Idea-Train-Of-Thought (Idea Preview: 06/09)

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CreeperDaReeper
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Idea-Train-Of-Thought (Idea Preview: 06/09)

Post by CreeperDaReeper »

INDEX
Biter Ecology
Idea Preview
Biome Diversity
Meteorology (Weather)
Resources
Biter Mutation



Read the following like you would a game guide for any other game. It was just how the ideas I had organized themselves when I wrote them out. Most if not all of the ideas herein build upon each other.
Last edited by CreeperDaReeper on Mon Jun 09, 2014 3:24 pm, edited 7 times in total.

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Re: Factorio Idea-Train-Of-Thought

Post by CreeperDaReeper »

Biter Ecology

Common Behaviors
-Evolution Factor: As time passes, pollution is spread, and hives are destroyed, the biters grow stronger.
-Mutation Level: As any individual Biter/Worm is subjected to pollution, it mutates into the next larger Biter/Worm.
-Biters present at the beginning of a game are all normal Biters. Any Hive Clusters 'built' during a game, and Biters spawned from them, adapt to their surroundings.
-Biters won't attack other Biters of the same size or larger.

-Biters are normally docile and will ignore the Player so long as they have not been subjected to any pollution and are not naturally aggressive.
-Most Biters go to sleep at night, so not only do they dislike CO2 pollution, but Light & Sound pollution as well.

-Biters ignore regular chests since they don't make any Light, Sound, or CO2. Circuit/Logistic Chests on the other hand...

Scout (Small Biter)
-Fast and weak, Scouts excel at outrunning and swarming the Player, slowing them down and cutting them off from retreat while other slower biters catch up.
-They mutate into a Worker (Medium Biter).

-When angered, Scouts will ignore everything except for the Player. They also have the best pathfinding AI. When other Biters try to bash their way through a wall to get the the Player, Scouts will try to find a faster way around. If angered Scouts manage to enter a base and the Player is not within sight, they destroy objects from smallest to largest, so 1x1 Conveyors and Inserters go first.

-When it comes time to spawn a new Hive Cluster, a pair of Scouts will travel out from the current Hive Cluster to find a suitable place to 'build'. Once a suitable place is found, one of the Scouts will dig into the ground and become a Small Worm. This marks the spot for a new Hive Cluster. The other Scout will return to the old Hive Cluster and gather a group of biters containing at least, but not limited to, two Medium Biters, and two Large Biters. Killing the single Scout on its way back to its Hive Cluster will keep the new Hive Cluster from being spawned. Killing the solitary Small Worm would only give you time to set up a trap for the incoming group of Biters.

Small Worm
-The Small Worm has the shortest range, and weakest spit, but fastest firing rate of all three worms. They act like Machine Guns. Their spit does not home in on the player.
-They mutate into a Medium Worm.

Worker (Medium Biter)
-Workers are the middle ground Biters, neither fast or slow, nor strong or weak. They focus on chipping away at the Player's health and armor for other Biters.
-They mutate into a Tank (Large Biter).
-Workers will plow a path through a factory to get to the player, ignoring only the largest structures in their pursuit.

-Once a new Hive has been made, Workers will find the nearest trees to the Hive, strip them of their greenery, and bring said greenery back to the Hive for use. Should no greenery exist near the Hive, Workers will either burrow into the ground to become Medium Worms, or wait until it is time to start a new Hive Cluster.

Medium Worm
-Medium Worms have the slowest firing rate but longest range of all three worms. They act like Sniper Rifles. Their spit has slight homing capabilities.
-They mutate into Large Worms.

Tank (Large Biter)
-Tanks are normally the largest Biters, having the most powerful attack, but also the slowest speed. Their specialty is in delivering the killing blow to the Player.
-They mutate into Queen Biters (Gigantic Biter).
-Tanks focus on the largest buildings in a factory first when left to their own devices, leaving smaller objects to their smaller brethren.

-After arriving at the location for a new Hive Cluster, two Tanks will stand side by side facing opposite directions. They will then morph into the new Hive. Once three Hives are present, forming a Hive Cluster, Tanks will either burrow into the ground to become Large Worms, or wait until it is time to start a new Hive Cluster.

Large Worm
-Large Worms have a medium fire rate and range, but the strongest spit of all three worms. They act like Missile Launchers. Their spit homes in on the Player until impact.
-They don't mutate any farther.

Hive (Spawner)
-Created when two Tanks morph together and adapts to its surroundings by way of mutation.
-Immobile and incredibly tough.
-Pulls Nutrients from the soil to spawn more Biters.
-Uses greenery gathered by Workers to accelerate spawning.
-Any Biters spawned after it adapts have the same adaptation.
-A minimum of 3 Hives are needed to form a new Hive Cluster before Scouts will leave to find new places to 'build'.

Queen (Gigantic Biter)
-Queens are the first Biters to result from CO2 pollution. They are both slower and stronger than Tanks.
-Queen Biters mutate into Emperor Biters (Colossal Biter).

-Queens shy away from combat unless surrounded by at least a dozen Drones, and even then are slow to anger.
-They can deal damage to 1x1 structures just by walking on them, including chests.

-Queens see Tanks over 50% mutation as enemies, attack, and eat them as a way to defend their Hive Cluster, and to obtain sustenance.
-They use this sustenance to lay Eggs.

Egg (Proto-Biter)
-Eggs are immobile and extremely fragile.
-They take about a minute to hatch.
-They spawn 1-2 Drones when they hatch.

Drone (Tiny Biter)
-Drones hatch from Eggs which are laid by Queens.
-They are the only Biter type that can fly.
-They have more health than Eggs, but less than Scouts.
-They stay within a certain range of the Queen that laid their Eggs.

-Drones take & deal damage to power lines when they fly through them. This damage is done equally to the power poles at each end of the given power line. Should a power pole reach half health or less, any connections to other power poles with half or less health will be cut, and no more connections can be made to the damaged power poles until the damage is repaired above 50%. Connections to less than half health power poles from more than half health power poles remain functional.

Emperor (Colossal Biter)
-Emperors are the largest Biters due to CO2 pollution. They normally move as fast as Tanks, but can sprint for short distances as fast as Workers. A single hit from an Emperor can kill a Player who isn't wearing any armor.

-Emperors ignore everything when in pursuit of the Player, and simply walk over everything.
-Emperors damage structures when walking on them.
-1x1 structures below a certain health are destroyed instantly if an Emperor walks on them, including normal chests.

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Re: Idea-Train-Of-Thought

Post by CreeperDaReeper »

/looks left/ <_< /looks right/ >_> /throws out idea preview/ ^_^ /teleports away/

Biomes:
Plains -> Forest/Swamp -> Rainforest
Plains -> Savanna -> Desert -> Saltflats
Plains -> Alpine -> Tundra -> Arctic
Plains -> Hills -> Mountains/Volcanic -> Continental Rise -> Underground -> Underwater
Plains -> Dead -> Radioactive
Plains -> Village -> Town -> City

Making decent icons is hard

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Re: Idea-Train-Of-Thought (Idea Preview: 06/09)

Post by burgthom »

Love this idea I really hope it happens!

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