MUTATIONS (Research Tech Tree)

All the stuff we intend to implement.
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DarthAce21
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Re: Research Tech Tree

Post by DarthAce21 »

COLONY DEFENCE
(Requires current level of Weapons and Armour)
So Level 1 Colony Defence requires both Level 1 Weapons and Level 1 Armour, Level 2 Colony Defence requires both Level 2 Weapons and Level 2 Armour, and so on...

The nest sets up blockades, defensive positions, bottlenecks, and traps in which the nest has an ever increasing advantage over any would-be attackers trying to breach the defences of the nest. It both increases the damage dealt by the defending nest's ants, as well as decreases the damage taken by them from enemy attackers.
If you stand for nothing, you fall for anything.

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DarthAce21
Site Admin
Posts: 101
Joined: Sat Jul 11, 2020 7:28 pm

Re: Research Tech Tree

Post by DarthAce21 »

NEW MUTATIONS
(Requires current level of Armour)
So Level 1 New Mutations requires Level 1 Armour, Level 2 New Mutations requires Level 2 Armour, and so on...

This feature allows a player to choose from new caste-types, new defensive or offensive mutations (such as acid glands or head shields), and a range of other features which give the colony a unique set of skills and forms. The player may choose from a selection of available mutations, and by doing so can choose to give their colony an advantage in one of many areas, or keep advantages in a well rounded form. The available mutation types will be expanded on later, and are a feature that could be changed as development continues and potentially could be supplemented by mutations made only available to players with in game purchases.
If you stand for nothing, you fall for anything.

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