[quote=“KA101, post:21, topic:1263”][quote=“vultures, post:19, topic:1263”]
Plus I think there is a definite difference in difficulty: dynamic starts off slightly easy, then gets a little harder and plateaus, while static seems to start off relatively difficult before getting easier as time goes on. It’s not necessarily that one is better than the other, but they favor different playstyles, and I would like to see them both remain in the game, maybe with slight tweaks. A slightly static element to dynamic allowing you to reclaim a small area for a base, and the proposed changes to static would all be nice additions.
Well, I’m getting close to third week in game, and have an unbalanced pain-in-the-bun issue with dynamic: There are 250 mushroom people surrounding a farm, in a day or two it will be a thousand for sure. Since the farm has no defensive capabilities, and hit-and-run doesn’t pay off there is no other way than to stand my ground. My point being - if it was a statics issue, it wouldn’t change a thing.[/quote]
Uh, fungaloids are permanently dynamic-spawn, IIRC. Same with triffids and all other non-zeds. Problem is, their spores give them a valid in-game reason to spawn in quantity.
I’ll agree that having a “Base” flag that discouraged spawns within X radius would be nice–saves me having to chase rabbits/deer/moose/squirrels out of my base (not to mention Natasha & Boris) that I left completely closed. My only real concern with roaming hordes is that I’m not sure how the player’s supposed to (successfully) defend their base.
(Not much point to base-building if an indefinite horde can come through and chase you out. Suggest adding hordes once NPCs get workable, as they seem like things that would work well together.)[/quote]
Spikemoat and traps.