Jump to content
Stray Fawn Community

Spacestar TheThundersuncat

NicheMobileTester
  • Posts

    5,181
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Spacestar TheThundersuncat

  1. It makes no sense. I once thought there is one...

    But I have had a few females hit rogue males. (for science, totally)

    Sometimes they run away, sometimes they mate, independent of age, strenght and energy of the female. They will always go for females with no energy, but whether a female with full energy scares him away or not is random. The only defense is the spiky body. 

    It does seem that old rogue males are way more likely to mate instead of running away. Some will stick to a single male... can they be gay? Are they buggy?

    Alhough, I did once have an exorbitantly pretty scout, so pretty I thought him female at birth, and so did the rogues...

    Anyway, does anybody know the method behind this madness? @Philo?

    • Like 2
  2. I didn't come to whale island with the intent of starting a purely flighted line, so when two wanderers showed up... that line would have more luck than all others combined.

    In total they had two beak genes, two wings, two big bodies, scorpion tail and peacock tail.

    Perfect starters, in other words. However, they shared an immunity gene. Their children turned out sick, blind, too weak to hunt and easy to bleed dry. Oh, and winged, beaked with a rec. Big body. 

    So the best of the litter moved to a stinky tree in hopes that their children would be more healthy. Only, there was... a perfectly healthy, one winged, beaked female with two novel immunity genes.

    This was not the end of it. Fast forward two islands later, two old birds settle down in the Summer mountains. Their first ice block boasts a big bodied, mega. horned female. Exactly the gene they wanted.

    They have 6 children, no one inherits the B immunity. The new female steps up to the challenge and has... three children with a beak, one fully winged despite the mother's big nose and running legs. This line had unusually easy match ups in immunity from there on and went to unlock all genes.

    They lost the supporting line in the killer cold biome that provided food when they couldn't. In the end, they all go back in blood to those four wanderers.

    • Like 6
  3. On 7/9/2018 at 5:13 PM, Snowy Owl said:

    most of the complaints are about the gene system it seems.

    i think most don't understand how it works, and that it is fine to inbreed as long as the genes are different.

    that and they want more story.

    in my opinion most of the complaints are: we did't do research and expected the game to be something it isn't  

    Wait, inbreeding isn't fine when immunity genes match up? I haven't noticed any issues.

  4. What was already offered:

     

    Blind genes.

    A more dangerous enviroment by either increasing a predator's senses or attack. This now includes messing with temperature. 

    Nichelings need to eat more food, live longer or even have altered attributes. (Claw offering a +3 in strenght).

    The spawn chance of any entity can be altered. E.g. no bears in the mountains, but your pack needs to compete with an army of ramfoxes. Wanderers behave differently, they might only steal one sort of food or downright attack your nichelings. 

    Custom Islands can be edited and saved by the player for later. This might include the feature of creating one big mega island where all features can be unlocked and predators coexist.

    Another old request, rival tribes. Rival tribes behave like Adam's, but steal your food, compete for nests and attack your nichelings under certain conditions.

     

    //Wanderer's and Rogue males' basic gene quality can be altered. E.g. double no paw and short sighted eyes would amount to -3 points. If your minimum is set on -2, no such creature will spawn in the game.

    //Alternatively, the chance of finding a single gene can be altered or muted. Here comes a wandering army of purr snouts knocking on your door. Yes, without a single spot on them.

    //Wanderers' genes can be altered, and/or so can your pack's at the start. This includes entering the game with more nichelings.

     

    Limited tribe sizes. (Conversely, large minimum tribe sizes on difficult islands).

    -- In a Whims of Fate style, so that the number is bound to a creature, or an event.

    -- an aid that allows the player to set the max. tribe limit to anything every time they like. This should prevent overstepping the limit by accident, as neither children can be born or wanderers invited when the tribe is full. 

     

    Options I heard elsewhere:

    Anything based on the random number generator. 

    A tribe focusing on one gene. That might translate to: after unlocking the peacock tail, fifteen days later, no male without it will be able to breed.

    • Like 2
  5. On 7/19/2018 at 6:13 AM, Niche fan said:

    I get that blind is a gene but not why you would want it as a trait that can be passed on by choice. Who would choose the blind or x fertility gene and why?

    Also, are you planning on making eye color genes locked until you invite an animal with that gene to the tribe? Don't have to just curious. 

    Take care,

    There is no one better at finding food sources than a nicheling with three smelling and blind eyes. That's 5 smelling in total, I believe. Really op at scouting with a second animal.

    • Like 1
  6. On 6/7/2018 at 1:21 AM, Dinocanid said:

    I believe it's that way to be intentionally annoying, especially since the all rogue males have the derp snout gene. Although I believe the only penalty is that it's ugly and not many (if anyone) likes to use it, lol.

    The gene being the most dominant and those creatures not getting eaten seems a debuff in and of itself. But then you have things like poison berry bushes.

    Imagine if all rogue males had poison resistence and so do their children. That would be an interesting game of penalty or no penalty....

  7. This happened to me aswell and three others I know of.  Yes, on the island with the hardest difficulty and the others. Whatever the issue was, it disappeared as mysteriously as it came. It's most likely just luck.

    Odd things happen, getting two new genes from six ice blocks. Having 7 nichelings born in a row with the same immunity genes... from the same parents. The game of "is this a bug?" Is quite prevalent.

    • Like 2
  8. I'd like the player to decide their chance to find high quality genes. 

    No paw, frog legs and short sighted eyes would gain -3 points. If your minimum is set to -2, you will never find a nicheling with all three traits. This includes Rogue males.

    The points might also alter the chance to inherit said disabilities, or might make old creatures more likely to mutate them, as it was in previous versions. I'd love to hear more ideas on this, so please share your thoughts on what you would like in your game!

  9. 19 hours ago, Philo said:

    I think it would be cool if we could share Nichelings with each other :)
    Maybe we could even do stuff like Animal Crossing, where some genes are unique to some players and you need to trade ^^

    That would make it quite hard for players like myself who play on their own... and I don't think one should face that sort of punishment for prefering to play offline. 

    • Like 3
  10. 10 minutes ago, Lilytuft said:

    This way it would work even better. The current one works well, but it has room for improvement.

    I don't deny it does, it might take up room for other improvements, though. It's quite subjective, in how complete it is. But that is not my concern.

  11. This seems quite unbalanced. Paws have no rec. genes, either. The requested genes don't add much novelty, but are hard to implement. Not exactly what the devs aim for. 

    I can see these animals as competion on the harder islands, though. That would go well with the added trees, which they would "protect". Some people have talked out rival tribes, how about a rival species? They wouldn't need to be bound to the hot islands, either. The swamps could use some more life. 

    Some modification here and there and it could work very well as a smaller update.

    • Like 2
  12. These genes are a little close to the originals by themselves. There has been a request for an underground tunnel system, I can see night genes fitting perfectly into that idea. Which and what stats they should have is more complicated. I suppose we'll just have to see.

    • Like 2
  13. I suppose this could replace the existing head for water breathing, or be an adaption to the frog legs somehow if combined. The existing water head only makes sense for me on some cold islands, but they also have berries. The devs could just add the stats too. 

  14. That sounds fun as a killer island, but also problematic to implement.

    As mentioned, the predators wandering too much would be bad, but so would be too little or an easily tricked game mechanic. In addition, leaving your creatures behind in search if a new island is part of the game play experience.

    Sure, you can modify 5 features to create a new gameplay mode, but wouldn't you want new features, new content? I am not sure about this one. 

    • Like 3
×
×
  • Create New...