Fungus: Difference between revisions
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** Random when helping/sabotaging colonies? | ** Random when helping/sabotaging colonies? | ||
** Random in the wild? | ** Random in the wild? | ||
* Player may insert fungus into fungus | * Player may insert fungus into fungus chambers in colony when in range | ||
* Player must be at least level X to handle fungus. (Pretty high) | * Player must be at least level X to handle fungus. (Pretty high) | ||
Revision as of 09:08, 29 May 2019
This is just ideas about fungus growing in the colonies. Suggestion based on initial idea by someone i forgot (Probably on G+) and later comments in Discord by 4N3G4ZPK20, Phap, scooterman31, mijkolsmith
Starting to grow
- 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 chambers in colony when in range
- Player must be at least level X to handle fungus. (Pretty high)
Bonuses
- 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?
- Gardening the fungus?
- 1. Some of the workers fetching food handle feeding and handling the fungus. No special setting for that.
- 2. Some of the ants become specialized in fungus growing.
Risks
- 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.
Getting more fungus
- 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 items
- 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 sliders?