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Hostile plants

Posted: Thu May 28, 2015 12:29 pm
by ssilk
This is the updated excerpt from this: https://forums.factorio.com/forum/vie ... ?f=6&t=308

Hostile plants could be something, which add much game value, if
- the plant is nothing than a special type of ground. Like the new ground for streets. See last fff.
- the plant marks a "dangerous area". Like for example the area around nests.
- this marks eventually also the area, in which it is dangerous to walk into, because the biters will know, that you are there (because of that plant, because you stepped on it). I think this would help for newbies a lot, to see, where they could run safely.
- You cannot build on that area. Which prevents also somehow from turret creeping.
- You need to kill this plant first to built there. It could be burned for example. But it lives on the ground and cannot be mined that easy.
- On the other hand, this plants are able to suck much more pollution, than normal plants, so there is a reason to keep it.
- And maybe it is something like a useful resource. If you collect a lot of it (need some kind of special mines?), you can extract alien potion from it? Or replace alien eggs somehow?

Re: Hostile plants

Posted: Sat May 30, 2015 8:59 am
by MF-
I like the idea of plants.

I guess it was hiding in one of the threads with meaningless subject?
Thanks for extracting it.

Re: Hostile plants

Posted: Sun May 31, 2015 4:39 am
by rampelstinskin
Sounds like zerg creep.
Most significant effect from this feature is preventing "turret creep" strategy.

Re: Hostile plants

Posted: Mon Jun 01, 2015 12:26 am
by Wyrm
Preventing turret creep won't make fighting biters interesting.