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Сообщить о проблеме с переводом
I think there should be reasons for omnivores screwing with human structures-given that is survival horrow, the animals should feel encouraged to do the things that scare humans.
Now we can leave this up to affinity, sure, they did the thing that made their animal happy. But I have a few ideas to add on.
So: Why would these animals invade human structures.
1- Breeding ground.
Being able to access areas that other creatures can't is an incredible boon, and the number one reason Utahs own port.
2- Trinkets, Treasures, and Trash.
This is a bit of a new mechanic, and it sort of brings back the 'stick' I was talking about earlier as well as the 'cookie stash' for oreo I talked about on your small tier niche. The idea is that omnies can find items unique only to human structures and put them in their nest to be played with by their hatchlings. This will give children something to play with, which is the new mechanic. Play will help and animal develope faster, shortening their growth cycle. Giving hatchlings something they can be curious about will free up the adults.
3- Decoration and Protection.
Your nothronychus and gigantoraptor give me an idea. Instead of just destroying human property for fun, in their eye, they could've just step across a life saver. When stripping electric wiring and rubber tires, it might be possible-with their intelligence-to try wearing them by wrapping the objects/material around their bodies. Now this can have practical use againsts something like bleed, but, I would like to add something that I might also make a topic about later. Intimidation, the simplest way to put it is that 'resolve' should perhaps be a thing in the isle where your animal is slightly nerfed when its scared. I'll say the detail for later, but, wearing strange ornaments can be used as an intimidation buff.
4-Because Squirrels
Squirrels will actively try to cause power outtage. Something about the wire's smell just drives them crazy and they have to chew it to ribbons. Sure, not exactly the ones at the outside on telephone polls. Yet, deep in the heart of plant, they will actively search out for somethinh to screw with. So, reverting back to affinity, this is mainly a perk farmer situation.
Can I steal that?
Edit: Sounds like a 'Promised Neverland' but with dinos.
Now, of course, they wouldn't HAVE to use only human materials to build a nest, but it's an option and could be done with the reward of having a sturdier nest.
But Play is something that I would definitely like to see for hatchlings and maybe juveniles as well. Like you said, not really a necessity for them surviving, but maybe rather something tied to Affinity and give them activities while they're sitting around, waiting to become useful.
I don't know about having them use their harvest materials as armor though. I think it seems a little counterrproductive for an animal's health to wrap wires around itself.
But for breeding, Affinity, and Play purposes of destroying things, I think is something that could only improve the game.
At most, what I would is that all dinosaur factions can do this-but-there would be a ranking as to who benefits the most.
Omnies are first class, as they can turn anything into a toy (including human wares).
Carnies are second as they can use Play on anything organic based like a bone or acorn.
Herbies are last as they won't play with anything that isn't another hatchlings, juvie, or their direct parent.
This won't apply to all, galli, utah, and velo are some easy to spot exceptions. But that's my gist.
As for the growth increase, using play with an object-especially the creature's favorite object-can decrease your growth time by 50%. Used on a less favorable object or only on another animal like hatchlings or juvies can bring you down to 25-10%. Hence why Omnies will do better.
Edit: As for the whole wire wrapping thing, I'm mostly inspire by things like hermit crabs and forest fire starting hawks in austrailia.
You could argue for a slightly less harsh hunger drain, extending them across the board by about 15 minutes, but the fact is that unless they have a challenge to survive, there's no point in having them playable, and the best challenge for a creature that eats everything is trying to keep up with its demands for food. You can look at omnivores today and note how they're CONSTANTLY on the search for food as opposed to carnivores and herbivores.
A raccoon spends all night every night searching through trash for things to eat. A fox may not eat its food right away, but it does spend a LOT of time foraging and stashing extra food. A bear spends pretty much every waking hour of its life for 3-6 months out of the year doing nothing but eating before going to sleep for the winter.
Meanwhile, carnivores like lions spend pretty much their entire day sleeping and hunting for a few hours at night.
If you have a proposal that doesn't make omnivores super easy while going softer on their food demands, by all means, share it.
Omnivores will have access to the best of nutrients like fruit, something more gratifying than grass and ferns which can take several stomachs to digest properly. So, all that needs to be done is making a few of said fruit foraged or grubs to be uncovered for these guys to fill up.
