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Future Ideas: Difference between revisions

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== New players ==
== New players ==
* People coming late into the game shall also be able to build colonies or get benefit, even in cities with lot of existing players. https://plus.google.com/+ErikMelkersson/posts/6iQhazsenvT
* People coming late into the game shall also be able to build colonies or get benefit, even in cities with lot of existing players. https://plus.google.com/+ErikMelkersson/posts/6iQhazsenvT
* A new player is immune to attacks for X time after founding his/her first colony.
* 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?
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= Actions =
= Actions =
Ability to add scent track on your position for ants from colony to food
Ability to add scent track on your position for ants from colony to food
Build nest needs to "cost" something.
* Maybe "energy" that fills up over time. Max level based on experience level
* Could also be done by workers. Idea from: [https://plus.google.com/u/0/106803336143490376151/posts/5BrtAqLy73N?cfem=1]


== On map ==
== On map ==
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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 =  
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* 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 =
= Buildings =
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.
== "Some ground building/item" ==
* Populator badges for areas: (number of ants in an area - check is very easy, just a sum)
* May be built by several players or a higher level player working hard? X amount of energy within a time limit (24 hours?)
** 100 ants - bronze, 2'000 ants - silver, 50'000 ants - gold, 1'000'000 - rainbow
** Maybe X=10k energy is reasonable. (Many players together should be able to do it fine: Example: level 14 (pretty high), May have 240 and 28 bars * 50 = 1640, fetching 28 more from colonies gives 1400 more. 3-4 such player could do it. It requires a lot of planning but it is actually manageable by single player too)
** for country, region and county.
* Gives advantages to nearby nests. Defense bonus? Growth? Food production?
* Performace badges:
* 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.
** Check is made on actions performed the last 24*7 hours (a week). Limits for Gold, silver and bronze.
* 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.
** Founding nests
* 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.
** Helping
* Needs some maintenance or they will slowly fade away.
** Killing colonies
** It has an bar fading - maybe two weeks or so to fade out totally unless someone does something about it
** Sabotage
** Any player may use their own energy to fill it up
** Give food
* Who will get notifications about it? Fading/filling/moving/controlling "Subscribe" to it? No one?
** Scare away


== Implementation notes to myself ==
Maybe later, or maybe not:
Area badges:
* May be upgraded in levels. Best "upgrader" gets something.
* insert select sum(..) on duplicate key update greatest(..)
* May be upgraded by players "helping" it, max once per time unit. Or simply a lot of energy needed to upgrade it.
Performance
*