Replies: 10 comments 21 replies
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It would also be cool to add a static amount of "area" that the fungus could expand to with additional "control towers" or whatever. This would definitely leverage the negative exponential nature of that kind of thing, and make it much more obvious and reasonable for a player to remove fungus from an area, while also giving a chance to have different fungus in a higher populated/denser faction area. |
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What if we give fungaloids some fish AI, so they can only move into infected tiles? Another idea, I'm not sure if it isn't already implemented, but some tiles could have chance to resist infection, i.e. dead plants and wood would always become infected, dirt - usually, alive plants - sometimes, concrete and asphalt - rarely. It could reinforce idea of fungus using agents (dead or alive) to spread out, while being rather stationary itself. |
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Could we add mobile agents that spawn at a certain influence and carry some of that influence outwards? Something like slow-moving fungal blossoms that spawn close to the bloom at a high influence, then start to move out, throwing out spores and becoming a new tower if they reach some destination far enough from the last tower? These could become priority-targets to stop, and ensure that the mycus expands in clear offshoots rather than radially in all directions. |
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I've been giving a lot of thought on how to improve the Mycus to make them more fair and engaging for players. Here are my thoughts:
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The fungal hallucinogenic effect could take the form of mycus propaganda specifically. A way to sell you on joining them in a full sensory experience |
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I've been thinking about fungal evolutions for a while. I like your points about plague/stealth. What do you think about the darkness of the night? Should that matter? Maybe fungus only grows at night to make it more mysterious and shocking? This would also be a huge performance benefit. |
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Lets talk set-pieces for Mycus. These are extremely important not only for content but for framing too. After creating my Reddit topic, I chatted with the devs about changing the Mycus to be more reasonable for the player to interact with. Specifically, I wanted to change the Fungaloid spore spamming and Fungal Infection rending characters helpless. I was told they are working as intended and it is because the rest of the Mycus content wasn't in the game yet. So the issue here is that the Fungaloids need to spawn in specific locations to avoid players mindlessly attacking them since they don't know any better. Think Mi-go Slavers belonging to Mi-go Camps and Mi-go Towers. Here are a few set-pieces I have thought up.
These ideas probably need to be fleshed out some more but I think they are a good starting point. |
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It's mentioned upthread but I should add it to the main post: I think we should strongly consider making mycus spread underground in traversible tunnels that occasionally pop above ground as towers and blooms. This would be (1) awesome, (2) very different from current gameplay giving them a unique edge, (3) less impactful on looting and things, and (4) awesome. |
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Is there actually a viable way to join fungus with faction control and spread? If a modular system can be made that is robust enough it could even be used to model other biome expansions and effects perhaps? Maybe like wasp nests expanding overtime, forests growing, maybe even modeling decay in citties and other man made structures over time. That could be very useful and powerful if it can be done. |
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Also, to add to a Fungus VS Triffids battle, Triffids could be made to secrete fungicidial gas when passing over Mycus infected tiles, and gas secreted by Triffids could be used to convert fungal trees into normal or Triffid mutated trees. |
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This is a discussion and compilation thread for ideas for how to manage fungus more appropriately.
Design goal
The mycus and fungal enemies should generally fill the "plague/stealth" niche. They should not be individually threatening or harmful in combat, and for the most part shouldn't even engage. Instead their strategy should be slow takeover and subterfuge.
The problem
Fungal expansion is currently utterly unsustainable even after a few nerfs. Very little actively controls fungal spread.
Recommended solution
Fungal expansion should be a prototype for faction influence: faction influence is a way of determining borders, patrols, and combat between factions. We don't need all that at the moment, but what we do need is the ability to limit fungal spread based on proximity to a fungal control center (tower or fungal bloom, eg).
I suggest this basically be done by drawing a heatmap at the overmap level around a fungal tower. This would set a meta value for each OMT inside the heatmap,
fungal_influence
. The influence should then determine how many fungaloids, spore clouds, and the like are allowed to be in the OMT, how quickly the fungalize function is allowed to operate in the tile, how many tiles are allowed to be fungalized and maybe other things (eg mycus monsters could have more hp and regenerate faster in high influence OMTs). Fungal mobs can still move freely into new OMTs regardless of influence, spore clouds can still fungalize individual tiles and things, but no new fungal mobs will form if the population cap is reached, and if influence is 0 the cap on number of fungalized tiles in an OMT should be very low, like 10 tiles or so.When a fungal tower or other high level fungal node is destroyed, its death should cause the heatmap to be redrawn in the overmap: a tower special should only contribute to the heatmap in this context if it has a surviving fungal tower in it, so the death of the tower will cause fungus in the area to stop growing and make it possible to be destroyed.
Later on in development, we can look into making it possible for fungal agents to create new blooms in areas over a certain amount of influence, which then cause the heat map to redraw. Maybe it should require some influence but it has to be low? So you see blooms crop up on the edges of tower zones, and maybe it requires a certain number of fungalized tiles and monsters in the OMT first. This would mean we'd see fungaloids turning themselves into blooms out on the outskirts of an existing tower after it has been established a while. Then, blooms should be able to upgrade to towers over time and expand their influence again.
There is more to discuss here but I'm dropping this out for consideration as I have to get back to work.
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