generic image
Processing...
  • Games
  • Catalog
  • Develop
  • Robux
  • Search in Players
  • Search in Games
  • Search in Catalog
  • Search in Groups
  • Search in Library
  • Log In
  • Sign Up
  • Games
  • Catalog
  • Develop
  • Robux
   
ROBLOX Forum » Game Creation and Development » Game Design
Home Search
 

Re: The Conquerors 3 - Suggestions and Ideas

Previous Thread :: Next Thread 
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
12 Mar 2016 07:36 AM
So basically, I had a ton of ideas for Conqeurors 3 I wanted to get out. And I mean a ton. So here it is, all on this thread.

I. - MONEY SYSTEM

1. Currency Name and Image
Now I know there has been a debate of what the currency of Conquerors 3 should be called. I honestly think it should be called something simple - C Coins, or in long words, Conquerors Coins. The image for them would be a gold coin with a C on it.

I also think you should recieve a special currency called C Tokens, or in long words, Conquerors Tokens. You get 1 each time you level up. They have the same shape and image as a C Coin, but instead they're silver.

2. Using C Coins
Now, one thing that Broken's defenitley going to add [and we all know if you've been on his twitter] are hats for soldiers and whatnot. But I also think he should also add other accessories, like nuke explosion designs [We must have a nuke explosion based in a troll face. Please, Bone.] and using C Coins you could get temporary experience multipliers to level up. These are just some possibilities. You can also buy C Coins with ROBUX.

3. Using C Tokens
C Tokens are a much different from C Coins. Using them, you should be able to get new units, but the prices would be high depending on how good the unit is. This might make it a bit unbalanced, but it would give them a purpose. You could also get really rare hats using them, and maybe even get gamepasses with them without using ROBUX? That'd be cool to see. And unlike C Coins, you cannot buy them with ROBUX.

II - NEW GROUND/SOLDIER UNITS

1. Jetpack Trooper
Cost: $45 per troop
Research Required: 1 minute worth of research
Research Cost: $50
Attack: Same of a Heavy Soldier's
Health: Double of a Heavy Soldier's
Range: Same of a Heavy Soldier's
Speed: Same of a Heavy Soldier's
Created From: Barracks

Description:
The Jetpack Trooper is basically a heavy soldier with a jetpack. There will be a special button in the Ctrl. Units if you have the trooper selected. The button will be named [Hover], and it's hotkey will be H. When used, the troop will go up into the air as far as a normal plane would. It can only stay up for a maximum of 30 seconds, and then the button has a 20 second cooldown. It's a toggle switch, so if disabled while flying, it'll take the amount of time you were flying as it's cooldown until you can use it again. Also, if you have multiple of these selected and press it on one, the rest will enable as well.

2. Bazooka Troop
Cost: $75 per troop
Research: None required
Fire Rate/Reload Time: 15 seconds
Damage: 50 health
Range: 7.5 studs away
Speed: Slower than a Heavy Soldier's.
Health: Smaller than a Light Soldier's.
Created From: Barracks

Description:
The Bazooka Troop can deal a massive blow, but has very very small health, so it can easily be killed.

3. Armored Humvee
Cost: $100 per unit
Research: Upgrade from Humvee
Research Required: Humvee researched, and 2 minutes
Research Cost: $75
Health: Double of a Humvee's
Attack: None
Range: None
Created From: Fort
Garrison Amount: 6

Description:
The Armored Humvee is an upgrade from the Humvee. It can easily charge into battle, and it's armored body will easily deflect damage. Although expensive, it is extremely worth it.

III - NEW TANK UNITS

1. The Moving Fortress
Cost: $500 per Unit
Research Required: 2 minutes of Research
Research Cost: $90
Health: 200
Can Create: All units from Barracks
Garrison Amount: 8
Attack: 10
Reload: 5 seconds
Range: 7.5 studs
Speed: Very Slow
Created From: Command Center
Worth 3 Tank Units

Description:
This massive beast can produce all troops found in a barracks, and garrison up to 10 of them. On the downside, it is very slow.

2. Anti-Air Tank
Cost per Unit: $100
Research Required: None
Attack: 5 [35 if the unit is a plane]
Created From: Tank Factory
All other stats are the same of a Heavy Tank's.

