Change to Biters, Biter Bases, Pollution, Resources
Posted: Thu Jan 22, 2015 3:22 am
I want to see large rail networks as a staple of the game.
-Large Train networks are not needed because of resource abundance. I would like to see the likelihood of resource node spawning during map creation diminish in relation to it's distance from your starting point. (You start with enough resources to get your base going but have to go further and further to find resource nodes (this should be adjustable in Map Editor also). This makes Trains a necessity instead of just something we all do because we are man-childs.
-Currently, biters are like a mold that start off as tiny specks on the map and just keep filling the map. This means you have to wait till the end of the game to clear/slaughter a path to far away resource nodes. How biters evolve, decide to attack, and how bases spawn needs tweaked for this "Rail World" style play to ever be viable.
-Pollution currently affects evolution rate and signals biters to attack. I would like to change this and add AGGRESSION (as another type of pollution).
===Aggression, like pollution, should spread outward from actions like killing biters and bases (maybe trees if biters are the immune response of the planet). This means your aggression (locally) will increase as biters throw themselves at your defenses repeatedly (if you don't clear the nest). Aggression, plus pollution, should determine when biters attack. This means pollution won't auto trigger an attack as soon as it reaches a biter herd. Aggression is local, this means when you expand your rail network out, you have neither pollution, nor aggression far way from your factory at new mining outposts. Aggression should also be the sole factor of Biter Evolution since Pollution would have a new role.
===Pollution shouldn't trigger an automatic attack. Biters should have to reach a threshold of Pollution plus Aggression to attack (i.e. X+Y>10). Pollution should be required for new bases to spawn. This prevents the entire world from drowning in nests in the late game. Pollution spread would need to be increased if it no longer provoked immediate attacks and was used as a factor when deciding base spawn. When we finally venture out, building our Rail Networks to needed resource nodes, we have to punch through the biter bases that have encircled our polluting factory. Once we get outside this shell, we could build rail lines relatively unmolested by massive biter base spawns of current late games. I would see one other minor change in biter base spawn.
===Biter Base distribution during map creation should be set to spawn on every resource outside of a starting area (adjustable distance in map editor). This means when you build your rail network out, you are forced to create Aggression by killing the bases that are sitting on top of resource nodes. Biter Bases would still start the game a certain distance from each other which means when you start mining (polluting) these distant locations, base creep will start happening around your mining outposts.
I would like to see some other items in the game to facilitate "Rail World" but I thought the mechanics were needed first to make "Rail World" a neccessity.
-Large Train networks are not needed because of resource abundance. I would like to see the likelihood of resource node spawning during map creation diminish in relation to it's distance from your starting point. (You start with enough resources to get your base going but have to go further and further to find resource nodes (this should be adjustable in Map Editor also). This makes Trains a necessity instead of just something we all do because we are man-childs.
-Currently, biters are like a mold that start off as tiny specks on the map and just keep filling the map. This means you have to wait till the end of the game to clear/slaughter a path to far away resource nodes. How biters evolve, decide to attack, and how bases spawn needs tweaked for this "Rail World" style play to ever be viable.
-Pollution currently affects evolution rate and signals biters to attack. I would like to change this and add AGGRESSION (as another type of pollution).
===Aggression, like pollution, should spread outward from actions like killing biters and bases (maybe trees if biters are the immune response of the planet). This means your aggression (locally) will increase as biters throw themselves at your defenses repeatedly (if you don't clear the nest). Aggression, plus pollution, should determine when biters attack. This means pollution won't auto trigger an attack as soon as it reaches a biter herd. Aggression is local, this means when you expand your rail network out, you have neither pollution, nor aggression far way from your factory at new mining outposts. Aggression should also be the sole factor of Biter Evolution since Pollution would have a new role.
===Pollution shouldn't trigger an automatic attack. Biters should have to reach a threshold of Pollution plus Aggression to attack (i.e. X+Y>10). Pollution should be required for new bases to spawn. This prevents the entire world from drowning in nests in the late game. Pollution spread would need to be increased if it no longer provoked immediate attacks and was used as a factor when deciding base spawn. When we finally venture out, building our Rail Networks to needed resource nodes, we have to punch through the biter bases that have encircled our polluting factory. Once we get outside this shell, we could build rail lines relatively unmolested by massive biter base spawns of current late games. I would see one other minor change in biter base spawn.
===Biter Base distribution during map creation should be set to spawn on every resource outside of a starting area (adjustable distance in map editor). This means when you build your rail network out, you are forced to create Aggression by killing the bases that are sitting on top of resource nodes. Biter Bases would still start the game a certain distance from each other which means when you start mining (polluting) these distant locations, base creep will start happening around your mining outposts.
I would like to see some other items in the game to facilitate "Rail World" but I thought the mechanics were needed first to make "Rail World" a neccessity.