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Showing content with the highest reputation on 07/03/2018 in Posts
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And so I present the several breeds of Nimbatus sumo drones, including their counters, strengths and examples! Also check out my new guide for information about guidance systems for drones! Contact: Contact based drones rely on their ability to contact their opponent in some way, in order to push them out of the arena. All contact drones are designed to be heavy and powerful. Some contact drones will also employ magnets to help them grab onto a target. RAMMER Rammers simply ram the opponent, unguided, out of the arena. It's simply a button linked to every thruster on board and WOOSH it's outa there! Some rammers may attempt to use some simple guidance systems to help ensure a hit, but otherwise that's it. Because of it's blind attack method, dodger drones are often an effective counter, provided it's fast enough. Since rammers are unguided, they will usually fly out of the arena if they fail to meet they're target. Counters: Dodgers, Gliders, Surprise Bombs Strengths: Center Seekers SURPRISE BOMBSurprise bombs are similar to rammers, but also include a lot of explosive parts, such as fuel tanks. The theory is to ram and explode the enemy into it's parts - in the hope that it confuses, destroys or knocks out the opponent. It is rarely successful, because it's hard to maintain a usable "leftover" and the shrinking ring will most likely be their worst enemy.Counters: Shield/Coward, non-fragile drones Strengths: light drones PUSHER The pusher is a smarter version of the rammer. Pushers will instead ensure that it's enemy is in front of it before activating all it's thrusters, via the use of a distance or direction sensor. This means its less likely to miss it's target, but some carriers can confuse it's guidance systems to activate it's thrusters prematurely. Some pushers also use jump thrusters instead of regular thrusters, to give it a little more edge. Some pushers may also use magnets to help ensure it is able to push it's target out of the arena. Counter: Carriers Strengths: Dodgers, Center Seekers A pusher "Salt levels rising" versus a glider "The Corruption". Notice "Salt Levels Rising" will stop it's thrusters when it's target is not directly in front of it. PULLER Puller drones are only ever seen with mini-drones on carriers or cowards. A puller drone will seek out it's target, and once engaged, will then activate a magnet to pull the enemy out of the arena. Unfortunately, this is rarely more effective than pusher drones, and they will often be countered the same way pushers are. Counter: Carriers, Center Seekers, Gliders Strengths: Dodgers, Rammers, Pushers SPINNER Technically a sub-class of the center seeker (or glider, depending on it's guidance systems), a spinner drone utilizes a lot of thrusters to spin very rapidly, while maintaining it's position in the arena. It's especially lethal, as any drones that contacts it will be knocked off course by it's rapid rotation. Avoidance drones are often too light to handle a spinner, and will not survive once the arena closes. Multi-drones also are often not strong enough. As such, spinners are almost uncounterable (verification required). Counters: Pushers, Pullers Strengths: Everything A pusher "Salt levels rising MK 3" versus "Blender". Notice how the spinner is able to knock away it's opponent out of the arena, thanks to it's angular momentum. Avoidance: Avoidance based drones will attempt to avoid the enemy, until the arena closes, or the enemy falls out of the arena. DODGER The dodger (not to be confused with a glider) will always attempt to move out of the way of enemies. It may be fast or slow, but whatever it's doing, it's trying to get out of there. Often this leads to it falling into the ring of death, as such, dodgers are only ever good versus rammers. Most other drones are able to compensate for dodgers. Counter: Pushers, Center Seekers Strengths: Rammers CENTER SEEKER Center seekers will use some form of guidance system to go to the center of the arena, and sit there. They will often also be very bulky, to survive the onslaught of whatever it is faced against. Since they are usually the more powerful drone, they are able to outlast it's opponents until the ring of death closes in. They are countered by rammers and pushers, able to kick them out of the arena before they are able to get a foot hold. Counter: Rammers, Pushers Strengths: Gliders, Dodgers, Carriers A center seeker spinner "Beyblades" versus a glider "The Corruption". Notice how the center seeker is much heavier than it's opponent, enabling it to maintain it's position in the center of the arena, forcing it's opponent out once the arena closes. GLIDER Gliders are often mistaken for dodgers, but there is a key difference. Gliders will "glide" along the ring of death, by staying as close as possible to it, while not going over the edge. This tactic will confuse most drones into falling out of the arena, when they are pursued. However, they can still be defeated by some pushers, but mostly center seekers, which will be able to knock out gliders when the arena closes. Counter: Center Seeker, Pushers Strengths: