Evolution Split
Posted: Thu Jan 26, 2017 5:59 am
How about splitting the evolution conditions?
- Evolve by pollution: Critters grow stronger,meaner and have incread resistance. Natural pollution sources could also trigger this (like oil fields, gas geysers, etc.)
- Evolve by nests destroyed: Critters reproduce faster and build bigger nests
- Evolve by Critters killed: Critters will go into enrage mode: Increased speed, damage, LoS and become much more agressive towards the player, including patrols and hunting parties in a large area. Indicated by a reddish color of the critters shell (if trains can be colored, why not bugs). If an enraged critter finds a threat (e.g. Buildings, Players) every other enraged critter with the same rage value or higher will join the attack (must be enraged of course). Rage will build up fast, but decreases quickly too. Enraged critters do not settle.
- Evolve over time: Critters gain more health so players have to keep up with military technology. Also colony max size increases over time, allowing for much bigger nests.
- Evolve by tech progression: Bigger versions of critters with increased stats
- Evolve by satisfaction: As an example, Players can (carefully) place feeders near nests. The more evolved and the bigger the colony the more food supply is needed to satisfy them. If the food level is high enough they will become neutral towards the player. however, other evolution levels will reduce the effect so they might become hostile again, or will never even reach a neutral stage. Highly satisfied nests become friendly and can be 'milked' for low amounts of alien artifacts. They need some time to refill of course. Satisfaction slightly decreases over time.
Worms has to be fed manually. They show themselves long before the player gets into attack range and thats the best moment to trow some fish in. The colony has to be neutral or higher first.
Evolution values are shared with nearby nests (up to x times, reduced with each step by y).
For example, killing nests will alert nearby colonies and the effect will stack up so soon the player has to face a huge army of enemies. The evolution value will decrease very slowly if the threat is reduced or removed. So if the fights are getting too hard a player can retreat and wait for a while. Probably has to defend for some time though if critters are enraged. Nests and population will also have a chance to decrease, but much slower. This prevents overpopulation and allow much stronger critters to show up.
Polluted critters will degenerate too, but extremely slow. They are very dangerous and even more so due to evolution sharing. They will spread over a wide area if they start to settle.
Other stupid Ideas: Evolution triggers special abilities
- Evolution by chance: (Rare) Once in a while, single nests or critters will evolve into something unique.
- Evolve by resource: Nearby resources will evolve Critters to become specialized. For example, nests near (or upon) iron ore will evolve into iron spitters/biters, which means more resistance against physical and fire but less resistance against acids and chemicals. Would make it more challenging to claim those resources. The bigger the resource field the stronger the effect.
- Evolution by terrain: If critters settle near those terrain types they evolve special abilities. Those are shared with nearby nests too but need a high value to trigger:
--> Coast: Able to swim short distances
--> Desert: Sandworms can move underground but only on sand, all desert critters have increased fire resistance but move much slower
--> Forest: Increased pathfinding lol
- Evolve by pollution: Critters grow stronger,meaner and have incread resistance. Natural pollution sources could also trigger this (like oil fields, gas geysers, etc.)
- Evolve by nests destroyed: Critters reproduce faster and build bigger nests
- Evolve by Critters killed: Critters will go into enrage mode: Increased speed, damage, LoS and become much more agressive towards the player, including patrols and hunting parties in a large area. Indicated by a reddish color of the critters shell (if trains can be colored, why not bugs). If an enraged critter finds a threat (e.g. Buildings, Players) every other enraged critter with the same rage value or higher will join the attack (must be enraged of course). Rage will build up fast, but decreases quickly too. Enraged critters do not settle.
- Evolve over time: Critters gain more health so players have to keep up with military technology. Also colony max size increases over time, allowing for much bigger nests.
- Evolve by tech progression: Bigger versions of critters with increased stats
- Evolve by satisfaction: As an example, Players can (carefully) place feeders near nests. The more evolved and the bigger the colony the more food supply is needed to satisfy them. If the food level is high enough they will become neutral towards the player. however, other evolution levels will reduce the effect so they might become hostile again, or will never even reach a neutral stage. Highly satisfied nests become friendly and can be 'milked' for low amounts of alien artifacts. They need some time to refill of course. Satisfaction slightly decreases over time.
Worms has to be fed manually. They show themselves long before the player gets into attack range and thats the best moment to trow some fish in. The colony has to be neutral or higher first.
Evolution values are shared with nearby nests (up to x times, reduced with each step by y).
For example, killing nests will alert nearby colonies and the effect will stack up so soon the player has to face a huge army of enemies. The evolution value will decrease very slowly if the threat is reduced or removed. So if the fights are getting too hard a player can retreat and wait for a while. Probably has to defend for some time though if critters are enraged. Nests and population will also have a chance to decrease, but much slower. This prevents overpopulation and allow much stronger critters to show up.
Polluted critters will degenerate too, but extremely slow. They are very dangerous and even more so due to evolution sharing. They will spread over a wide area if they start to settle.
Other stupid Ideas: Evolution triggers special abilities
- Evolution by chance: (Rare) Once in a while, single nests or critters will evolve into something unique.
- Evolve by resource: Nearby resources will evolve Critters to become specialized. For example, nests near (or upon) iron ore will evolve into iron spitters/biters, which means more resistance against physical and fire but less resistance against acids and chemicals. Would make it more challenging to claim those resources. The bigger the resource field the stronger the effect.
- Evolution by terrain: If critters settle near those terrain types they evolve special abilities. Those are shared with nearby nests too but need a high value to trigger:
--> Coast: Able to swim short distances
--> Desert: Sandworms can move underground but only on sand, all desert critters have increased fire resistance but move much slower
--> Forest: Increased pathfinding lol