Structures ideas #202
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Flock themes structures should follow: Flock only attacks when harmed, more of defense/protection/warding rather than lethality, some unlocked by meeting certain requirements, such as performing a certain action or meeting a certain compute requirement Structures needed for early game, mid game, and late game. Early game structures are unlocked already, should require simple tasks for unlocking, or should require simple compute requirements. They provide basic functionality for getting the Flock up and running, may provide simple defense, and may perform basic infrastructure tasks. Mid game structures are more oriented towards the Flock's ultimate goal of building the relay. They require more complex tasks for unlocking, such as building arrays (if that is planned to be implemented) and require higher compute requirements. These structures are more complex, oriented towards well defending what the Flock has built, and performing specialized actions. End game structures are end game type structures for when the Flock is about to or has built the relay. They require an end game type unlock task such as building the final array or having built the relay. They are oriented towards the Flock's final task of defending the relay and perform highly specialized tasks. |
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Post for structure ideas, with each post here a structure idea, and replies discussing that idea.
First post can be about what exactly we are wanting from structures, and then once we have that agreed on, future posts can be on the structures.
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