Game-changing alien overhaul

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Y Mata
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Manual Inserter
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Game-changing alien overhaul

Post by Y Mata »

I often curse myself for zero coding knowledge, nevertheless I dare to suggest

Game-changing alien overhaul

The idea came up as an incentive to maintain complex network of railroads and remote outposts, but I think it can help developing many game strategies. Not only that the border maintenance could be way more fun. The environment itself will be more lively and dynamic and thus more fun to play in.
Following is a list of chapters of features as I imagine it:

Alpha : Alien hunting and traps
Beta : Truce and silent trade
Final : Internal alien economy
Potential and beyond : Internal alien wars? Colonial conquest? Communication?


Biter Hunting and traps - First step is to make alien AI behave a bit more like society/sociable insects and allow the player to prey on them. Right now, killed biter isn't exactly useful.
In early game, alien artifacts are quite useless, which is a pity. Replacing the loot with random raw material seems a bit arbitrary – and unnecessary, as there already is mechanics in place to manage their inventory: for example spawners can act like drills and aliens like robots etc...
To automate the process of hunting, a trap can be coded on the basis of a turret, to provide a steady income.
summary
Truce and silent trade – But what if a player wants to get these goods in a more predictable or civilized manner? Surprisingly, there is a way of trading with an enemy who cannot even speak your language (it was used historically by warring tribes) – you leave some goods on the border of a territory and leave. Then merchants from the other side come and replace them with their offer. If it is ok you take it later and the trade continues, otherwise you leave it and the trade is on hold until they make a better offer. They usually do, cause the business has to go on despite hostilities...
Would it be hard to code a chest accessible for both aliens and player to trade through like that?
summary
Internal alien economy and more – Every alien building is a potential machine and every alien a potential logistic robot. Wouldn't it be fun, if everywhere around the players meticulously fine-tuned factory will be a monstrous, sprawling, messy, ant-hill like organic manufacture?

Is there anyone tempted to start working on a similar mode? While I can't code a line, I think I can help anyway with concept, maths and graphics. I also tried to stick to what i (naively) perceieve as slight modifications to an existing code - and I can try finding ways of cannibalizing it even more.
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