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Future Ideas: Difference between revisions

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* How to make the room for a new player in a town dominated by a Species?
* How to make the room for a new player in a town dominated by a Species?
* Maximum controlled nests, based on level, to make people release control of colonies?
* Maximum controlled nests, based on level, to make people release control of colonies?
== Colonies ==
* Idea: Ability to help a small colony more often? To get new players something to do when they are eager.


= Map =
= Map =
Very zoomed in: See individual ants too


* very zoomed in
Ability to turn features on/off just as in ColorPlanet (https://plus.google.com/+PatrickDrechsler/posts/P1sbicd1MfC)
** The same as in zoomed in but also individual ants
* zoomed in
** attacking enemies


Ability to turn features on/off just as in ColorPlanet (https://plus.google.com/+PatrickDrechsler/posts/P1sbicd1MfC)
Send a location - Send a "ping" to your players of your species to coordinate attacks or similar. As a message in the Species Chat.


= Species =
= Species =
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* Bigger, better warrior skills
* Bigger, better warrior skills


= Actions =
= Accidents =
Ability to add scent track on your position for ants from colony to food
Cave-ins during attack killing lots of ants and losing capacity/food?
 
== On map ==
* Send Location - TODO send "ping" to your players of your species to coordinate attacks or similar. As a message in the Species Chat.


= Attack =
= Attack =
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Build spy ants that can scout ant hills for you. If you carry them you can insert them instantly or send them to scout, but that takes time based on distance.
Build spy ants that can scout ant hills for you. If you carry them you can insert them instantly or send them to scout, but that takes time based on distance.
== Do the attack ==
* You are in range of an [[Enemy Colony]]
* Click the colony and select "Start Attack".
* You see a "board" with your warrior ant count and the colony population count.
* Every second a new attack in called from the client causing counting on the server to take place
** Both sides have casualties
** There might be cave in-s casing colony capacity decrease and loosing ant on one or the other side.
* The attacker may stop the attack stopping the fight.
* If one or the other side looses all ants the fight is over.


== Defence ==
== Defence ==
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== Manually help out (?) ==
== Manually help out (?) ==
By smashing ants on the map a player can kill enemy ants too, one at a time.
By smashing ants on the map a player can kill enemy ants too, one at a time.
= Scent track =
To make the ant of a nest find food faster for a while
= Animals =
* Animals not on a colony will move towards nearby colonies or in a random direction every time unit.
* Show up nearby users, or on locations where users have been.
* Notifications to nearby users (with setting)
* Track players location every hour, to use for animal spawning


= Loose ideas =
= Loose ideas =
* Connecting colonies for cooperation or for genetic diversity or something. Idea from https://plus.google.com/+ErikMelkersson/posts/6iQhazsenvT<
* Connecting colonies for cooperation or for genetic diversity or something. Idea from https://plus.google.com/+ErikMelkersson/posts/6iQhazsenvT<
= Badges =
Checked twice daily, or at changing interval like every 23 or 25 hours, or maybe every 6 hours... see how hard the check is to perform first.
* Populator badges for areas: (number of ants in an area - check is very easy, just a sum)
** 100 ants - bronze, 2'000 ants - silver, 50'000 ants - gold, 1'000'000 - rainbow
** for country, region and county.
* Performace badges:
** Check is made on actions performed the last 24*7 hours (a week). Limits for Gold, silver and bronze.
** Founding nests
** Helping
** Killing colonies
** Sabotage
** Give food
** Scare away
== Implementation notes to myself ==
Area badges:
* insert select sum(..) on duplicate key update greatest(..)
Performance
*


= Buildings =
= Buildings =
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* Does the building have a color or help everyone around? I think everyone. Changed my mind: It helps everyone near but is is controlled by one species at a certain moment. Gives some kind of score bonus.
* Does the building have a color or help everyone around? I think everyone. Changed my mind: It helps everyone near but is is controlled by one species at a certain moment. Gives some kind of score bonus.
* May be pushed or pulled by players, (max per time unit = simply cost a lot of energy). This way you may "steal" such a building.
* May be pushed or pulled by players, (max per time unit = simply cost a lot of energy). This way you may "steal" such a building.
* The building gives a bonus score to the team holding it. You "hold" it by having it close to your colony. Must be withing X meters and at least size X. (You can not just found new colony and get control immediately)
* The building gives a bonus score to the team holding it. You "hold" it by having it close to your colony. Must be withing X meters and at least size X. (You can not just found new colony and get control immediately). Maybe just having it in the zone of your colony and no other color is find. Also visible ok.
* Needs some maintenance or they will slowly fade away.
* Needs some maintenance or they will slowly fade away.
** It has an bar fading - maybe two weeks or so to fade out totally unless someone does something about it
** It has an bar fading - maybe two weeks or so to fade out totally unless someone does something about it
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* May be upgraded in levels. Best "upgrader" gets something.
* May be upgraded in levels. Best "upgrader" gets something.
* May be upgraded by players "helping" it, max once per time unit. Or simply a lot of energy needed to upgrade it.
* May be upgraded by players "helping" it, max once per time unit. Or simply a lot of energy needed to upgrade it.
= Growing fungus =
[[Fungus]]