Creature Death/Ecosystem Events(Scavengers)
pie1055
Join Date: 2016-12-05 Member: 224603Members
Was thinking back to a Trello card that detailed some ideas for increasing meaningful interactions between the creatures ingame and had an idea. The more I thought about it the more it seemed feasible, so here goes.
As an example, say the player kills a stalker. The stalker would float slowly to the seabed. Upon landing it would begin a looping timer. Every time the timer loops (up to a limit specified in the stalker's properties) a scavenger such as a bleeder or a biter would be created/spawned that repeatedly attacks the stalker's body. Of course, this would create a small blood puff each time the stalker is attacked. After enough time passes numerous larger blood puffs are spawned, enough to obstruct the view of the stalker and the scavengers attacking it. At this point the stalker and some of the scavengers are despawned, letting the player see the blood cloud disperse to reveal the stalker is no longer in the game world. The end result is that although the stalker is removed a few scavenger type fish have taken its place.
Scavengers should be small enough to be eaten whole by other scavengers and larger predators on death, pretty much as it is now.
Leviathans would feature the same process but would spawn larger predators like stalkers and bonesharks in place of the smaller scavengers.
The idea is that the player can pick their poison while creature death is more natural than simply blinking out of existance. Does the player want the larger predator around or a group of smaller annoyances in the same area? It discourages the idea some players have to simply kill anything that gets in their way. Of course this system would also happen on natural creature deaths as well, such as a gasopod's poison killing a stalker that gets too close.
As an example, say the player kills a stalker. The stalker would float slowly to the seabed. Upon landing it would begin a looping timer. Every time the timer loops (up to a limit specified in the stalker's properties) a scavenger such as a bleeder or a biter would be created/spawned that repeatedly attacks the stalker's body. Of course, this would create a small blood puff each time the stalker is attacked. After enough time passes numerous larger blood puffs are spawned, enough to obstruct the view of the stalker and the scavengers attacking it. At this point the stalker and some of the scavengers are despawned, letting the player see the blood cloud disperse to reveal the stalker is no longer in the game world. The end result is that although the stalker is removed a few scavenger type fish have taken its place.
Scavengers should be small enough to be eaten whole by other scavengers and larger predators on death, pretty much as it is now.
Leviathans would feature the same process but would spawn larger predators like stalkers and bonesharks in place of the smaller scavengers.
The idea is that the player can pick their poison while creature death is more natural than simply blinking out of existance. Does the player want the larger predator around or a group of smaller annoyances in the same area? It discourages the idea some players have to simply kill anything that gets in their way. Of course this system would also happen on natural creature deaths as well, such as a gasopod's poison killing a stalker that gets too close.
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