Description:
Mainly used for plane raids, it can easily conqueror all planes that come it's way.

3. The Hitch-Hike Tank
Cost per unit: $125
Research Required: 1 minute of research
Research Cost: $50
Garrison Amount: 6 Troops
Health: 1.5x the amount of a Heavy Tank's.
Created From: Tank Factory
All other stats are the same of a Heavy Tank's.

Description: This tank is an extremely long tank and almost has the same stats of a Heavy Tank's. It can garrison units, but here's the cool part: All garrisoned units are at the outside of the tank, and can fire at enemies while sitting on the tank.

4. Mine Tank
Cost per Unit: $100
Research: None
Attack: None
All stats are the same as the Heavy Tank's.
Created From: Tank Factory

a. Mine
Cost per Unit: $30
Research: None
Damage: 25
Created From: Mine Tank

Description:
Mine Tanks can plant Explosive Mines. Each mine costs $30 and will deal 25 if a ground unit touches it, and all units around it will take damage.

IV. NEW AIR UNITS

1. Carrier
Cost per Unit: $200
Research Required: 1 minute of research
Research Cost: $50
Garrison Amount: 6 Troops
Health: 1.5x the amount of a Heavy Plane's.
Created From: Airport
All other stats are the same of a Heavy Plane's.

Description: Similar to the Hitch-Hike Tank, this also carries 6 units and allows them to sit outside the plane and shoot. Has the same design of a Gunship's.

V. NEW NAVY UNITS

1. Missile Cruiser
Cost per Unit: $300
Research Required: 1 minute and 30 seconds of research
Research Cost: $75
Garrison Amount: 6 Units
Can Create: Fire Missiles [if researched], Missiles, and Nukes [Nukes are $600, however]
Creation Time: 1 minute and 30 seconds.
Created From: Naval Shipyard
All other stats are the same as a Battleship's.

a. Missile
Cost per Unit: $65
Damage: 1/5 of a Nuke's

Description: The Missile Cruiser is similar to a battleship. It has 2 guns on it that deal the same amount of damage as a Battleship's. But it can also generate Fire Missiles and Missiles that you can fire at enemies. Like a Silo, it can fire these missiles by enabling them, and then pointing where you want it to be fired at. It can also hold up to 3 missiles at a time.

VI. MODIFIED UNITS

1. Engineers
Engineers can help make buildings build faster if they're close to them.

2. Stealth Bombers
Once added, their cost should be reduced to $160 per unit.

3. Explosive Tank
Buff it's damage.

4. Construction Soldier
Construction Soldiers can now build new things [see VII.]

VII. NEW BUILDINGS

1. Docks
Cost: $60
Research: None, but can be researched to make the navy max up to 4.
Health: Same of a Plane House
Adds: +1 Navy Max
Requirements: Must be built by the shore and touching water
Can only be built once

Description:
Basically it's the same thing as a Soldier, Tank, and Plane house, but it increases the max of Navy units when researched.

2. Mortar Troop
Cost: $175
Research: None
Damage: 1.5x of a Heavy Turret
Other Stats: Same as a Heavy Turret
Reload Time: 3 seconds
Built By: Construction Soldier
Requirements: A Bazooka Troop must be nearby when built.

Description:
This does the same damage as a Heavy Turret, but has a 30% chance to catch your foes on fire. It shoots firey cannonballs from it's Mortar.

3. Anti-Air Turret
Cost: $90
Damage: Same as a Turret's [x2.5 damage if the unit is in the air]
Other Stats: Same as a Turret's

Description: Now those planes can't get you!

4. Anti-Navy Turret
Cost: $100
Research Required: 1 minute
Research Cost: $60
Range: Double of a Turret's
Only Attacks: Navy
Damage: 25
Health: 1.5x of a Turret's
All other stats are the same of a Turret's.

Description:
Basically the cure for those Battleships attacking your shipyard.

VIII. BUILDING CHANGES

1. Do a tiny, tiny buff on non-supercharged CCs.

2. Reduce the cost of Nuclear Plants.
Why do I say this? Well, if you have two Power Plants, you'd be getting 20 P/M from both at a cost of $130. If you get a Nuclear Plant, your getting 15 P/M at the cost of $140. There's literally no point in them if they're like that.

