Scorpinator said:
Though, they already have the codes for the ants, so implementing new visuals and altering some codes or give it something extra can't be that hard right?
You have no idea HOW MUCH TIME it takes to make all those meshes, animations, textures, lightning and stuff. While it may not be a completely fair comparison I do know how much it takes the graphics designers of Fractured Space to make a SINGLE one of their space ship models - ONE MONTH (and while they have more details they do have far less animations).
Making models takes a TON of time.
Scorpinator said:
Just some ideas to alter ants and make more species in a quicker way:
- Red fiery ants: A little more damage output in general, less defense (Agility stays the same)
The "red fiery ants" already have an absolutely ridiculous damage output, to a point were the F. rufa shooters are literally breaking the game.
And Solenopsis red improted fire ants don't really do THAT much damage to other ants, their strength lies more in numbers and coordination - some ants, like Nylanderia fulva (the raspberry crazy ant, another formicine ant closer to the Lasius garden ants in size) is even completely immune to Solenopsis ant toxin and currently wreaking havoc in Florida as one of the worst invasive ants in the state.
Scorpinator said:
- Carpenter ants: bigger, a ferocious bite, but very slow in damage dealing and slower in general. 1 carpenter can carry food that 2 ants can carry because they are slower and bigger.
Carpenter ants are very tanky and their large major workers are ridiculously good at killing other ants. Three Camponotus majors can take out an entire Lasius garden ant nest containing several hundred workers. But they usually do not forage in large groups so their pheromone marker reaction probably needs some adjustements.
Scorpinator said:
- Carebara atoma or in general tiny ants: Faster movement, less damage output. (Great for gathering food fast, less good in fighting) (maybe lesser cost to make?)
The damage output of ants doesn't necessarily have anything to do with their size. Some small ants like Solenopsis fugax thief ants have chemical deterents that are so powerful they can drive away ants hunderd times their size.
But aside from these very specialized small ants most likely don't have much gameplay values (that is in addition to the fact that you'd barely be able to see them because Solenopsis fugax workers are about as large as the eye of a Formica fusca worker).
Scorpinator said:
- Flying ants: can fly over obstacles in the open world. (But i think its too soon for this option, we have no enemy that can kill flying creatures yet. ) Downside of this, it can't attack while in the air, so shooting enemies will be his downfall.
There are no flying ants aside from their queens and males which are of zero combat value (well, there are some exceptions like the Poyergus queen but those are extremely rare, even army ant queens are completely helpless without their workers).
Scorpinator said:
The point i'm trying to make = Slight balance changes in base stats, can alter the game on many ways. Not adding, new ants in general but copy the colony base codes, alter it a little bit, test it and bring it out. You can change them afterwards for balancing reasons. Adding different colonies that vary in cost, damage output, mobility and defense makes you play every colony different and if you have more game modes, choosing the right colony will give you more advantage over others.
In some way we already have this with the tile upgrades (although I wouldn't mind if in the case of polymorphic ants we could just build workers of different sizes and different stats since the upgrade system doesn't really work out anyway).
However having a thousand slightly different ants won't really get you anywhere anyway. You may end up having a thousand ant types for the sake of having a thousand ant types but in the end they either all play somehow the same or there's one go-to type that is has the best cost-effectiveness ratio - a bit like Warhammer Space Marines.
I'd rather prefer FEW ants that are VASTLY DIFFERENT (in fact so different that they cannot really compete with each other because they are so vastly different, like a Warrior, an Archer, a Wizard and a Thief) over a ton of ants that all play the same (it may be a bit more difficult to achieve this with ants than with RPG classes though).