Rammers, Pullers Multi-drone: Multi-drone classes will use 1 or more "mini-drones" which act as fully functional drones, that are detatched when the round starts. Mini-drones are often reckless contact based drones, but since they don't contain the drone brain, are of no risk should they escape the arena. As such, they mostly do not use any form of arena edge avoidance. Meanwhile, the main drone containing the drone brain will act as an avoidance class drone, staying safe as their mini-drones do the dirty work. CARRIERS Carriers are among the smartest drones. Carriers will feature several, smaller mini-drones aboard it, which it will deploy when the round starts. This can range from 4 to dozen or more mini-drones. These smaller drones will act like distractions, triggering systems on the opponent, meant for the main drone itself, or the drones may take a contact based strategy. Meanwhile, the main drone (the drone containing the drone brain) may either take part as a contact or avoidance class, or even not do anything at all. Carriers are very versatile, but they are often countered by center seekers, which are much heavier and more powerful than the carrier. Counter: Center Seeker Strengths: Pushers, Surprise Bombs, Rammers, Dodgers A carrier "Necromancer 4" versus a pusher "Bettle". Notice the two different strategies of the mini-drones and the main drone, as the main drone hangs around as a glider, while the mini-drones do all the work. SHEILD/COWARD Cowards will put all it's equipment on one large mini-drone "sheild", which is detached when the round starts and acts as a contact drone. Meanwhile, the main drone "coward" is left to fend for itself or to act as an avoidance drone They are hard to counter, but a smart drone may be able to discern the coward from the shield, or a glider could work in some cases. Counter: Pushers, Rammers, Gliders Strengths: Carriers, Center Seekers, Surprise Bombs A coward drone "The Alien" versus a glider "The Corruption". Think I missed anything? Want to contribute? Share your drone designs so I can make GIFs with them!3 points
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If you've been playing Niche for a while, you probably never thought about being able to hit a rabbil with one strength but need two for a one-hit-kill or that an ape moves twice at night while a walrus deer moves every turn. For new Niche players and old ones that may need a reminder, I am proposing that there's a health bar for entities that do not have a lifespan and expanding on the details for those that already have one. This would also be useful for keeping track of multiple of the same creature for both role-playing and functional purposes. I have a few examples with pictures and I'll describe some more. First, a health bar for a bluebird: The three icons on the top represent personal information (health bar creatures only), primary role to you, and current activity. For the bluebird, the first icon lets you know how long this bluebird has been around and an estimated time of leaving. The second icon indicates that the bluebird is primarily a predator. The third icon indicates that the bluebird is flying around. The third icon for the bluebird can also be "targeting" (focused on a specific meal, either meat or baby nicheling), "hungry" (in search of food), and "satisfied" (has just eaten, more likely to leave). Next, a health bar for a rabbil: The three icons are representative of the same things as the bluebird. The first icon tells you how long this rabbil has been around. The second icon indicates that the rabbil is primarily prey. The third icon indicates that the rabbil is currently hungry and is searching for food. The third icon for the rabbil can also be "eating", "resting" (is not moving), and "wandering" (is not after anything specific, just around). You can also see that on the health bar that this particular rabbil has been hit once; this allows you to know which rabbil this is. Also, a complex health bar for a crabbit: The first icon is the same as a rabbil's second icon. The second icon indicates that this creature is focused on a certain creature and will potential follow that creature. The second icon for the crabbit can also be "eating", “wandering”, “hungry”, "resting", and "very focused" (where the crabbit locks its eyes on one creature despite being hit from behind). You'll also notice that the crabbit has both a lifespan and health bar and that the damage is where the lifespan is. This is because from my experience, I have realized that crabbits have a set lifespan of 6-8 days (it's been a while since I tested) and can be attacked. However unlike most entities in Niche, crabbits' lifespan and health work independently. Some other comments I wanted to make about what other entities could have in terms of information are stagmoles having one health and one defense (and also having the current activity of “hiding” which gives you an estimate of when the stagmole will come out of its hole), carnivorous plants having a health bar that does not show how much health it has until it is either opened or taking a nicheling (when it has a nicheling, clicking on that nicheling twice brings up the carnivorous plant's stats), and fish swarms will also show how many fish they have in each swarm via the "Food worth" section (they also have the current activity of "breeding" where they are increasing their numbers). Another side note is that entities that move every day instead of every turn also tell you how much energy they have. For example, the apes have 2 energy as they perform two actions after the day is passed.3 points