IX. GAMEPASSES

1. Make the color-interface a gamepass. Maybe 40 ROBUX?

2. Make C Coins buyable.

3. Maybe a double C Coins Gamepass for 200 ROBUX, and a double C Tokens Gamepass for 300-400 ROBUX?

4. Name Changer - This will give you the ability to change the name of your team.

X. NEW GAMEMODES -

1. Capture the Crystal
A random crystal will be selected, and made red. This crystal can only belong to one person and not multiple people. The Crystal will NEVER be at a person's base. To capture the Crystal, you must put a plant there. You can only put up 4 buildings at the red crystal. The person to hold the crystal for 30 minutes first [in total] wins.

2. Juggernaut Round
A person will randomly be selected and start off with $1,000 and a CC. Their p/m is multipled by 1.5x. The other five people must work together to defeat the juggernaut. The juggernaut cannot summon nukes.

3. Free for All
A normal round, but no allies!

4. Golden Age and Cheap War
Golden Age rounds have double the p/m income, while Cheap War rounds have half the p/m income.

5. Drainage
Drainage is a special round where depending on how much money you have, every 3 minutes 1/3-1/10 of your money is drained.

XI - CONCLUSION

Thanks for reading this thread, and I hope you all like my ideas. If you wish to leave a comment or suggestion for ideas, PLEASE post them below! And Alkan, please PM me your thoughts on this. Thanks! [This page has around 10,000 characters in it. Wowie!]


Report Abuse
exotickacperxxx1999 is not online. exotickacperxxx1999
Joined: 30 Apr 2012
Total Posts: 56
12 Mar 2016 07:49 AM
Love the thread. However the Juggernaut round is very bad idea. No matter what buff you give to juggernaut, he will have no chance agains all 5 players, unless those are complete noobs. Also i suggest adding artillery back. It's a great unit when enemy is turret/fort spamming.
Report Abuse
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
12 Mar 2016 08:12 AM
@exotic
Alkan already said he'd add back all units in the original game.
Also, the Juggernaut round could actually be won if you rush.


Report Abuse
LATVIA9 is not online. LATVIA9
Joined: 05 Aug 2011
Total Posts: 255
12 Mar 2016 08:17 AM
Ill help :)
Report Abuse
exotickacperxxx1999 is not online. exotickacperxxx1999
Joined: 30 Apr 2012
Total Posts: 56
12 Mar 2016 08:20 AM
@LethalUser Maybe with additional attack and defence, but other 5 players will probably already take away all the crystals, leaving jugger economy in shambles.
Report Abuse
LATVIA9 is not online. LATVIA9
Joined: 05 Aug 2011
Total Posts: 255
12 Mar 2016 08:21 AM
Pm me what you need and ill make it.
Report Abuse
CubicBerserker is not online. CubicBerserker
Joined: 23 Jul 2012
Total Posts: 100
12 Mar 2016 10:39 AM
The fundamental problem with a juggernaut gamemode is that you don't have any allies. The thing that hurts the most without allies is the lack of unit capacity. You can only have 10-14 soldiers and 7-11 tanks or planes and 7 naval units. You just can't compete against a team if they can get 50 soldiers right off the bat. Also consider that the others can effectively get five plants at every crystal (including five base crystals that are easier to protect) while the juggernaut only gets one. To make things even worse the others get a total base income of 50 and 1500 as starting cash (and could even sell off their cc's for an additional 1000 total, I sure hope they wouldn't be able to share buildings among the five of them).

Basically it's a game that can only be won if the juggernaut is really good and the other five are terrible. And even then it would be a massive pain. The random no nuke clause comes out of nowhere and would probably be more appropriate for the other players instead due to the possibility of multi-nuking.

The juggernaut would need severely increased unit caps to be able to stand any sort of serious chance against even mediocre opponents. The map this is played on might need to be modified to give the juggernaut additional base crystals as well.

There's another option though. Supreme Commander: Forged Alliance Forever has a modded game mode called Phantom X. A few minutes into the game people are randomly designated civilian, paladin or phantom. This is only known to the person itself and not to the other players. Phantoms and the paladin get a bonus to income. The goal for the civilians and paladin is to kill all the phantoms while the phantoms must try to kill everyone else (including the other phantoms).

