Fungus: Difference between revisions

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This is just ideas about fungus growing in the colonies
This is just ideas about fungus growing in the colonies


Starting to grow
== Starting to grow ==
* Colonies may build a fungus chamber.  
* Colonies may build a fungus chamber.  
** An action taking 24 h and sacrificing quite a number of ants.
** An action taking 24 h and sacrificing quite a number of ants.
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* Player must be at least level X to handle fungus. (Pretty high)
* Player must be at least level X to handle fungus. (Pretty high)


Bonuses
== Bonuses ==
* A colony with fungus chamber and active fungus get food bonus. Between 1% and 100%.
* 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?
** The bonus slowly increase as the fungus grows. How fast? 1 percentage point per day?
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** 2. Some of the ants become specialized in fungus growing.
** 2. Some of the ants become specialized in fungus growing.


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 on "Zombie ants")
* 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
** The colony become independent
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** If there is some fungus in there, it dies.
** If there is some fungus in there, it dies.


Getting more fungus
== Getting more fungus ==
* 1. When the fungus is higher than some limit we may order the ants to extract some fungus. Maybe 80%?  
* 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?
** The fungus percentage drops by something, maybe 50 percentage points?
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** The player gets a piece of fungus.
** The player gets a piece of fungus.


Fungus items
== Fungus items ==
* Fungus dropped on the ground last for some time. Maybe a week.
* Fungus dropped on the ground last for some time. Maybe a week.
* Fungus in inventory last... forever? Or just a week there too?
* Fungus in inventory last... forever? Or just a week there too?
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* A player may carry up to user level number of fungus pieces.
* A player may carry up to user level number of fungus pieces.


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


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

Revision as of 09:07, 29 May 2019

This is just ideas about fungus growing in the colonies

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 changes 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?

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