Brainstorm Creature Mechanic - Creature production - Ideas needed!
#59
(17-02-2014, 06:18 AM)Seriously Unserious Wrote: I'm in favor of a delay, with a length depending on the creature type, the more powerful the creature, the longer the delay until it hatches.
I agree with this, in addition that this should happen in a hatchery of some kind.

(16-02-2014, 09:35 PM)TacticBlack Wrote: Or the creation of a hatchery that has an incubator that is powered by coal like the Forge.
I don't see coal to "heat" the eggs as a basic need. Maybe you can choose this option to speed the process up.

(16-02-2014, 09:35 PM)TacticBlack Wrote: And there could be special creatures that only hatch under certain conditions IE a Goblin spawns when incubator is on regular rock; SwampThing only spawns when the incubator is built near water... etc. There could be lava pools too. For when you go really deep.
This sounds interesting! It would also work well with (slowing) the unlocking of stronger creatures you found through some DNA/artifact.
Also, assuming lava will be reintroduced to the game, building hatcheries tactical near the lave might speed up the hatching permanent (the heating concept).

(17-02-2014, 02:11 PM)damiant Wrote: I am not sure if I understand the egg idea. Once I gather the requirements for building a creature, I would like it to come quickly in case I am in an emergency and need creatures to defend. Adding in a hatching time delay could be a problem: what if my DM is being attacked, how to defend it if all she drops is eggs that get targeted and killed by the NPCs before hatching?
I understand the problem that if you lose your army your entire dungeon might be annihilated. With some magic defense spells or smart/strong defensive buildings/traps you should be able to control this to some extent.
In short like SU said:
(17-02-2014, 05:41 AM)Seriously Unserious Wrote: As I've already said before, I'm definitely in favor of the egg idea. That forces planning and strategy in expanding your dungeon.
I disagree with being able to shit units out of thin air when there is some problem arising you couldn't handle. Assuming the game will eventually be well balanced and will give you enough opportunity to prepare for most things this, as in losing the game because of losing your army, will be a warning of future maps you will play. Do not venture too deep too fast or you will find more than you bargained for... Wink
Of course this depends on Rasmus point of view! I'm curious which direction he will take with all these options available!
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Messages In This Thread
RE: Creature production discussion - Ideas needed! - by Mastergoose - 17-02-2014, 03:47 PM
RE: Creature production - Ideas needed! - by Sebt - 13-04-2014, 08:54 AM
RE: Creature production - Ideas needed! - by Sebt - 13-04-2014, 08:10 AM
RE: Creature production - Ideas needed! - by Sebt - 13-04-2014, 10:54 AM
RE: Creature production - Ideas needed! - by Sebt - 20-04-2014, 12:19 PM
RE: Creature production - Ideas needed! - by Sebt - 21-04-2014, 12:21 AM

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