The worst thing I would do to the omnies in this case is make it so that there's a nutritional value to every area which affects the spawn rate of scavengable loot. If over used, they would be forced to run somewhere else which better nutritional value.
lets assume youre a dino (doesnt matter which just as long as its completely omnivorous) and you only eat meat like a carnivore, your dino gets used to eating meat and gets more out of meat almost to the point that a carnivore would do, but in return you would get significantly less from plants and the same can be said vice versa, allowing the player to not only choose their playstyle but give a bonus to the player that can manage this "balance" between the 2 food sources to a point where it gives him a huge benefit of being able to exploit both food sources efficiently
Okay, not too bad. I see what you're getting at with this idea, but here's what I also saw while reading this.
Omnivores should/would not get the same hunting capabilities that carnivores do, so trying to live off a diet of mostly meat is not going to work out. Looking at our list of most likely candidates for omnivores, and even beyond that, the vast majority are not built for a life that revolves mostly around predation. Not even the bigger omnivores, like Plateosaurus or Deinocheirus, are clearly designed for anything but being a full-on, or nearly a full-on predator. If we want to consider the chance of omnivores from other factions, Gallimimus and Therizinosaurus, just by looking at them, are not designed to be predators in the way that a raptor or an Allosaur is.
The creatures that ARE better designed for being a predator (not really that much better, if we're being honest), like Gigantoraptor, Anzu, and Latenivenatrix, wouldn't/shouldn't get the same hunting capabilities that actual carnivores would get (Ambush, Grapple, Pounce), for the fact that it's just too stupidly hard to balance, and that point, they're just carnivores 2.0.
So now, omnivores are left with just scavenging or going after only juveniles and small animals as their source of meat, neither of which is a reliable enough food source. If scavenging was a reliable way to survive, we wouldn't be bothered to have AI, whether it spawned on players or was localized. In which case, an omnivore's diet is comprised of pretty much mostly plants, which in of itself isn't bad, until we get to the part where eating more plants means they get less from meat, as suggested by you.
If we're going to make a creature gain less by doing one thing than it would gain by doing something else, who is going to waste the time to do the thing that gives them less? Since juveniles, small game, and scavenging are going to be an omnivore's secondary choice, but would gain less, why would they bother? Couple this with the fact that you want to make their food demands easier, they'd basically be KFS herbivores 2.0. They'd be killing just because they can, not because they need to.
These animals are omnivorous because they have to be. Their lifestyle depends on them being able to eat everything, hence the higher food demands. I know I keep referring to modern omnivores, but they perfectly depict what I'm trying to describe. The omnivores that we normally think of as being more carnivorous, like bears, raccoons, and foxes, are more likely to have diets comprised of mostly non-meat, such as berries, seeds, grass, and fruit. The meat that these creatures DO eat, are based on opportunity and chance, like a bear finding an elk carcass, or in the case of omnivores actually acting as predators, their prey is typically something smaller than themselves, or just plain easier to catch, like salmon, rodents, or baby animals.
I do see what you're getting at, about their gameplay being a bit of a loop, and for that, I wouldn't be against raising their hunger times across the board by 15 minutes. To put this into a clearer perspective:
The time cycle is an hour / 30:00 Day - 30:00 Night
Our Tier 1 omnivore, Latenivenatrix, with the highest demand for food, would have a raised hunger drain from 20:00 to 35:00.
That's more than half the time cycle, or just over a full day or full night, which is already more than generous enough to allow for some extra variety in gameplay, while still being signifcantly more demanding than a carnivore's or herbivore's hunger drain.
If you'll check the post again, we are brainstorming more ways for omnivores to differ and have more unique playstyles, an example being that I just recently added the bit about the omnivores' interactions and relationship with humans.
-Omnivores being able to infiltrate and cause damage to human compounds and structures, as well as disarm traps or steal the bait without getting caught
-Omnivores having mechanics centered more around being opportunists, avoiding conflict, and using their wits rather than force or numbers to survive
I don't plan on closing this subject for a while, so there will likely be more ideas coming in that will help to expand on things for omnivores to do, likely to be tied in with Affinity.