What I'm trying to say is that a juggernaut-like game mode can perhaps be made to work if nobody can ally and the identity of the juggernaut is a secret. Not sure how well it would work with the lose condition being different (in SupCom you are defeated if your commander is killed, which is worlds apart from the total extermination lose condition of TC).

Golden age sounds interesting but cheap war is just ridiculous. I did a comparison some years back of the return on investment times in various popular RTS titles and TC. The result was that the time it takes to get your investment back in TC is not just longer as you would expect from a slower paced game, but actually several times longer. The other games I compared had times ranging from 2 minutes to as low as 40-something seconds if I recall correctly. Compare this to the 6.5 minutes to 9 minutes 20 seconds of TC and you can tell something is off here.

The result is that in cheap war you essentially wouldn't want to make any plants at all, except perhaps at base crystals. It just wouldn't be worth it. It would essentially turn into a game of who can most efficiently fight with just his starting cash and base income of 5 pm. It would redefine the word "unplayable" as players regularly end up in several minute long stalemates of trying to save up cash for some more soldiers.

Also, capture the crystal (aka KOTH) needs to be played with a central crystal and not a random one. And maps need to adhere to this criterion of a central crystal if they are to be played with KOTH mode (I'm looking at you, great lakes).
Report Abuse
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
12 Mar 2016 11:32 AM
@Cubic
True at that juggernaut. But what if you get nuclear plants in cheap war? As I said, nuclear plants prices need to be lower.
I also agree with the KOTH thing. When I make another one of these S&I threads, I'll remake it. Jugger will be removed


Report Abuse
exotickacperxxx1999 is not online. exotickacperxxx1999
Joined: 30 Apr 2012
Total Posts: 56
12 Mar 2016 01:28 PM
I do not recommend any currency that let you buy new units, too unfair for new players. C Tokens should be used for units customization.
Report Abuse
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
12 Mar 2016 04:50 PM
@exo
I was doubting that one as well.
It would be unfair for a person to have units that a person doesn't have.
Maybe all buyable units/buildings have to be researched for a high price [100-150 Cash] ?


Report Abuse
exotickacperxxx1999 is not online. exotickacperxxx1999
Joined: 30 Apr 2012
Total Posts: 56
12 Mar 2016 05:49 PM
@Lethal Both C coins and C tokens should be used for something not really affecting gameplay. I suggest coins for units customization, and tokens for buildings customization.
Report Abuse
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
12 Mar 2016 06:14 PM
@exo
But C Tokens are extrmeley rare, only obtainable once at a time when leveling up.
I believe they should be used for the following:

1. Really, really rare accessories
2. An alternate way to buy gamepasses
3. Trading C Tokens for C Coins
4. Other things


Report Abuse
STDR1178 is not online. STDR1178
Joined: 04 Jun 2012
Total Posts: 91
12 Mar 2016 06:17 PM
I only read half way, but I already have the impression that you want overpowered units. A jetpack soldier is basically a flying heavy soldier with 2x health, overpowered. A bazooka soldier has 7.5 studs of range. That's further than the range of a plane, I'm sure. A missile cruiser is a battleship that also launches missiles. What'd be the point of battleships and radiation centers if you can build ten of these?

Bad ideas, in my opinion, basically.
Report Abuse
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
12 Mar 2016 06:27 PM
@STDR

1. Good job on noting it out on the jetpack soldier. I need to modify that. [This took me one hour, and I didn't go over it much, so]

2. The Bazooka Troop is a long-ranged rocket firing unit. In it's disadvantage, it's very slow, has a bad fire rate, and has extremely low health.

3. The Missile Cruiser's missiles do take awhile. Also, who can afford two missile cruisers? Combined, they would cost 900 [Yes, I change the cost to 450. My bad for not changing that, I thought I did], and the extra cost for the missiles. Still, if the price were still 300, you'd need 900 for three, and the missiles take sometime to load. I admit, I forgot to put the rate at creating missiles, but for each missile it'd probaly take around 1 minute. The missiles also don't do that much damage. And your forgetting - battleships could easily take out a missile cruiser unless protected by more battleships. In the update, I'll make sure to make the damage of the missile more specific.

Indeedly, thanks for pointing out the mistakes I made. I'm going to update them in a new thread soon.


