Post by Drongo on Aug 8, 2017 11:19:19 GMT
As Flatnose suggests here, I agree that there should be several different resources.
Not HEAPS so that it's confusing and if you run out of one you are stuffed... but several nonetheless.
Here are some suggestions:
Food - necessary to lay new ants and feed existing ones. Can be obtained from dead enemies, and passive sources at a steady rate per worker foraging in the hunting field.
Pheromone - Necessary to provide instructions to ants. More ants need more pheromones to control them. Every instruction burns it. It is created by workers at a set rate per worker. This rate can be affected by random events and also by tech upgrades.
Water - necessary to prevent your ants from dying of thirst. A source of water must always be controlled by a nest, or the ants will begin to die of thirst. Water can also be collected at a steady rate from foraging workers in the hunting field. It is consumed at a steady rate by all worker ants and soldier ants that are assigned to duties other than the hunting field.
Honour - collected by various tasks, such as winning battles or assisting allies. Lost when battles are lost, or dishonorable deeds are done. Necessary for special bonuses or to circumvent the effects of some random events. Can potentially be awarded by the game for missions.
Warmth - a constant warmth is present however some random events can increase it, while others can decrease it. Larger ant-hills have a higher rate of warmth than others. It is used to speed the development of larvae - so in this way by default a larger nest will grow ants faster, regardless of any other tech or random events. In the same way, a really huge experienced player that loses a huge percentage of their army will also have a huge loss of warmth, and therefore their rate of laying new ants will slump as well... so it is possible to catch up on really giant players rather than they always have the advantage. This should help new dynasties rise and fall on the server rather than "the old guys are the biggest" concept as is kinda currently the case in most games like this including Antzzz.
Pollution - a negative resource that every ants nest seeks to avoid. Things like dead ants, debris, poison, beetle husks, hostile fungus, etc. This is mitigated by building cemetery chambers, or by having some workers assigned to dumping it into the hunting field... and so take away from the income of food. This forces players with large armies to battle an accumulation of "waste"... otherwise it leads to a progressive increase in mortality rates among the player's ants from poisoning, fungus outbreaks, disease outbreak random events, stuff like that.
By players strategically targeting these resources, it becomes possible for a variety of warfare styles... and greatly increases the interest of the game.
Not HEAPS so that it's confusing and if you run out of one you are stuffed... but several nonetheless.
Here are some suggestions:
Food - necessary to lay new ants and feed existing ones. Can be obtained from dead enemies, and passive sources at a steady rate per worker foraging in the hunting field.
Pheromone - Necessary to provide instructions to ants. More ants need more pheromones to control them. Every instruction burns it. It is created by workers at a set rate per worker. This rate can be affected by random events and also by tech upgrades.
Water - necessary to prevent your ants from dying of thirst. A source of water must always be controlled by a nest, or the ants will begin to die of thirst. Water can also be collected at a steady rate from foraging workers in the hunting field. It is consumed at a steady rate by all worker ants and soldier ants that are assigned to duties other than the hunting field.
Honour - collected by various tasks, such as winning battles or assisting allies. Lost when battles are lost, or dishonorable deeds are done. Necessary for special bonuses or to circumvent the effects of some random events. Can potentially be awarded by the game for missions.
Warmth - a constant warmth is present however some random events can increase it, while others can decrease it. Larger ant-hills have a higher rate of warmth than others. It is used to speed the development of larvae - so in this way by default a larger nest will grow ants faster, regardless of any other tech or random events. In the same way, a really huge experienced player that loses a huge percentage of their army will also have a huge loss of warmth, and therefore their rate of laying new ants will slump as well... so it is possible to catch up on really giant players rather than they always have the advantage. This should help new dynasties rise and fall on the server rather than "the old guys are the biggest" concept as is kinda currently the case in most games like this including Antzzz.
Pollution - a negative resource that every ants nest seeks to avoid. Things like dead ants, debris, poison, beetle husks, hostile fungus, etc. This is mitigated by building cemetery chambers, or by having some workers assigned to dumping it into the hunting field... and so take away from the income of food. This forces players with large armies to battle an accumulation of "waste"... otherwise it leads to a progressive increase in mortality rates among the player's ants from poisoning, fungus outbreaks, disease outbreak random events, stuff like that.
By players strategically targeting these resources, it becomes possible for a variety of warfare styles... and greatly increases the interest of the game.