Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 4, 2017 10:03:54 GMT
Ok so graphs and calculators and tables and maths. All that is super super.
But ultimately it leads to one thing: those that have been playing the longest and strictly to a set of rules (like army saving) are the strongest players on the server, and unlikely to ever be knocked from that position (unless someone glitches a cheat army into existence).
But wouldn't a set of true random events mix things up a bit? Nothing that wipes a nest out, or makes MAJOR impacts... otherwise there's little reason to be skillful in the game and players might get a devo to come back online to discover some random fungus has just wiped out 99% of their workers... that's a bit harsh right.
So I'm thinking small buffs, small nerfs, small bonuses, small losses... nothing major, but some interesting "balance tippers".
Some ideas POSITIVE: Jelly Bean! +1,000,000 food Dead Worm! +100,000,000 food Dead Mouse! +1,000,000,000 food Mushroom Room Bloom! +10% Mushroom Chamber yield Sunny weather! +10% food (on all food that would normally have been gathered that day) Warm Weather! +10% larvae development speed Clay Vein! +25% building speed (easier to remove than sand which collapses when it's excavated)
NEGATIVE: Animal hoof crushes nest entrance! -5% building speed (while ants work to repair the damage) Heavy Rain! -100% building speed (while ants work to control the damage) Mass Aphid Death! -50% Aphid farm reduction (permanent) Cordyceps outbreak! -15% deaths among hunting field ants (both soldiers and workers) Poisoned Cockroach! -1,000,000 ants (poisoned by the food)
The list could be endless. Better - we could get community to be continuously proposing and voting on new ones so that the random events are always changing and evolving.
Your thoughts? Come on people this works so much better when we nut it out together!
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omnipotentman
Xenomorph
"Crap. I'm meant to get started on that assignment. I'll just log into Antzzz first..."
Posts: 29
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Post by omnipotentman on Aug 4, 2017 10:21:44 GMT
Geez. I've seen cordyceps before on nature documentaries. It's freaky. Not a nice death, you know, a fungus growing out of your head. I'm pretty sure the game 'the last of us' is based on that fungus.
Maybe some events could effect an area of the map. Although it would have to be more effective for bigger players.
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 4, 2017 10:45:13 GMT
I think that's a great idea!
Small and large area effects... maybe ones that affect buffs and nerfs for attacks in that area.
For example there's heavy rain which causes attacks on nests in that area to have a reduced effectiveness due the attacking army being disoriented by the rain.
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biter
Xenomorph
Posts: 18
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Post by biter on Aug 4, 2017 22:48:27 GMT
This is cool! What about stuff like ant trails broken by accident and it slows food gathering on hunting field. Or ant bait and it kills a bunch of workers. Or an ant eater attacks nest and lots of ants die.
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 6, 2017 4:18:18 GMT
Yep both good suggestions... there are so many things that can be added in here. Another suggestion was ant-lions. Those things are freaky.
I reckon that there should be an ongoing update of random events after the game's launch so that players could create their own additions and the community could vote them into the game... or out if they were considered cruddy.
Another few random events might be things like: A drought which only affects leaf-cutter ants but over a long period of time. A locust plague which increases food income for hunting fields of highly aggressive species of ants. A pesticide spraying which kills off a lot of hunting field ants in a particular region (maybe everyone).
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Post by Flatnose on Aug 6, 2017 19:15:58 GMT
it isnt a random event but ive got 3 words for you
DAILY LOGIN BONUS and also I really like the idea of ( as an extreme random example ) a random ass bear coming in and destroying your anthill lmfao
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 8, 2017 11:02:55 GMT
LoL! I like the daily login bonus, definately. I don't like the idea of a complete destruction of your nest, but definately the surface should be damaged with random events that aren't particularly rare... footprints by animals, or an ant-eater attack, or maybe a tree falling down over it, that kind of thing. Doesn't destroy stuff, but it does put the building efforts behind while the damage is repaired, things like that.
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Post by Opasan on Aug 8, 2017 13:01:54 GMT
yeees daily login bonus, definately That's something that will make players come to play and stay. Don't make it too anoying (it is possible too) just to get some buffs.
