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Idea for new enemy: Worms

PostPosted: Wed Dec 27, 2017 10:29 pm
by NetcodeNightmare
I haven't yet beat Adventure Mode but I find ranch life a little.... peaceful. It's easy to prevent Tarr outbreaks if you keep your corrals and your plorts in order. My idea is for a new type of enemy to oppose the Rancher, so there's more difficulty and more diversity in opposition instead of just having a tarr.
Worms would naturally spawn in the Ranch and start small, being harmless. They'd feed on dropped fruit and veggies that were never picked up. After feeding quite a bit they would grow and start to feed on slimes. They'd be hard to miss once full size and wiggle around.
As for how they'd be destroyed, water might be too easy since it can be carried around. What if the player had to sic a hunter slime or hunter-type largo (or maybe even a tarr? that would be interesting!) on a worm to eat it?

Thoughts?

Re: Idea for new enemy: Worms

PostPosted: Thu Dec 28, 2017 5:17 am
by EmeraldPlay
I'm not too sure if that would be good.

Re: Idea for new enemy: Worms

PostPosted: Thu Dec 28, 2017 6:07 am
by TheGreciansHousehold
This really doesn't suit the game.

Re: Idea for new enemy: Worms

PostPosted: Thu Dec 28, 2017 2:24 pm
by NetcodeNightmare
EmeraldPlay wrote:I'm not too sure if that would be good.

What if they didn't feed on slimes and were only a nuisance to fruit and veggies?

After all, slimes have antagonists (Tarrs) so why not food?

Re: Idea for new enemy: Worms

PostPosted: Thu Dec 28, 2017 5:42 pm
by rabbitslime
food already happens to rot... maybe one can implement this in the iron rancher mode, making it more feasible to forage for food than grow stuff.

Re: Idea for new enemy: Worms

PostPosted: Fri Dec 29, 2017 1:44 am
by TheGreciansHousehold
Tarrs are the incentives to keep slimes apart, balancing slimes that would have been overpowered.

Re: Idea for new enemy: Worms

PostPosted: Fri Dec 29, 2017 2:08 pm
by NetcodeNightmare
rabbitslime wrote:food already happens to rot... maybe one can implement this in the iron rancher mode, making it more feasible to forage for food than grow stuff.

It's true food already rots, but there's really nothing lost when it grows back in 12 real-minutes with the right upgrades (and with Miracle mix it will go even longer without rotting). It's more of an inconvenience than a problem.

Re: Idea for new enemy: Worms

PostPosted: Tue Jan 02, 2018 6:47 am
by Randomtangle
Mochi Miles wrote:I'm going to make you squirm,wiggle worm!

That's from SR, what if the wiggle worm was a pest that ate plorts?

Re: Idea for new enemy: Worms

PostPosted: Wed Jan 10, 2018 2:21 pm
by ILoveTurtles891
this would be weird because it would be the only thing that goes underground but nothing else does

Re: Idea for new enemy: Worms

PostPosted: Tue Jan 16, 2018 3:53 pm
by NotSadist
Like the idea of worms, but my idea would perhaps be more of a pest-worm, if that makes any sense.
messes up your crops, make patches of them rot or "diseased", spreading garden to garden if not cleared out.

Re: Idea for new enemy: Worms

PostPosted: Thu Jan 25, 2018 8:16 pm
by Fishkeeper
I like that the ranching part of the game is chill. Maybe if it was added to a harder version of the game, but I don't want worms in the game now, I like being able to not have to worry about being able to feed all my slimes. Don't get me wrong, it's a good idea, but I'm not sure it fits the rest of the game. In my mind, at least, this is a relaxed exploration game where there's also a farming/zoo element. The low stress is why it's one of my favorites. I can come back, scoop up a bunch of garden stuff, feed slimes, collect plorts, and then go back out to exploration.