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Re: The Conquerors 3 idea discussions

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Alkan is not online. Alkan
Joined: 04 Dec 2008
Total Posts: 907
03 Nov 2015 04:59 PM
The Conquerors 3 IS being made and will be released in December if not November.

Please stick to these topics only, I’ll make a thread for unrelated suggestions later.


Idea 1:

Nuclear silos and nuclear missiles can be built whenever and have only requirement: Uranium. To produce uranium you must create a nuclear power plant and devote it to developing uranium instead of money. This change is not reversible. That way you can have nukes whenever you want but it will come at a steep cost that will perhaps serve you better later on in the game anyway.

Idea 1 discussion topics:

• Should I have people devote nuclear power plants to uranium production plants, or have a uranium power plant? The latter idea would make the nuclear silo even more pricy as you must choose to start paying for uranium from the beginning, and not just convert an existing nuclear power plant.
• What if only certain energy crystals could produce uranium? It’d be too easy to just farm uranium at your main base, I want the nuclear silo to be something you earn and that gives you a real benefit for your investment



Idea 2a:

There will be one building, like a house, that boosts the production cap on each unit type(soldier, tank, etc). That way you don’t create one single house and boost all your limits by one. I could also set it up so you can’t build more than 3-5 of these houses per Command Center or in a given area, as a way to get people to branch out instead of bunkering up in one base.

Idea 2a discussion topics:
• Should I have a limit on how many house buildings you can have in a given area, or should I let people build it wherever and have it count?
• With this idea, with or without the limit of houses per area/Command Center, people would have to put more money into defending their base, as having 10 houses will increase the size of their base a fair bit so turrets in one place won’t always get the job done.



Idea 2b:

Rather than having you make one house building per unit per +1 cap boost, I could have you make one building per unit type and have you upgrade it, each upgrade increasing the cap for that unit type by 1 and each upgrade costing more and more money.

Idea 2b discussion topics:
• Should there be a low cap(ex. 3-5) on this house building OR should the increase in cost per upgrade be a deterrent to people trying to get 30 soldiers at once? Not many would pay 1k money to go from 15-16 soldiers, for example.


Idea 3:
Nuclear stuff. With the possibility of one building being so powerful and expensive(the house building from idea 2b), I need to make it possible to defend this building from nuclear missiles. I would introduce the SAM Turret building. I’m planning on allowing more than one unit to be made in nuclear silos, like a standard strong missile that can damage one unit/building a lot. Maybe the SAM Turret starts out as being able to shoot down that missile but requiring a paid upgrade to shoot down nuke missiles that way there is a way of countering nukes but it costs money so it doesn’t just make a team’s nuclear silo ineffective.

Idea 3 discussion topics:

• To make nuclear weapons more realistic and useful, what do you think about nukes leaving behind a radioactive area for a while(maybe an engineer unit can clear this mess faster) that harms human units in the area and perhaps prevents buildings from being built? The range wouldn’t be 50 studs wide, but it would be a decent size to impact a player but not so much that they are left with no ability to place defensive buildings on the other side of their base.
• Will nukes harm your own units? It would be pretty cheap to take a nuke to a tank battle and just have your tanks power right through the blast while your enemy’s tanks are dead, so what about the same effects being given to anyone in the area so your units take damage and you can’t build in the area either?


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angerdriven is not online. angerdriven
Joined: 09 Nov 2013
Total Posts: 1984
03 Nov 2015 05:03 PM
filtering please

nuke should harm your units

uranium should be picked up by hazmat suit personnel, they have scout health, fast when with nothing in hands but when they carry uranium they go slower and die slowly. if you dont get to your base in time then the placement of the uranium will be reset. more people = faster and you can guard the units
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
03 Nov 2015 05:06 PM
You should just let the game die.
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angerdriven is not online. angerdriven
Joined: 09 Nov 2013
Total Posts: 1984
03 Nov 2015 05:07 PM
"Nuclear stuff. With the possibility of one building being so powerful and expensive(the house building from idea 2b), I need to make it possible to defend this building from nuclear missiles. I would introduce the SAM Turret building. I’m planning on allowing more than one unit to be made in nuclear silos, like a standard strong missile that can damage one unit/building a lot. Maybe the SAM Turret starts out as being able to shoot down that missile but requiring a paid upgrade to shoot down nuke missiles that way there is a way of countering nukes but it costs money so it doesn’t just make a team’s nuclear silo ineffective."

agree. you should be also able to upgrade your nuclear warheads and how about undersea bases or submersibles? we need to make the navy more special too


command centers or buildings can be fitted with gyroscopes for nuclear silos to not be needed or radioactive material around it to degrade the damage of the nuke? also some beams that come out of the radioactive defense things to reduce damage.

gyroscopes should be replaced with the nuclear silos
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angerdriven is not online. angerdriven
Joined: 09 Nov 2013
Total Posts: 1984
03 Nov 2015 05:09 PM
capping soldiers up to 100 soldiers would be a bit overboard so you should add a bit more to the system of adding soldiers as in terms of slots up to 30 soldiers. increase game time? able to start off with more money such as gamepasses? i dont know.
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Alkan is not online. Alkan
Joined: 04 Dec 2008
Total Posts: 907
03 Nov 2015 05:10 PM
lol why should I let game die
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pocketM55 is not online. pocketM55
Joined: 18 Jan 2011
Total Posts: 67
04 Nov 2015 05:00 PM
Buff nuclear bomb if you're gonna make it harder to get.