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They can steal your poison berries and nichelings must have a high poison resistance to attack. Found mostly in swamps3 points
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Updated the guide! Added more depth to the classification and subclasses of drones. Also added the first example GIF!3 points
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OMG! This is so amazing 😍I really really appreciate your work here ❤️Very detailed and helpful. I hope we can improve the Sumo Tournament soon so more players are motivated to participate and even more strategies are created This thread sparks my imagination like crazy. I'm thinking of creating a drone which creates a field of repelling magnetic satellites, which arrange them self around the border and help you stay inside the circle. Trying to find ideas which are not yet mentioned here2 points
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he would be capable of a healing licking istead of purring :3 wich would be more easy to find them then the purring one2 points
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First of all, amazing art! I really like all the poses, they give each of your creatures a lot of character! I like a lot of your designs, though many, like the monkey tail and reptile body, have been suggested in other threads. Some of them, though, are very unique! I really like your squid tail with its fishing and cracking (though you should frame it as clam cracking and not nut cracking since squid don't encounter nuts), and the design is very interesting. For some genes, specifically the rabbit genes, you have them giving less benefit than others of the same category. For some people, including myself, that would make me not want to use them where there are more useful genes in that category. The rabbit ears should give at least +3 hearing like the other ears, and the tail should have a purpose too. In the wild, rabbits have bright white tails to confuse predators - the predators focus on the white spot, and so when it is hidden when the rabbit moves, the predators have to refocus on the rabbit, costing them time. In niche, this could translate to something like stealth or camouflage, or it could add a new trait like evasiveness, which could increase camouflage after turning or something like that. Also, snout genes don't affect sight, only smell, so the rabbit head should have +2 or +3 smell instead of +1 sight. Unless you actually want to disable the eye genes, but there is not actually a head in the game that does that currently. For your reptile body, +3 defense is really high. The only gene that currently has that is armored body, which is really hard to get since it is a prehistoric gene, and even that does not add any resistance. I would say that a +2 defense, with +1 heat resistance and -1 cold resistance is more reasonable. For the mouth, again, snouts don't affect hearing or sight - you could introduce other genes like no ears or inner ears or reptile ears to give 0 hearing (though I would not recommend that- I would give inner ears +2 hearing since animals like birds can still hear). The bearyena snout gives +2 strength and strong voice, so +3 strength without the strong voice makes sense. By the way, what do you mean by "mutation tree"? I like your rules for the grazing mouth - that seems fair to only eat the regrowing grass - but your hooves seem over powered. If each hoove has +3 movement, and you have double hooves, that gives 6 movement (compared to 2 for runner's leg), and if you combine that with lean body (+2) and whatever the back hooves give (+2?), then you have 10 movement, which is more than flight. The attack stats on top of that is far too much. I really like your idea for the attack stats when you have the set, and for the stampeding, but I would nerf the movement a little - perhaps by making each one only give 1 movement like runner's leg - that way, you can still move 6 paces with the other aforementioned genes and get the stampeding. Overall, you have great ideas!2 points
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Ore Detection Sensors to configure for one ore type. Detection Sensor with different sensibility. Example: Long Range, small cone of detection ... Short Range, Wide cone of detection1 point
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I think it would be great to have more settings for the sandbox mode. For example toggle buttons for all predator types (want to remove rogue males? Just switch them off). Maybe we could also define stuff like "Maximal tribe size" to add some extra challenge or "Maxium age of animals" so our critters can live longer. Or maybe even some special rules like "Only one male allowed in the pack" or "Tribe can only eat meat".1 point
