Open anthonyLuttrell opened 5 years ago
Increasing the odds of success and time to return seems to be overpowered in my opinion. There should be some randomness to these factors simulating over-utilization and the requirement of finding new sources if scouts weren't sent, at least until a proper game world is established.
Increasing the odds of success and time to return seems to be overpowered in my opinion.
What about just increasing them just a little bit (5-7%) each time? I think that some sense of progression is important for the player, even if everything is super basic for now.
(Edit: 9/9/2019) Not sure what happened, but I had the wrong info here, everything below is now correct
FALL BACK intro scene
General notes
Scene dialogue and flow:
“Your retreat has been successful. You evacuated as many of your larvae as you could carry, and you were able to escort your QUEEN to safety...”
“After a long journey, your tiny colony found a new empty and unknown place to call home...”
“You must now begin your journey of rebuilding your colony...”
“You must rest for now, press ENTER to end the day.”
“Your POPULATION and HP are low! You will need to keep your QUEEN healthy so she can produce more larvae to grow you colony...”
“You can choose to send a few ants to scout the area to find better resources, food, threats, and other ant colonies. This option will take longer to produce results, but will give you more information and may help you in the long-run. Scouts can easily be killed by threats, but can easily be replaced from your colony...”
“Or, you can choose to send a forage squad out into the unknown to find immediate food and resources. This option will take the least time to produce results, but will result in smaller gains, and may lead to larger losses if the forage squad encounters threats...”
“Type 1 to send scouts...”
“Type 2 to send forage squad...”
“Type 3 to send both scouts and a forage squad.”
Snapshot of current flow