Talon
Queen
...or some thoughts.
1. Tube-Setup.
Well I'd like to see if the Main (Formicarium) Campain will look on a later stage like this:
https://www.youtube.com/watch?v=V91E4R3T1q8
This is not supposed to be a comercial for AntsCanada, but I think this clip shows best what I mean.
Serval Outworlds connected by tubes and maybe sattelite-nests or moveing the colony to a bigger/better nest/formicarium.
Perhaps you can occupy a hostile colony nesting site after wiping out the original inhabitats.
2. Moveing the Colony.
The Queen shoud be moveable. I think about a kind of button you click, then she become a powerfull and moveable unit but her 7 Workers vanish/die. Click the same button again and she will nest again, the 7 workers will breed again. Nesting should take a while. And of course, her royal highness will not lay any eggs, if shes not nesting.
Also you should be able to move your Cocoons, or better get moved by your workers. Maybe their relocation will cost half of it totalys construction had cost. For example. Moveing lvl 1 Worker will cost 10 Food. Lvl 2 will cost 20 Food. Lvl 3 will cost 30 Food.
This way you may be able to put lvl 3 at places where you normaly couldn't upgrade them, but I think for that price it is okay.
These Features can be important for Missions and as above said for the Formicarium-Campain.
3.Mission Editor.
You said sometime ago, this feature will maybe come, but on a late stage of development. I ask you to think again about that. To be fair, most user-made-missions will be crap. But some will be true pearls. You can feature those good missions, and maybe you can recruit the makers to work als freelancers for you.
I've many Ideas what one can do with the game mechanics that are yet in. And well... now I played the game more then 50 hours. I need more stuff. ;D
4. Critters/Insects
Well you surely got serval long lists of Animals you shoud add. I could post an other long list. But that's not my point.
They should be eating. I think about a Mantis that rampages throw the map, kills nearly everything and all your Colony has to do, is to harvest the path of destruction... well this shoud not happen. The Mantis shoud eat the caterpiller if not threatened.
5. Feeding the Formicarium
Well thats only a short Point. I know most Ants are Scavangers. And I know some Ants gather Seeds. But it is a lot more fun, if they have to hunt their prey. Maybe you could give Feeder-Points after every Mission, so the Player can choose how many and wich kind of food will be droped. Maybe Seeds, maybe some Larvae or Tiger-Beatles or the Male-Scientists unhappy pet Bearded Dragon.
The Costs of Feeder-Points shoud be similar to the amount of food of the choosen prey.
1. Tube-Setup.
Well I'd like to see if the Main (Formicarium) Campain will look on a later stage like this:
https://www.youtube.com/watch?v=V91E4R3T1q8
This is not supposed to be a comercial for AntsCanada, but I think this clip shows best what I mean.
Serval Outworlds connected by tubes and maybe sattelite-nests or moveing the colony to a bigger/better nest/formicarium.
Perhaps you can occupy a hostile colony nesting site after wiping out the original inhabitats.
2. Moveing the Colony.
The Queen shoud be moveable. I think about a kind of button you click, then she become a powerfull and moveable unit but her 7 Workers vanish/die. Click the same button again and she will nest again, the 7 workers will breed again. Nesting should take a while. And of course, her royal highness will not lay any eggs, if shes not nesting.
Also you should be able to move your Cocoons, or better get moved by your workers. Maybe their relocation will cost half of it totalys construction had cost. For example. Moveing lvl 1 Worker will cost 10 Food. Lvl 2 will cost 20 Food. Lvl 3 will cost 30 Food.
This way you may be able to put lvl 3 at places where you normaly couldn't upgrade them, but I think for that price it is okay.
These Features can be important for Missions and as above said for the Formicarium-Campain.
3.Mission Editor.
You said sometime ago, this feature will maybe come, but on a late stage of development. I ask you to think again about that. To be fair, most user-made-missions will be crap. But some will be true pearls. You can feature those good missions, and maybe you can recruit the makers to work als freelancers for you.
I've many Ideas what one can do with the game mechanics that are yet in. And well... now I played the game more then 50 hours. I need more stuff. ;D
4. Critters/Insects
Well you surely got serval long lists of Animals you shoud add. I could post an other long list. But that's not my point.
They should be eating. I think about a Mantis that rampages throw the map, kills nearly everything and all your Colony has to do, is to harvest the path of destruction... well this shoud not happen. The Mantis shoud eat the caterpiller if not threatened.
5. Feeding the Formicarium
Well thats only a short Point. I know most Ants are Scavangers. And I know some Ants gather Seeds. But it is a lot more fun, if they have to hunt their prey. Maybe you could give Feeder-Points after every Mission, so the Player can choose how many and wich kind of food will be droped. Maybe Seeds, maybe some Larvae or Tiger-Beatles or the Male-Scientists unhappy pet Bearded Dragon.
The Costs of Feeder-Points shoud be similar to the amount of food of the choosen prey.