All unit caps should be higher than they currently are

Uranium should be its own spot (maybe light green, make the other spots black or just a different colour). Plants on uranium can speed up tank factories and airport production by an amount depending on the amount of uranium you invest into it (there should be a cap to this). And can also be used to make... nuclear weapons! >:O. There would be a Uranium counter just like the Money counter (Uranium should be received faster than money but compensate with lower uranium per X) Maybe in the future you can also capture industrial spots so you need a certain amount of *metal* or *industry* to build this heavy tank or battleship.


Nukes should be able to damage your own units :D. (I would personally like a warning that asks me if I am sure about launching the nuke in case I accidentally clicked my own base :P)

Maybe make a building that increases unit caps of all units by one. And certain buildings that will only increase those of certain unit types but by a higher amount (+2, +3). This can be helpful if you want a more infantry army or more tank army.

still needs micro transactions kappa
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unwarranted is not online. unwarranted
Joined: 05 Jun 2009
Total Posts: 1087
04 Nov 2015 05:11 PM
needs more missiles, missiles that are made for attacking buildings, and missiles made for attacking units
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theCJarmy7 is not online. theCJarmy7
Joined: 17 Jan 2015
Total Posts: 229
07 Nov 2015 10:17 PM
i think the radiactive fiedl would be cool, but have a HAZMAT trooper clear it out quicker. The nukes should attack everybody, including yourself. I think the house system is all good and well. Also buff nukes, i always felt a little dissapointed when it didnt kill all the enemies troops. i think a missle silo should be able to attack buildings, and counter other missiles, you would be able to manually aim them, and if you miss a missle coming at you, well you missed.
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joaquin6925 is not online. joaquin6925
Joined: 13 Jun 2012
Total Posts: 4
09 Nov 2015 10:13 AM
Those ideas are not that bad if you want another idea simply add more buildings 0/35-0/30 and a little more on others it would make the game more inspiring.
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VitorManiac is not online. VitorManiac
Joined: 15 Oct 2015
Total Posts: 2
13 Nov 2015 05:35 AM
What about add a steathy chooper? It cant be attacked from infantry and buildings. Is a good idea
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DidSomeoneSayWaffles is not online. DidSomeoneSayWaffles
Joined: 16 Mar 2014
Total Posts: 537
13 Nov 2015 05:44 AM
We don't need all these complex things. Just go back to the Conquerors 1 style.

Simple and Debug it a little.






Oh noes, My BC expired!
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Alkan is not online. Alkan
Joined: 04 Dec 2008
Total Posts: 907
13 Nov 2015 11:52 AM
The Conquerors 1 lacked naval units, space units, different types of rounds, and map voting.

TC1 would not fly very well today. The bar was much lower in 2011.
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TheAwesomeOne235 is not online. TheAwesomeOne235
Joined: 21 Mar 2015
Total Posts: 7
23 Nov 2015 12:05 AM
The Nuclear power plants should make both, but uranium at a slow pace. No there cant be THAT many soldiers, all the bases would be rushed by that one OP player. However, There should be more than 13 maybe 20-25 that'll be awesome. Oh and just something else, if your command center/headquarters is destroyed some OP things should cost more, but not basic things
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bigchicken48 is not online. bigchicken48
Joined: 07 Nov 2011
Total Posts: 1
26 Nov 2015 03:24 PM
I really like the idea of suicide unit for Age of empires, like the bomb boats and such.
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eggsofdeath is not online. eggsofdeath
Joined: 07 Jan 2009
Total Posts: 5085
27 Nov 2015 11:07 PM
Balance it pls

conquerors is stupidly unbalanced
like the battleships that literally outrange everything so any base defensives you have don't work, forcing you to ram boats against it or just die.
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HardcoreToTheBone is not online. HardcoreToTheBone
Joined: 17 Nov 2014
Total Posts: 4
29 Nov 2015 02:47 AM
you need to add in more water units perhaps subs or even like suface to air missles lauched from a anti air boat if you consider these ideas u may have ur self a better game
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slamer613 is not online. slamer613
Joined: 18 Jul 2011
Total Posts: 24
11 Dec 2015 10:44 AM
I think there should be a unit that you can make in the barracks that gathers from the green tiles.
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eggsofdeath is not online. eggsofdeath
Joined: 07 Jan 2009
Total Posts: 5085
13 Dec 2015 08:55 PM
if it turns out like a badly balanced piece of crap like the conquerors MK II then you're terrible
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viplav37 is not online. viplav37
Joined: 17 Aug 2011
Total Posts: 1918
13 Dec 2015 09:46 PM
it wont turn out like mkII cuz hes the one who actually made the awesome game.

