Fungus: Difference between revisions

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(Created page with "THIS IS JUST IDEAS ABOUT FUNGUS GROWING IN THE COLONIES: * Colonies may build a fungus chamber. ** An action taking 24 h and sacrificing quite a number of ants. * The playe...")
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Revision as of 09:02, 29 May 2019

THIS IS JUST IDEAS ABOUT FUNGUS GROWING IN THE COLONIES:

  • Colonies may build a fungus chamber.
    • An action taking 24 h and sacrificing quite a number of ants.
  • The player can get hold of some fungus ... somewhere.
    • Event?
    • Random when helping/sabotaging colonies?
    • Random in the wild?
  • Player may insert fungus into fungus changes in colony when in range
  • Player must be at least level X to handle fungus. (Pretty high)
  • A colony with fungus chamber and active fungus get food bonus. Between 1% and 100%.
    • The bonus slowly increase as the fungus grows. How fast? 1 percentage point per day?
    • If the fungus chamber
  • Gardening the fungus
    • Some of the population fetching food handle feeding and handling the fungus. No special setting for that.
  • When the fungus is at 100% there is a small risk that the fungus start to control the ants and taking control of the colony. (Search on "Zombie ants")
    • The colony become independent
    • Maybe some fungus will appear around the colony? (Ants hanging in the trees)
  • When the colony gets really small (counting actual worker ants), the fungus dies
  • There is always a small risk that the fungus chamber collapse. (no matter if there is some fungus in it or not)
    • If there is some fungus in there, it dies.
  • Extracting fungus in some way
    • 1. When the fungus is higher than some limit we may order the ants to extract some fungus. Maybe 80%?
      • The fungus percentage drops by something, maybe 50 percentage points?
      • A piece of fungus appear outside the colony.
    • 2. When the colony is in range and fungus percentage is higher than some threshold value, the user may extract fungus as an action on the colony.
      • The fungus percentage drops to a low value: Maybe 10%?
      • The player gets a piece of fungus.
  • Fungus dropped on the ground last for some time. Maybe a week.
  • Fungus in inventory last... forever? Or just a week there too?
  • Fungus has no species and may be use by any players
  • A player may carry up to user level number of fungus pieces.

Maybe later:

  • Expanding the fungus chamber... somehow. Increasing the max. (i.e. 100% gives a higher factor on the food)
    • Is another action taking 24h, 48h, 96h etc.
    • A setting in the action sliders?

Suggestion based on initial idea by someone i forgot (Probably on G+) and later comments in Discord by 4N3G4ZPK20, Phap, scooterman31, mijkolsmith