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Maybe add possibility of adding some facny HUD somewhere in the corner, you may select certain values to show like: - percentage of fuel/energy in selected group of their storages - speed value measured by certain speed sensor, or average speed of few speed sensors - if certain button/tag is on, with description like: If button T is on/off green/red light near writing saying "Shields" - percentage of HP of certain group of elements - distance and/or direction to nearbiest objective/nearbiest enemy/nimbatus - atmosphere properties - altitude - amount of candies in the jar (I never get it right)1 point
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i know this is late. almost every tree in the game does something, the oak tree gives nuts the birch you can sit on coconut trees give...coconuts and the swamp trees have snails after rain, but the pine tree does nothing. so here is my request have it have a purpose, i don't know what, maybe pine nuts or have it protect you against the snowfall, just something. thank you for reading .1 point
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I feel like health bars would be good. I know you can check the health of bearyenas and balance bears, but not small prey.1 point
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Those ideas are really cool, @Fishyfishyfishy500 ! I also agree with @Frozenpelt Warrior that I would just really like to see more plants added in general! I was so excited when they added the new varieties of trees in this last update, and seeing more varieties would definitely increase the aesthetic appeal of islands that are currently rather drab in some ways like the savanna, or even the oceans if coral or the like gets added. I would really like to see a biome that is rather forested and would have all sorts of trees in it!1 point
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Absolutely! I urged @Micha to do this since quite some time. let's upvote this so he has no chance but to implement it1 point
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I got super lucky and when I started my Killer Frost Lands file it spawned FOUR ice blocks! So of course I'm going to share! Please comment below on what you got out of your ice blocks, and I'll post an edit here with what I got! Have fun~ ❤️ RimeSlot0.nichesave .::EDIT::. I died twice XD and on the third try, after 60 long days, I finally cracked open all the ice blocks! Here's my progress, in chronological order:1 point
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Awesome Guide! I can see how much time and effort you put into it. This would be an awesome entry into a Wiki, maybe someday enriched with GIFs. Reading your Guide made me very happy and is motivating to improve this game mode more and more ❤️ Thank you very much There's another type of Drone, but since they are rarely useful, they maybe have no right to be on this list SURPRISE BOMB You stack a lot of heavy drone parts into each other and when you start, the drone explodes into many different parts - in the hope that it confuses, destroys or knocks out the opponent. It is rarely successful, because it's hard to maintain a usable "leftover" and the shrinking ring will most likely be your worst enemy. Counter: Shield/Coward, non-fragile Drones1 point
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I love this idea! And I also have something to add on to that. -when a mother nicheling and a baby nicheling are in the same nest the mother will occasionally lick the child1 point
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Perhaps also tail movements like wagging or twitching? I noticed the other day that I can barely see my nichelings' tails unless I position the camera directly overhead.1 point
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Jeez, you seem to have a ton of great ideas! I know Niche is more of a solo game, but imagine doing this with friends! That'd be soooo cool! Take an upvote! Only downside is it has a few issues, like you said, but oh well!1 point
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I also think we could be able to design our own islands, like what they look like, what climate they have, what biome, or we could mix and match, like have a mountain biome but the climate was super hot, like a desert.1 point
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I would like to suggest the addition of a new gene slot for lifespan, of which there would be three: short lifespan, medium lifespan, and long lifespan. A nicheling with the short lifespan gene would live for 20 days, a nicheling with the medium lifespan gene would live for 25 days, and a nicheling with the long lifespan gene would live for 30 days. People have expressed a desire for either shorter or longer lifespans, so this solution would please everybody and add an interesting new element to gameplay. Like most genes, it would be selected from the mutation menu to mutate onto a nicheling's offspring, if desired. Perhaps gene dominance would go in the order of: short lifespan > medium lifespan > long lifespan. This would make the long lifespan gene difficult to obtain, but rewarding to keep, because it would increase your tribe's chance of survival. A lifespan gene slot is not my original idea, but I wanted to suggest it again so that the idea is not forgotten.1 point