Also If you need help with building units , maps or anything I will be glad to help.
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brandoncpower is not online. brandoncpower
Joined: 01 May 2013
Total Posts: 8
16 Dec 2015 07:29 PM
You should add voting for Ally , meaning that when the map is chosen people may choose to vote for 2 allies or 1. And maybe you should make upgrades for certain things , like lets say nuke upgraded from lv 1 2 will do 1.2-1.5 x more dmg (Depends what you wanna do ) And this process needs a certain building and can be used on any unit If not maybe only on ground units so they can walk in like in a teleporter. Add a unit that can switch to defensive and offensive. Add units that can do critical damage to boats. Units that have to be fused to make this certain type , For example 2 mobile fortress / or 3 would make a Conqueror or some type of giant tank that can 15-25 hits a cc. Cause Defenses are obviously more op than anything offensive u can pull off that ain't setted up by nukes or explosives/heavies. Oh and do u have an specific date for the game :3
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neymar1314 is not online. neymar1314
Joined: 24 Feb 2014
Total Posts: 6
17 Dec 2015 01:42 PM
Alkan what year 2016 or 2015 is The new game coming out because i cant wait.I think you should make the nukes make like damage that can destroy a CC in one hit because you use about 1135 cash for nuclear silo and nuke (not including nuclear plants but if there will be uranium it probbably would cost twice as cheap)because once i made a nuke and it only destroyed 1 house.
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skullhunter79 is not online. skullhunter79
Joined: 30 Apr 2015
Total Posts: 1
19 Dec 2015 05:37 PM
I think personally it would be a great idea to add that your own units get harmed by nukes/missiles. I also think the radiation that's left behind is great, making it more costly for people to use nukes. Also, I believe you should have "Special" crystal spots that give you uranium. That way you have to claim the spots instead of farming it in your own base. I do think that the certain amount of house's per area isn't the best idea yet. I do like having all my house's in my base, but its all up to you Alkan. I also think you should add (When the time comes) more crystal spots on the maps, and bigger maps. Im also thinking of the factions (or race) thing that people have been talking about. I like the idea because that gives each faction there own play-style and units/buildings. If you do involve this it will be very hard, making all the different units and buildings. I also do have a idea that there should be a "Lobby" server. (if you know what I mean by that) Where you choose how many players you want to join a game with (eg: 10 player game, 8 player game, ect) I was also wondering if you had the time to add a new infantry. Its my idea I came up with. The unit is called a "Builder". The Builder can go and build special building at different spots. So he's trained in the barracks and cost $80, but you'll find out why. This little guy can go anywhere virtually possible on the map an place down a variety of micro buildings (Eg: Small S.A.M turret, Micro Gun turret ect). These micro buildings are mostly turrets and walls, so that you could take some of those guys to make up easy forward base's. I'm also thinking that you should be able to get up to 2-4 ally's. I know that might sound completely nuts but I have reason behind it. For two allied player games its the normal 6 players. For 3 allied players it can be 9 players. For 4 allied players it can be 12 players. If that sounds stupidly crazy I apologize. Also I was wondering if you could add another infantry (you see I like da infantry :3). This unit is called the "AAI". Which stands for: Anti-Air Infantry. This unit cost's $50 per in the barracks. By the name you can tell that this unit can only target air and is effective when doing as much. But they have low HP. They are less effective then anti-air tanks and are effective against planes in particular. I also like your idea about how you upgrade your class house's (By class I mean Tanks, infantry ect). I find that a interesting solution and I like it, and I bet you many others who haven't spoken do to. Also I believe since your re-adding the nuclear silo that you drop/up the price. Depending on map size, I believe that if you make the maps far larger there price should be upped, if they stay the same or shrink make them cost less. I also think if some crystal spots are uranium that they should be a silver in colour to tell the difference between them. I have one last thing to say before I go, I think the S.A.M turrets being able to target missiles isn't a good thing. Because then you could easily make your base anti-nuke. I also believe the nukes/missiles should fall almost instantly, because I've seen whole army's dodge them before.

-Skullhunter A.K.A Skull.
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lloom99 is not online. lloom99
Joined: 22 Oct 2010
Total Posts: 21
20 Dec 2015 08:17 AM
Even though this is not part of any of your ideas, I suggest a mech. it can mount only one person and kinda gives them defence, but has low attack, because the mounted person attacks with it.
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protecter908 is not online. protecter908
Joined: 03 Jul 2012
Total Posts: 11
23 Dec 2015 07:49 AM
Idea 3)
I think that the idea of the scenario of a tank battle where both your units and the enemies are destroyed as a nuke can't magically only damage enemy units and not nearby friendlies. The resulting radiation and prevention of building there is also a great idea because ,if used right, could prevent the expansion of ones base. I also think that if troops march into the area that has been effected should take damage from the fallout at and around ground zero. Now I'm going to play CC II because I feel like it.
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