09-17-2019, 07:23 PM
Hello,
I've been able to play a couple of rounds of Flock, and I wanted to suggest a few little things.
"Teleport to nearest empty drone" - option for flockminds and flocklings. Does what it sounds like.
This would be a great QoL improvement for a fairly obvious reason.
"Set priority" - flockminds. "Consume, Convert, Grow, Destroy" Sets the AI controlled drones to focus on that goal -- eg. Destroy will be aggressive to non-marked enemies. Gives flocktraces a big ol' text line telling them to focus on it. Consume focuses drones on building up a large stock of materials, healing themselves, and otherwise looting. Convert grows more flocktiles primarily and consumes just enough to keep converting. Growing focuses on producing eggs and upgrading drones, setting traps if there's already a number of drones. Destroy... well, let's just say the humans are getting eaten.
This would give the flockmind more control over AI units. Destroy could set the drones to a red color, so the flock can be rouge/rogue just like the AI.
"Grow extra deconstructor space" - 30ish materials, drones. Allows drone to hold +1 item in the deconstructor queue. Allows you to hold more items in that slot, will deconstruct going oldest to newest. Can grab the last item put in. Could limit to 3-5 spaces.
It can be hard to grow extra flocktiles AND keep feeding the deconstructor slot. This would let drones "eat" a big amount of items, digest them, and fight/convert/reproduce on the go.
"Bound Lifeform" - 50 materials, drones. Slightly faster than a human, places a weird sticky version of handcuffs on a downed enemy. Makes getting out of a conversion chamber harder, meaning being bound THEN conversion'd require at least some health loss, minimum one new egg.
Right now they basically have to be willingly being consumed OR already dead. This would allow robust drones to make sure they get some material from the lifeform.
"Grow combat drone" - 200 materials, flockmind controlled drones OR 15 minute+ old drones. Creates an egg that produces a drone that's more robust, with a stronger taser and faster bounding and conversio n chamber building. AI is always hostile.
Might be a bit of work, but I think having different classes would spice things up.
"Set trap" - 30 materials, harm intent on Flocktile. Humans are conversion chambered if they step on the tile. Cannot set traps directly next to each other (think new Rimworld) but diagonal acceptable. Might keep humans from wandering too far into flockhive areas alone. Could only affect known enemies unless "destory" is the focus.
Humans often kill flock
"Create Flockzombie" - 60 materials Drones, possibly combat-only. Requires a corpse on flocktile. Reanimates it as a cool blue zombie that can heal itself on flocktiles and has big ol' cyberspurs. Same AI as combat drones. A real bad sign.
Not sure on the materials cost, but this could be a great lategame way to build up a defended area. Good reason to take out cloning.
Non-powers, but still a good idea:
- Converting lockers slowly consume their items and produce eggs using the materials stored inside. Doesn't harm living beings.
- Converting key machines (Mainframe, AI, Manufacturers, Cyborgs, NPC bots) grant control over player controlled machines, or a bonus materials bonus from non-player controlled machines.
- Eating a warm brain creates a flocktrace. Same for heads, with a bit of a delay. Maybe you can pull off heads using Grab intent for drones.
- Nanobots (current chem) gives flockdrones bonus speed and health. Perhaps converting food items could give nanobots instead of materials.
- Give flocktraces the ability to communicate via radio just like the OG.
Thoughts? I'm not committed to anything in particular. This could also be a good thread to chip in your ideas. Hail flock.
I've been able to play a couple of rounds of Flock, and I wanted to suggest a few little things.
"Teleport to nearest empty drone" - option for flockminds and flocklings. Does what it sounds like.
This would be a great QoL improvement for a fairly obvious reason.
"Set priority" - flockminds. "Consume, Convert, Grow, Destroy" Sets the AI controlled drones to focus on that goal -- eg. Destroy will be aggressive to non-marked enemies. Gives flocktraces a big ol' text line telling them to focus on it. Consume focuses drones on building up a large stock of materials, healing themselves, and otherwise looting. Convert grows more flocktiles primarily and consumes just enough to keep converting. Growing focuses on producing eggs and upgrading drones, setting traps if there's already a number of drones. Destroy... well, let's just say the humans are getting eaten.
This would give the flockmind more control over AI units. Destroy could set the drones to a red color, so the flock can be rouge/rogue just like the AI.
"Grow extra deconstructor space" - 30ish materials, drones. Allows drone to hold +1 item in the deconstructor queue. Allows you to hold more items in that slot, will deconstruct going oldest to newest. Can grab the last item put in. Could limit to 3-5 spaces.
It can be hard to grow extra flocktiles AND keep feeding the deconstructor slot. This would let drones "eat" a big amount of items, digest them, and fight/convert/reproduce on the go.
"Bound Lifeform" - 50 materials, drones. Slightly faster than a human, places a weird sticky version of handcuffs on a downed enemy. Makes getting out of a conversion chamber harder, meaning being bound THEN conversion'd require at least some health loss, minimum one new egg.
Right now they basically have to be willingly being consumed OR already dead. This would allow robust drones to make sure they get some material from the lifeform.
"Grow combat drone" - 200 materials, flockmind controlled drones OR 15 minute+ old drones. Creates an egg that produces a drone that's more robust, with a stronger taser and faster bounding and conversio n chamber building. AI is always hostile.
Might be a bit of work, but I think having different classes would spice things up.
"Set trap" - 30 materials, harm intent on Flocktile. Humans are conversion chambered if they step on the tile. Cannot set traps directly next to each other (think new Rimworld) but diagonal acceptable. Might keep humans from wandering too far into flockhive areas alone. Could only affect known enemies unless "destory" is the focus.
Humans often kill flock
"Create Flockzombie" - 60 materials Drones, possibly combat-only. Requires a corpse on flocktile. Reanimates it as a cool blue zombie that can heal itself on flocktiles and has big ol' cyberspurs. Same AI as combat drones. A real bad sign.
Not sure on the materials cost, but this could be a great lategame way to build up a defended area. Good reason to take out cloning.
Non-powers, but still a good idea:
- Converting lockers slowly consume their items and produce eggs using the materials stored inside. Doesn't harm living beings.
- Converting key machines (Mainframe, AI, Manufacturers, Cyborgs, NPC bots) grant control over player controlled machines, or a bonus materials bonus from non-player controlled machines.
- Eating a warm brain creates a flocktrace. Same for heads, with a bit of a delay. Maybe you can pull off heads using Grab intent for drones.
- Nanobots (current chem) gives flockdrones bonus speed and health. Perhaps converting food items could give nanobots instead of materials.
- Give flocktraces the ability to communicate via radio just like the OG.
Thoughts? I'm not committed to anything in particular. This could also be a good thread to chip in your ideas. Hail flock.