And do some interesting events, like: * Your workers find some wierd plant ... weeeeeeed ... we all now feel craaaaazy and start working much much faster. (effect will be 10% faster building)
* Drunk rat puke on the entrance of our anthill, we can't use one of our entrance untill workers clean it. (effect 15% slower gathering)
But only admins will know numbers behind events. And buffs will be there few hours (8-12h), nerfs you must annul by click "send workers to fix it" and it will take few hours (3-5h ) after you click but affect will be there all the time (if you are offline 3 days ...)
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 9, 2017 9:16:13 GMT
Haha drunk rat puke wtf.
I think the exact bonus and nerf should be known to the players. After all even if it were hidden and only admins knew it, it wouldn't be long until some entrepreneurial spreadsheeting maths genius will pretty soon post the figures anyway, so we might as well be upfront with it. Plus it's kinda nice to know whether this buff gave you 5% or 15%... puts things in perspective... should you be pleased or super pleased with that random event... otherwise it's a bit of a "huh...meh" and that's no fun.
I like the some nerfs (like borked buildings) are present until player manually clears them... gives yet another reason to encourage activity.
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omnipotentman
Xenomorph
"Crap. I'm meant to get started on that assignment. I'll just log into Antzzz first..."
Posts: 29
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Post by omnipotentman on Aug 9, 2017 9:26:27 GMT
Maybe the nest could be destroyed when the player wants to de-register. That's when you can have the drunk bear or whatever attack the nest 
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murgle
New Member
"Discovering the truth about ourselves is a lifetime's work, but its worth the effort" -Fred Rogers
Posts: 9
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Post by murgle on Sept 7, 2017 0:06:48 GMT
when I was younger my family owned a property with a (small) orchard, and we had these apple trees, and the wasps would claim apples for their own, and one day I decided to observe the wasps, and I noticed that they acted funny after eating them. (long story short, the wasps were drunk) I didn't get a chance to observe what happens when a sober wasp and a drunk wasp meet each other, but at the time I imagined it would have been much the same as two humans interacting, but in wasp language. "have you been hitting the apples again?? I told you that stuff is bad for you" so a confused swarm of drunk wasps might not be too far fetched of an event.
Information is key in games like these, so players should absolutely be informed if things are affecting other things. if you find a random jellybean you should be told that you found a random jellybean and also what it gives or does to you. (maybe its a black licorice jellybean and all your workers vomiting from eating it make you lose food, but it should still tell you that)
However, such a system is going to need to have background stuff going on to determine whether the event should happen or not, it could feel completely random to the player, but in the code its technically not and randomness doesn't actually exist, so while you should get told if you have a -10% damage debuff, you might not get told that you and several other players actions are indirectly building up to the drunk wasp swarm apocalypse via however that hypothetical event gets triggered.
we could have players nests exist in the void like in antzzz, but then the actual anthills on the map are temporary, and people fight over physical control of the map, and if your anthill gets destroyed then you just have to make a new one, but you could keep your nest. it would also open the door to alliances actually organising control of the map outside of registering at strategic times to all match up in the sameish place. So maybe while your nest can't be destroyed, your anthill can, opening the door to drunk bear attacks. Shouldn't have built your anthill so close to the juniper berries, right? (although maybe complete anthill destruction should be reserved for players and stuff like bear attacks are just milder but extreme sounding events. like the bear just causes a disturbance but then you can still tell your friends "I got attacked by a bear!")
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omnipotentman
Xenomorph
"Crap. I'm meant to get started on that assignment. I'll just log into Antzzz first..."
Posts: 29
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Post by omnipotentman on Sept 8, 2017 7:52:53 GMT
Yeah. I like that idea.
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Post by MrMEC on Sept 15, 2017 4:39:44 GMT
I really like the movable anthill/safe nest idea... it really sucks being a newbie and waiting for hours for convoys, and it would also be really cool if alliances were vying for control of certain parts of the map.
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Post by ztrain on Nov 9, 2018 3:01:26 GMT
The rewards should be scaled to the player's size. Losing a million ants a week into the game would be devastating.
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Post by Eliezer3838 on Jul 24, 2019 5:50:29 GMT
You could add. NPC Termite Invasions. The Termites will attack a colony and loot it for a certain amount of resources. If the Termites are victorious at reaching 10% of your resources they will leave. However if u beat them before they steal 10% of your resources you will be fine and you will get some food from the dead termites. And your soldiers will get XP.
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