Author Topic: v.v.b.'s nature race/clan (whatever) idea  (Read 1713 times)

Hobbes

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v.v.b.'s nature race/clan (whatever) idea
« on: 24 April 2008, 04:17:43 »
I like it.  Enough to add some stuff myself. I had some fun thinking this stuff up, but if you guys don't like it. Thats fine.

Tree dryads. What ever unit plants a tree seed. This takes no resources.

 It grows into a tree, but does so slowly (on its own too)  At a certain level of growth you can make dryads. Trees can grow for awhile after this point and slowly recover damage at normal growth rate too. On their own. Each tree can support only one dryad. If the tree is destroyed then the dryad is destroyed. But if the dryad suffers too much damage then it just retreats back into the tree to appear again at full health after enough time has passed. Dryads will suffer damage for every moment they are futher then a certain distance from their tree (but will still reappear in their tree if they suffer "lethal" damage)

Trees can also produce hawks. (I know, they don't usually live in trees) Good vision and can do decent attack too.

Caves could be constructed for large animals (tigers, lions & bears oh my!) I know not all of them live in caves (oh well, doesn't have to be accurate, maybe just bears and wolves though) Producing these animals would also require meat.

Nature dwellings can produce druides & other such humaniods. Druids act as both workers and fighters.

Druids can make habitates which automatically produce small creatures ever so often.
 These creatures provide the meat requirements for the larger creatures like cows and pigs do for tech (not that I understand how that works yet, but thats for a different thread)

You can produce things like spirites etc from nature dwellings too, you need X number of trees (trees you own, not landscape trees) for each unit though.(including each druid)

Natures productions would mostly have little no direct resource requirements other then the trees & meat. But nature would be slow too.  Easier to rush.

On the other hand most(but not all) of natures stuff would be able to blend into their surroundings.(both buildings & units) where you can only see them if you get close enough. So nature can put stuff in locations a opponent might not think to look in.  That way if they suffer bad damage they can still use these hidden resources to recover.

Nature wouldn't have "tech trees" either. Which means it won't be able to get quit as powerful as the other clans/whatever. But it would also require the least micromanaging too.
« Last Edit: 1 January 1970, 00:00:00 by Hobbes »

Hobbes

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« Reply #1 on: 25 April 2008, 23:33:45 »
I appreciate if these ideas aren't good for this game. Could I get some feedback though please?
« Last Edit: 1 January 1970, 00:00:00 by Hobbes »

Alestance

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« Reply #2 on: 26 April 2008, 02:31:22 »
I like it. Magic, Tech, Nature. Theres got to be a fourth one, though, but thats for a different topic for another time.

I don't know how exactly to improve/balance the faction, but it does sound like a good addition.
« Last Edit: 1 January 1970, 00:00:00 by Alestance »

Duke

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« Reply #3 on: 26 April 2008, 20:39:47 »
some of these are pursued in Glest advanced (stickyed in the mods forum)
« Last Edit: 1 January 1970, 00:00:00 by Duke »

 

anything