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== "Some ground building/item" == | == "Some ground building/item" == | ||
* May be built by several players or a higher level player working hard? X amount of energy within a time limit (24 hours?) | * May be built by several players or a higher level player working hard? X amount of energy within a time limit (24 hours?) | ||
** 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) | |||
* Gives advantages to nearby nests. Defense bonus? Growth? Food production? | |||
* 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. | |||
* 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. | |||
* 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) | |||
* Needs some maintenance or they will slowly fade away. | |||
** It has an bar fading - maybe two weeks or so to fade out totally unless someone does something about it | |||
** Any player may use their own energy to fill it up | |||
* Who will get notifications about it? Fading/filling/moving/controlling "Subscribe" to it? No one? | |||
Maybe later, or maybe not: | |||
* May be upgraded in levels. Best "upgrader" gets something. | * May be upgraded in levels. Best "upgrader" gets something. | ||
* May be upgraded by players "helping" it, max once per time unit. Or simply a lot of energy needed to upgrade it. | * May be upgraded by players "helping" it, max once per time unit. Or simply a lot of energy needed to upgrade it. | ||