MrMEC said in the original thread wrote: This neutral caste could be somehow tied to the beginners protection system like in antzzz...
Castes of ants and battle
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Re: Castes of ants and battle
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Re: Castes of ants and battle
Yep I agree. I hadn't made the connection clear yet, but I had discussed this in the tech and research thread.
You could start off with some base buffs and nerfs, and then specialise. Later you could specialise in other areas if your alliance or other factors made it necessary, as you say.
You could start off with some base buffs and nerfs, and then specialise. Later you could specialise in other areas if your alliance or other factors made it necessary, as you say.
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Re: Castes of ants and battle
Omnipotentman said in the original thread wrote: I have an idea. You could have a new aspect of the game where you can start off as a plant. You grow leaves and roots to grow faster but you have to research different weapons and grow protection (thorns, poisons, etc) from ants and other bugs eating you. You could grow roots into nests and cause small amounts of damage.
This could also be an AI.
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Re: Castes of ants and battle
murgle said in the original thread wrote: Woah!!! that sounds like something that might be very fun. I suppose its incorporation would mainly depend on what other things we want besides ants, and whether players control those or if they're just an AI sorta thing. (it could even be a side-thing that you get from a certain tech tree maybe, like you just get a plant to control and nurture alongside your colony. theres even the opportunity to make it unavailable to people who unlock mushroom chamber, perhaps creating a new area for people to work together or fight over. one side wants leafs, the other side wants tasty fungus!!@@ and maybe some people want neither?)
If we go the AI approach then it probably wouldn't differ too much from termite AI which I was already counting on making, so thats completely possible and on the table.
and if we don't do that theres another option which is having it just be a fun minigame that you can play while you wait for your army to return or whatever it is people will wait for, it could have zero or little consequences over the real game if it has to come down to that, it could even be an area of betting or friendly competition.
I'd love to hear peoples thoughts on the matter! theres a large number of areas we could go with this and it really depends on what people want?
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Re: Castes of ants and battle
MrMEC said in the original thread wrote: Maybe this plant is a huge place in the middle of the map, and alliances fight for control over it. Once controlled, it can be upgraded to output food and materials (or whatever resources) to the entire alliance, and is upgraded/staffed/defended through alliance ants/resources. Kind of like an alliance bank, but for one alliance. And once it's taken over, the new alliance restarts the upgrades and staffing for the entire alliance.
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Re: Castes of ants and battle
Omnipotentman said in the original thread wrote: Although that would quickly turn into a game of monopoly...
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Re: Castes of ants and battle
MrMEC said in the original thread wrote: Yeah, I was thinking about that - the biggest alliance could just sit on it.
Maybe you can only hold it for 30days followed by a 1 week cooldown for someone else to take it over and start building it up.
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Re: Castes of ants and battle
I like this concept a lot. Although I think one central one could give an unfair (and growing) advantage to the strongest alliance or coalition, as opposed to several different locations on the map.
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Re: Castes of ants and battle
murgle said in the original thread wrote: Ahhh, monopoly! my fourth favourite board game. (fifth if you count uno as a board game)
I like the idea too but we're definitely going to need several control points, but keeping with the idea of a center of the map we can always put a human house, to ants those things are big enough to fit several alliances probably, so it could be like a biome, and then "wilderness" surrounds it on all sides, consisting of whatever other biomes we want. (with each biome having its own control points inside, so no one alliance owns everything in it) and if someone gets too controlling of the center and there's a massive imbalance of power, then we already have a realistic solution: the humans call an exterminator.
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Re: Castes of ants and battle
ztrain said in the original thread wrote: One way we can counter a player being stuck in a caste is that we make a mechanism where a player can capture another player's, or AI's queen, and use it to establish a new nest. This could led to diverse strategy with the multiple nest system.
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