Multiple spawning pools

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Multiple spawning pools

Postby Mike-al » 31 Oct 2011, 19:04

Right now, you can basically move your entire camp from one location on the map to another, except for the spawning pool. I'd like it if Goblin Camp gave the player as much freedom to arrange things as they like, including relocating the spawning pool if they want. Specifically, I can't think of any reason to not allow multiple spawning pools. Let's just keep the amount of dumping jobs the same no matter how many pools you have, and if multiple spawning pools are accepting filth and/or corpses, just randomize or otherwise determine where the dumping job ends up.

Ideally this would mean that if, for whatever reason, you wanted to move your camp, you could start a new spawning pool, switch on dumping for it, and switch off dumping for the old one. Whether the old one should gradually dry out or something is a different matter. What makes this fun is that if there are unattended spawning pools lying around and there's a fire...

It's a fairly uncommon thing to move a camp, but I don't see why we couldn't support a total move by allowing several spawning pools for this express purpose.
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Re: Multiple spawning pools

Postby AndreMa2000 » 01 Nov 2011, 00:42

I don't agree,I think we should be able to make MULTIPLE spawning pools,but yes MOVE the current spawning pool to a desired location.
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Re: Multiple spawning pools

Postby Mike-al » 01 Nov 2011, 16:52

AndreMa2000 wrote:I don't agree,I think we should be able to make MULTIPLE spawning pools,but yes MOVE the current spawning pool to a desired location.


The spawning pool adheres to the general Goblin Camp system of risk and reward. It gets you more people, but grows, consuming ground and creating a bigger fire hazard. Creating a new spawning pool leaves the old one lying around as an additional fire hazard, so "moving" a spawning pool in that way increases risk. If, on the other hand, you were allowed to move the single spawning pool at will, it wouldn't increase risk in any way and just make everything more convenient for the player. We don't need to change the spawning pool in that way at all.

Above all, I think the idea of moving a spawning pool is totally wrong. What would you do, load it up into buckets? In my mind at least, it's a heaving, almost primordial mass of gunk. I can't imagine moving it in any way. Also, a free-moving spawning pool would encourage players to keep moving it to create maximum corruption to clear terrain. That would be completely wrong.
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Re: Multiple spawning pools

Postby w1mark » 02 Nov 2011, 15:29

Yea. I see no problem with having multible spawning pools. If the spawing rate is the same, it does not effect the game very much except you could make it your population spawn on differnt ends of your city which could make it slightly more effiecent. On the other hand you shouldn't be able to spam spawning pools, so you should at least have a distance requirement of how close they can be to another spawning pool or at least some other limit/cost to them.

Possibly there could be a way to have spawning pools die/receed though? If spawning pools don't get enough filth they shrink in size then eventually die for instance. This is can kinda have the same effect of moving a spawning pool if you make another one, but it adds the risk that possibly other enemies can end your game all together forcing your spawning pool to die by killing your goblins. This could be a gradual process though.
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Re: Multiple spawning pools

Postby Coolthulhu » 31 Dec 2011, 03:40

Multiple pools seem fine to me. New pools should be penalized, let's say they are too weak to support goblin production well (filth goes to corruption, not goblins). I'd say a major battlefield should be "worth" becoming a spawning pool.

I like the starving pool idea. Currently pools are immune to time and only vulnerable to fire. I'd like them to become more organic. Corruption shouldn't be permanent either, though it should recede at edges, not rot/get washed out like blood.

Why is spawn rate fixed and not dynamic? It makes young camps vulnerable after fights without a good explanation. It seems logical to me that the greenskin community would respond with increased orc spawn rate after losing many of them. If it's more of a balance concern, more restrictions on tier advancement could be introduced.
Say, production requirement only counting current tier items (so that you need to make stone axes and not just planks) and ranking them by work required (sharpened stone->2.5, stone axe->4). Plagues should make sure you regret excessive goblin breeding programs before getting alchemical remedies for scaleskin, orc hacks and red rage.
I'd love to see goblin lifetime and spawnrate affected by alchemy, cleanliness (water channels) and population density. Just like in real life - big cities with no sewers, doctors and medical supplies tend to end violently.
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Re: Multiple spawning pools

Postby qqqsimmons » 01 Mar 2012, 04:44

i realize this is an old thread...but anyway from my limited experience with 0.2, i'd vote for one active spawning pool which can be moved. the old corruption slime remains but perhaps recedes slowly.

as a fairly new player, the corruption annoys me, but perhaps i just have to get in the habit of moving camp, when the slime finally starts eating away at my piles, workshops, duckboards, etc.
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Re: Multiple spawning pools

Postby Walker » 02 Mar 2012, 02:43

qqqsimmons wrote:as a fairly new player, the corruption annoys me, but perhaps i just have to get in the habit of moving camp, when the slime finally starts eating away at my piles, workshops, duckboards, etc.


By slime I assume you mean the expanding pool itself. The corruption spreading around it kills plants, but won't destroy your constructions.

The easy way to prevent the pool eating your stuff is to place it outside your camp:

Pool.PNG
Pool.PNG (99.49 KiB) Viewed 610 times
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Re: Multiple spawning pools

Postby qqqsimmons » 02 Mar 2012, 03:05

got it, the corruption doesn't kill constructions (the spawning pool itself might?).

jeez, your camp makes my camp look like a pile of poo. i will strive towards something like that.

i was just happy finally to reach the outpost tier.
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Re: Multiple spawning pools

Postby Walker » 02 Mar 2012, 03:32

qqqsimmons wrote:got it, the corruption doesn't kill constructions (the spawning pool itself might?).


Yup. I usually place it a little further from the camp than I have here.

jeez, your camp makes my camp look like a pile of poo. i will strive towards something like that.


It's a little cramped but mostly runs nicely. I've been refining my camp construction for a while now.

gclate.png
Ah, the old days
gclate.png (45.26 KiB) Viewed 598 times


i was just happy finally to reach the outpost tier.


Congratulations on a milestone!
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