Fungus: Difference between revisions

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== Risks ==
== 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 the net on "Zombie ants" if you dare)
* 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 the net for "Zombie ants" if you dare)
** The colony become independent
** The colony become independent
** Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)
** Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)

Revision as of 09:23, 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+), my own ideas 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. The fungus start to grow.
  • Player must be at least level 10(?) to handle fungus. (I want it pretty high, see Experience for some other levels)

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. Imagine some of the workers fetching food handle feeding and handling the fungus. No special setting for that. No special code.
    • 2. Some of the ants become specialized in fungus growing. Special handling...

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 the net for "Zombie ants" if you dare)
    • The colony become independent
    • Maybe some fungus will appear around the colony? (Ants hanging in the trees, if you read about the zombie ants)
  • 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 more fungus

  • When the colony is in range and fungus percentage is higher than 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.

Or maybe (but this would allowing handling fungus in colonies you don't visit too):

  • When the fungus is higher than threshold levelwe may order the ants to extract some fungus.
    • The fungus percentage drops by something, maybe 50 percentage points?
    • A piece of fungus appear outside the colony.

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.

Display

In the colony dialog. In the ant count etc box. I will display an extra row with a fungus symbol if there is a fungus chamber and a percentage. 0% for no fungus or the actual percentage for the colony. 100% will be red.

To build a fungus chamber you click on the ant count-box and then an action.

To extract fungus you click on the ant count-box and then an action.

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?