Wind! Increase pollution cloud movement in interesting ways
Posted: Fri Apr 01, 2016 10:21 pm
In the games I've played bug attacks are predictable and from the same directions. I defend these directions and often leave the others undefended.
It would make defense more interesting if a wind direction and speed was in effect. Wind could be implemented by changing the pollution spreading function to adjacent tiles.
Imagine having the stress of having a few "calm" days where considerable pollution has accumulated around your base (Similiar to the inversion effect seen in some cities). Then the wind picks up one day and pushes the pollution cloud out into the black map and you have no idea what is going to come at you. I'd expect the wind speed and direction to change once or twice a day. The wind mechanic should result in constantly varied direction, frequency, and strength of attacks.
Maybe the player could even build a windsock for fun.
Please?
It would make defense more interesting if a wind direction and speed was in effect. Wind could be implemented by changing the pollution spreading function to adjacent tiles.
Imagine having the stress of having a few "calm" days where considerable pollution has accumulated around your base (Similiar to the inversion effect seen in some cities). Then the wind picks up one day and pushes the pollution cloud out into the black map and you have no idea what is going to come at you. I'd expect the wind speed and direction to change once or twice a day. The wind mechanic should result in constantly varied direction, frequency, and strength of attacks.
Maybe the player could even build a windsock for fun.
Please?