 10:28 am

I think the Humans need a new way to gain food. Mabye if they build more portals. Portals cost/ hp would be upped alot. And simply make them cost no food. Oh and by the way how do humans collect gold and wood?
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PostSubject: Re: Map Ideas   Sat Dec 19, 2009 10:47 am

Lol... no wood. Gold is auto. And the current way of getting food makes it more balanced. If the portals give food instead of taking, I'd be able to slaughter the colossi in 6-7 mins by spamming portals.
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PostSubject: Re: Map Ideas   Sat Dec 19, 2009 12:41 pm

Lame.Comic wrote:
I think you should consider giving the humans a choice of specialty as well, that way they can work out strategic combinations and play a type of defender that suits them best.

I've got three very basic ideas that I'd love to work out further if you're interested.

-Tower builder, which builds more powerful / more annoying towers

-Unit Summoner, which can summon more, stronger units, faster

-Hero, which has powerful abilities and more basic strength to stand up to the colossi more directly (you'll have to be careful to keep them weaker than the colossi)
I was having that same idea this morning olol.

@Burn: yea and both are sorta bad. The base idea is that Colossi defile stuff, but let's says when Chaos has tainted sthg, it can never really go back to being normal, ya know...
Defenders can merely purge the infection by destroying the tainted in mighty waves of pure light.. That's how i see it at least.

@silent: food is the easiest and probably most efficient way i found to make sure the defender's power doesnt grow too big too fast, which is why like Burn said, they shouldn't be able to overcome that limit by building imo.
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PostSubject: Re: Map Ideas   Sat Dec 19, 2009 4:21 pm

I think you should take a look at the way resources and mana work in the map atm, and revamp it. Maybe eventually the time limit of the map could be changed so colossi dont have to rush through things (so they can actually be unable to rush through things and have to think before acting).
I'll work out the idea later on...
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