So player can influence herds by hunting low fitness specimens and improve overall heath and fitness of a herd, right? But what if you apply same logic to surroundings? Say map is marked as plain/shrubland/mountain/river/swamp etc. There is a bunch of map objects present in area according to this preset map area type. You do your usual map set up but add another layer for dynamic foliage. Even without season rotation you can spawn more reeds in read biome, more sprouts > young trees > mature trees > old trees > dead logs and stumps in forest, new patches of high vegetation or low vegetation in plains. Same way you do grazing areas for herds. And same as animals, these plants will have their own life cycle.
That will create a sense of dynamic map and you may incorporate this layer of dynamic flora into some fauna logic. New sources of food will create new herds or improve existing ones. New or overpopulated herds will remove some extra objects from this extra layer and clear map for new spawns and move away. I see many interesting opportunities with dual structure of the map.
#What if you apply fitness potential ..but for flora?
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WOTH is a hunting simulator, not a botanical park. I reject this idea. Time and money should go into improving what players want: new species, trophy variations, and many more ideas.
So glad you are here to tell everyone what all players want.
I am in agreement that a hunting game should focus on the animals, this isn't a park ranger simulator afterall
You could incorporate this into a hunting game more if you introduced a dynamic food chain system.
Overabundance of herbivores means less quality food sources or higher predator numbers mean less herbivores getting around.
Or if feed zones (fields, clearings etc) have a quality rating based on how used it is.. creating hunting pressure can relieve the area of grazing which slowly improves overall flora health.
Just an idea that’s somewhat similar.
without "the environment" your "hunting simulator game" is just overpriced aim-labs with animal shaped targets
having dynamic gameplay may be the change to move away from game of 30 players online that want more animals and trophies
In WOTH there is population dynamics caused by hunting pressure.