Report Abuse
cloud5678 is not online. cloud5678
Joined: 09 Jul 2011
Total Posts: 503
12 Mar 2016 06:49 PM
I got another idea. Since troops now play sounds when they shoot i think there should be a a new troop.
Spy
Range: About 30% lower than the heavy soldiers range.
Weapon: Silenced Pistol
Health: the spy would have 40-50 health.
Speed: 50% faster than a heavy soldier
Damage: it would do 25%-35% less damage than a soldier.
Misc: Cannot be detected on the mini map unless the person has a headquarters. doesn't make a sound while shooting.


-Your gun goes BOOM BOOM! But my gun goes PEW PEW!-
Report Abuse
cloud5678 is not online. cloud5678
Joined: 09 Jul 2011
Total Posts: 503
12 Mar 2016 06:50 PM
I forgot to add the cost would be between $25-$35


-Your gun goes BOOM BOOM! But my gun goes PEW PEW!-
Report Abuse
ZexarGames is not online. ZexarGames
Joined: 12 Feb 2015
Total Posts: 20
12 Mar 2016 07:16 PM
Love all these ideas! Like...really... :D

I think the Juggernaut round would work, but they would have to have SERIOUS advantages, such as a special map where they are at the center and lots of power plants around them, defensive advantages (natural protection from mountains, etc.), and at least 2x production and maybe cheaper unit prices as well.
Report Abuse
CubicBerserker is not online. CubicBerserker
Joined: 23 Jul 2012
Total Posts: 100
12 Mar 2016 07:37 PM
@Cheap war idea

The problem is not with the amount of money that a plant generates. It's with the amount of money it generates compared to the cost of that plant. Since npps are even more expensive than the regular it would only make the problem worse.

Yes, nuclear power plants could use a buff but ultimately it suffers the same problem as tanks vs soldiers or light vs heavy units. If they all do the same thing with varying effectiveness at different costs then ultimately one of them is going to be the best. Even if it was balanced perfectly so they were both equally good then it would only make the choice meaningless.
Report Abuse
BrokenBone is not online. BrokenBone
Joined: 28 Feb 2009
Total Posts: 678
12 Mar 2016 09:24 PM
1. Not sure I'll even name the currency, an image will do just fine.

2. Multipliers will probably happen. I'll eventually make more than just soldier hat accessories.

3. I don't want tokens

II

1. Maybe

2. Maybe

3. Probably

III

1. Probably not

2. Already in noob.

3. Possibly

4. Mines will happen, probably not from a tank

V

1. Will likely be done but with a submarine

VI

1. No

2. Will see

3. Maybe

4. Construction Soldier is for Construction Yards only

VII

1. Yes

2. wat

3. Yes

4. Water turrets

X.

1. King of the Hill? Done before, planned to put back in

2. Juggernaut is planned but will need fine tuning

3. Probably

4. No cheap wars

5. wat


Report Abuse
LethalUser is not online. LethalUser
Joined: 14 Jul 2012
Total Posts: 4511
13 Mar 2016 07:19 AM
@Broken
Thanks for responding! If I come up with more ideas, I'll post them on another thread. Thanks for accepting some of these. :)


Report Abuse
exotickacperxxx1999 is not online. exotickacperxxx1999
Joined: 30 Apr 2012
Total Posts: 56
13 Mar 2016 08:01 AM
@Broken If anti-navy turret is to be added, i suggest calling it "Coast battery"
Report Abuse
Previous Thread :: Next Thread 
Page 1 of 1
 
 
ROBLOX Forum » Game Creation and Development » Game Design
   
 
   
  • About Us
  • Jobs
  • Blog
  • Parents
  • Help
  • Terms
  • Privacy

©2017 Roblox Corporation. Roblox, the Roblox logo, Robux, Bloxy, and Powering Imagination are among our registered and unregistered trademarks in the U.S. and other countries.



Progress
Starting Roblox...
Connecting to Players...
R R

Roblox is now loading. Get ready to play!

R R

You're moments away from getting into the game!

Click here for help

Check Remember my choice and click Launch Application in the dialog box above to join games faster in the future!

Gameplay sponsored by:
Loading 0% - Starting game...
Get more with Builders Club! Join Builders Club
Choose Your Avatar
I have an account
generic image