Yes it definitely is a complete shift in the design of Thrive, so I would think it would only be considered if the problem remains despite other features being implemented. I still wonder about the transition from having a focus on just getting enough phosphate/ammonia as an abstract representation of cellular reproduction to having reproduction be based on a less abstract representation based on more multicellular methods we are more familiar with and can easily envision. Then again, that ties into a discussion of how sexual reproduction will be introduced and incentivized which is way ahead of us.
Would clearing the game world only effect compound clouds or other important aspects? If the former, I definitely think it’s conceptually good thing for the sake of Thrive, as it makes sure you aren’t spawning in the same cloud that got you to your current editor trip. Also, because the presence of various compounds such as glucose will shift throughout time, it wouldn’t make sense for the compound clouds of a more abundant/barren world to be present in a new situation. Each editor trip represents a significant jump in time anyways, so continuity isn’t a huge concern as long you don’t spawn in a completely different environment.
To remedy the whole undeservedly-rapid-evolution, I think a few ideas have been introduced in this conversation that can be realistically discussed right now. I’ve listed them from what I feel is least progressive to most progressive of a change (progressive in terms as completely shifting the system); in other words, items closer to the top are less fundamental shifts to the gameplay of Thrive than items on the bottom.
Purpose: We want to make the length between each trip to the editor is long enough to prove that their cell is evolutionary viable, but not long enough for Thrive to unnecessarily extend the gaming loop so that Thrive becomes a waiting game.
Direct Factors Contributing to This:
- You spawn back where you reproduced from, so if there was a phosphate/ammonia cloud there already, you can just go right back to the editor.
- You can spawn with whatever surplus phosphate/ammonia you entered the editor with.
Indirect Factors Contributing to This:
- Same AI cells remain around you when you exit the editor, so if they are easy prey, you can consume them again.
- Cell AI isn’t optimized yet, so certain species aren’t as challenging to attack as they should be, meaning free meals.
- Current reproduction mechanism is a rather simplistic representation of asexual reproduction. Not necessarily a bad thing.
Potential Solutions
A.) Spawn with 0 ammonia and phosphate instead of whatever surplus you’ve gotten in a previous life
- I don’t think this really presents any negatives and I assume it will eventually be implemented regardless. One thing to consider is how much glucose will be given to a fresh spawn cell (50% of full capacity?)
B.) Clear the game world with every reproduction
- Essentially a new plate, with new compound cloud locations. Issues with continuity of world brought up, but at the same time, each editor represents a significant jump in time.
C.) Have the amount of freely accessible phosphate/ammonia reduce to lower levels as time goes on similar to glucose.
- Similar to glucose where cells are forced to eventually be able to produce their own energy, reduce the amount of free-floating phosphate and ammonia so that cells are made to become more effective heterotrophs. Unlike glucose however, instead of almost completely disappearing, ammonia and phosphate reduce to a relatively low presence that fluctuates, simulating things like land runoffs bringing in nutrients, plate tectonics, erosion, marine snow, etc.
- Makes player builds that are more sessile to be less effective, as there will be less freely-available resources. Can be a good thing which serves as a counter balance to heavier and slower autotrophs and incentivizes more motile heterotrophs.
- Requires the implementation of a more dynamic compound fluctuation system.
D.) Require a minimum amount of health to reproduce
- Require a certain amount of health (50%? 75%?) to reproduce so that players are further incentivised to create a robust cell build. Could lead to very annoying situations where a player constantly bumps into a predator/environmental threat and is prevented from reproducing despite meeting most requirements. Can be offset by a lower health requirement.
E.) Clicking the reproduction button starts the process of organelle replication instead of directly heading to the editor. After a small amount of time (10 seconds to 60 seconds or so) as your organelles reproduce, a second click on the reproduction button means a split and a trip to the editor.
- I think this would be a pretty cool thing to see implemented. Phosphate/ammonia maintain the same role they have in the current game, but heading to the editor isn’t as much as a potential copout from a dangerous situation as you’d still have to survive for a little bit after you reach sufficient phosphate/ammonia levels.
- Some players complain that organelle duplication as currently implemented oftentimes changes the nature of your cell, so this solution can both give the player the choice of when to start splitting and do it in a controlled manner.
- As @blackjacksike outlines above, is rather realistic and can be further tweaked to more explicitly highlight the different challenges cells at different phases of life face if seen fit.
- This can also easily transition into a decoupling of reproduction from a trip to the editor incase the player wants to play another life cycle in the same generation or wants to reproduce just to boost numbers.
- Would require a decent player cell-split animation. Also, although capping the amount of time required helps, it still punishes larger builds as they would require more time to split everything. Larger builds already require larger amounts of phosphate ammonia.