little reminder..
it is bloody ard to get rank 50.. the more rank u have the slower u gain exp..
and at rank 50 u get like 10% the exp u would get at rank1..
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![]() ![]() ![]() ![]() What Do You Want To See In Future Versions
Started by
Baby Michael
, Aug 17 2013 03:21 AM
74 replies to this topic
#21
Posted 25 August 2013 - 11:57 AM little reminder.. it is bloody ard to get rank 50.. the more rank u have the slower u gain exp.. and at rank 50 u get like 10% the exp u would get at rank1..
#22
Posted 25 August 2013 - 12:23 PM
Lets do what they do in zombie shooters! So those that don't learn anything are going to get screwed. Then some people might be force to load lower codes, completely change strategies as they rank up etc. Gamplay would be much more exicitng While I'm at it people infected with virus should randomly lose hp or even straight out die since its a VIRUS not happy pills. Btw I have no problem with using virus on a hero since I can revive them but if a merc dies with it its GG for them so could mercs infected be turned into weak heroes?
#23
Posted 26 August 2013 - 01:02 AM Encourage more teamwork!! Make bases with bonuses that actually work better when you work with others in your base. FS is a team game after all.
#24
Posted 25 September 2013 - 03:26 PM
Agreed, yeah its "cool" to solo but its also boring, whats the point you might as well just play single player. Yeah its cool for a challenge but after you've done it, gets boring.
#25
Posted 25 September 2013 - 05:28 PM
Probably won't be in the next version, but Zer0o made some awesome bases/ideas for them. Some seem more solo orientated and some seem great for team basing. Can't find link (read as too lazy).
#26
Posted 25 September 2013 - 05:35 PM you cant find the link .. cuz zer0o requested to "hide or remove" the topic .. dont really remember
#27
Posted 26 September 2013 - 12:02 AM Requested to delete the topic because someone (*cough cough*) decided to spam the topic with posts regarding PM's and how I will "Lose PM's" or something, no clue tbh haha <.< In the end the topic didnt really help at all and caused more trouble that it should so I asked Waffle if he could delete it and he did shortly afterwards.
#28
Posted 26 September 2013 - 03:09 AM We did save all your great ideas tho
#29
Posted 27 September 2013 - 12:41 AM Sounds good, im excited to see, wish i could be more active, finally working now so its always good to c everyones input, well done.
#30
Posted 02 October 2013 - 05:55 AM Bring back the tower that looked like a steam tank...and create many more. Edited by HellfireJimson, 02 October 2013 - 05:55 AM.
#31
Posted 02 October 2013 - 08:13 AM if you find somebody who has both time and competence to redo the entire build menus system...
i don't think i need say anything more..
#32
Posted 02 October 2013 - 08:35 AM touche Waffle, touche... lol
#33
Posted 02 October 2013 - 08:40 AM i might note that there are both ppl with time and ppl with competence in the dev team. but these sets tend not to overlap very often in issues relating to triggers/code.
like mentioned so man times before.. we are very much looking for ppl who have even basic coding skills.
#34
Posted 03 October 2013 - 12:53 AM I would love to contribute in some way shape or form, i do have a little experience with map editor mainly with creating and altering units/spells etc etc haven't done much at all to do with codes/triggers, but with that said im keen to learn, if you know of any good tutorials i could check out that be great.
#35
Posted 03 October 2013 - 05:26 AM the best place to start : http://world-editor-....thehelper.net/
I'm afraid i don't have time to look up many others atm. but i'm always open to questions
#36
Posted 03 October 2013 - 12:38 PM
Alright cool, thanks waffle ill keep that in mind. Ill let you know how i go with it all.
#37
Posted 10 November 2013 - 10:12 AM nothing new as this is simply a sum of what i posted in the suggestion forums but reading the patch log i notice that you want the game to be more of a chalange hence the buff to bosses and nerf to repair keys but instead of buffing monster why not simply apply a nerf to lumber production? say:
building speed of structures are now based on a research rather than on how many factorys/ repair bots you have around said building, this not only makes lumbering harder by adding an extra cost, but olso removes the need to do the same task over and over and over wich is nothing but an anoyance.
second thing is that transmuting aka minimills should come with a drawback, i know they are neccesary for lv 7 mills but watching how everyone rush to get the alchemist just feels wrong, heck the few F.S matchs i find is not uncommon for players to leave the match with a nice "f*** you" if someone else grab the alche before them
third thing will be to make librarys more valuable, a research that increase their production would be welcome
#38
Posted 10 November 2013 - 02:09 PM Well researches to make mills build faster will eventually result in people doing the same thing over and over again; once people find either a build/research order they like or the most effective one, people will just keep doing that over and over again.
#39
Posted 12 November 2013 - 03:56 PM
<what Dwarf said> --> what polo said would result in more complexity for noobs and not have real impact on how pros play. current form, suggestion rejected. (game should be easiliy approachable and noob friendly for any chance to grow this community, penalising noobs should not be done lightly) ( ... insert long rambling bout complex formation mills evils here ...)
#40
Posted 14 November 2013 - 10:06 AM
was actualy tring to make their life easier not harder - minimills nerf was mostly to put a stop to the "get alche or you are f** up" situations. may be instead of nerfing minimill, normal mills could get a boost like they produce wood at a faster rate say: minimill: same speed prodution
since miimills use 1/4 of the space normal mills do is not such a crazy idea.
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