Code: Select all
for (i=0; i < MAX_BITER_BEHAVIORAL_ATTRIBUTE_INDEX; i++)
newly_spawned_biter.behavioral_attribute[i] = spawner.behavioral_attribute[i] * (1 + biter_mutagenic_factor * (0.5 - drand48()))
The only problem is, ensuring biters don't just stay away from the player and mind their own business. But surely there is some way to incentiveize conflict. For example, linking spawner fecundity to tribal success at damaging player-owned objects.
The best possible outcome of this approach would be: biters adapt to player strategies with emergent counter-strategy and automatically incorporate circumstantially appropriate genetic specializations, without any explicit code to make this happen.