Patch Map Design Discussion

I have already stated that I would like to see more patches in the game. Particularly new patch types that allow players and auto-evo to evolve more unique and environment specific microbes. In general, I would like to see patches that represent environments with unique advantages and challenges.

Examples of some interesting patches would be:

  • Hot springs, which would allow photosynthesis, chemosynthesis and thermosynthesis in the same patch. This would also enable possible sulphur photosynthesis which I believe was suggested a couple of times.
  • Lakes and Rivers, particularly once Environment Tolerances are implemented. The interesting aspect of these patches would be the difference between sweet and salt water as well as having to deal with strong currents in rivers.

What do I propose?

However, I think other than having compounds and gasses in the environment change both over time and between patches, more specific “traits” should be used for certain patches or even entire regions.

For example, a certain patch might have a trait called “toxic chemicals”. This patch would have a vastly increased amount of environmental toxins. The player would see this trait on the patch map when selecting the patch, probably as an icon somewhere on the UI. If the player wanted to move to or through that patch, they would have to adapt to the new conditions. In this case it would be simple: increase health.

Alternatively, traits could be applied to entire regions. A trait like “trace ammonia” would mean greatly reduced quantities of ammonia in the patches of the region. This could serve as an incentive to evolve nitrogen fixing organelles which don’t see much use currently.

Other interesting traits might be:

  • “Frozen Waters” - reduces amount of lux and causes ice chunks to spawn (this could affect entire regions)
  • “High Geothermal Activity” - causes hydrogen sulfide to spawn (this would apply to patches other than vents, or entire regions)
  • “High mucilage concentrations” - causes mucilage to spawn naturally (this would only appear once there are enough microbes in a patch)
  • “High glucose concentrations” - causes a lot of natural glucose to spawn in the patch

Why should this be implemented?

I believe this system of patch/region traits would serve both as challenges and opportunities for players. This would make every planet and every game unique, with different opportunities for evolution and different challenges to face. It would be a way for the environment to affect the life on the planet, even before actual planet generation.

Moreover, I think this is more than just a “quick fix” before the planet generator. Actually, I think it would work well in tandem with a more advanced planet generator to represent local environments, or more broadly continents or regions. The planet generator would determine which traits could be generated.

I think it’s a clear system, that players understand. It is not too complicated to follow, and I have seen similar systems in other games. It is probably also easy to generate without getting into the nitty gritty of planet generation.

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