Spitter/Biter Diversification Suggestion
Posted: Sun Nov 08, 2015 5:45 pm
Not sure if suggestions are the done thing here, but I was musing on the lack of diversity of threats to your factory.
I came up with the simple idea of having ground based resource deposits (oil, coal, stone, copper, iron) having effects on biter/spitter spawners, so that if an alien base is near a deposit, the creatures it spawns take an effect from the deposit.
for example: a spawner is situated near a stone deposit, which would mean all creatures that spawn from this have extra armour (and a visual effect difference)
or spawners near oil mean that the creatures explode when shot, or the spitters spit fire or something.
if a spawner was near two deposits (iron, and copper for example) then it could take both and add characteristics - extra damage from iron (maybe their claws have more metal in them, sharper stronger etc) and move/attack faster from copper (i dont know why that would be the case, use your imagination
)
I came up with the simple idea of having ground based resource deposits (oil, coal, stone, copper, iron) having effects on biter/spitter spawners, so that if an alien base is near a deposit, the creatures it spawns take an effect from the deposit.
for example: a spawner is situated near a stone deposit, which would mean all creatures that spawn from this have extra armour (and a visual effect difference)
or spawners near oil mean that the creatures explode when shot, or the spitters spit fire or something.
if a spawner was near two deposits (iron, and copper for example) then it could take both and add characteristics - extra damage from iron (maybe their claws have more metal in them, sharper stronger etc) and move/attack faster from copper (i dont know why that would be the case, use your imagination
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