NBW base rates change per biome
NBW base rates change per biome
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Posted 2020-11-22 15:01:43 (edited)
me and a friend were talking about how it's weird that gold wolves seem to prevalent to befriend when most wolves are... not gold. and i came up with the idea to have regional differences in nbw you can find! important note: you should still be able to find all bases in all of the biomes, i don't think any of them should be exclusive to or excluded from any biomes. however, i think having them be more common in certain areas would lend some immersion and depth to the game! the biomes: glacier: predominantly white and pale, washed out colors; some tans and greys, the rest rare tundra: predominantly white and pale, washed out colors like the glacier but greys and tans are more common, blacks and browns may be found as well; the rest are rare taiga: mostly greys and muted colors, some browns, pale colors and blacks aren't super common but aren't rare either; the rest are rare coniferous forest: greys and browns dominate, blacks common as well; whites and pale colors now pretty rare; red-tones uncommon but not necessarily rare; the rest rare mountains: greys and browns dominate, blacks are common, pale colors aren't as rare as in coniferous; rest are rare grasslands: greys and pales dominate, browns also fairly common, blacks and reds uncommon; rest are rare deciduous forest: browns and tans dominate; greys, blacks, and reds common as well but less so, golds aren't particularly rare; pales and whites are rare riparian forest: riparian forests are forests near water, so this could be a highway of sorts where you could find all base types with equal chance! prairie: mostly golds, tans, and pales; blacks, browns, and reds less common; whites rare desert: predominantly tans and golds, reds uncommon but present; browns and blacks more uncommon; whites rare swamp: tans, browns, and reds most common, leans towards darker tones than lighter; blacks and golds uncommon but present; pales and whites rare rainforest: reds, browns, and golds most common, brighter tones favored; blacks, greys, and pales uncommon to rare i'd personally lump khaki in with the grey tones, other greens that may be added to the nbw pool i'm unsure of though. chased i'd say should probably be found anywhere as is currently. i'm open to suggestions and critique! i definitely don't see this being an urgent thing or something i'd expect to be added in soon, but i do think it would be cool to add maybe once the coders are done working on more important things, or if it's something that's pretty easy to add then maybe sooner! :3 addition by Mossfoot #23226 Could also just have rates for color group & shade group, as opposed to separate chances for each individual base. For example glacier could be 80% light, 15% medium, 5% dark, and 45% cool, 30% monochrome, 20% muted, and 5% warm. So you have a 36% chance of finding a cool light wolf and a 0.25% chance of finding a warm dark wolf. A few other rate imaginings for fun: Coniferous forest: 70% dark, 25% medium, 5% light; 40% cool, 30% monochrome, 20% muted, 10% warm Deciduous forest: 50% dark, 40% medium, 10% light; 40% warm, 30% muted, 20% monochrome, 10% cool Desert: 80% light, 15% medium, 5% dark; 60% warm, 30% muted, 7% monochrome, 3% cool Mountains: 50% medium, 25% light, 25% dark; 40% cool, 30% monochrome, 20% muted, 10% warm Grasslands: 50% light, 40% medium, 10% dark; 30% muted, 30% monochrome, 20% warm, 20% cool Prairie: 50% light, 40% medium, 10% dark; 40% warm, 30% muted, 20% monochrome, 10% cool Rainforest: 50% medium, 30% dark, 20% light; 50% warm, 40% cool, 7% muted, 3% monochrome Taiga: 50% light, 30% medium, 20% dark; 40% monochrome, 30% cool, 25% muted, 5% warm Tundra: 60% light, 30% medium, 10% dark; 40% cool, 40% monochrome, 15% muted, 5% warm Riparian forest: 50% dark, 30% medium, 20% light; 40% muted, 20% warm, 20% monochrome, 20% cool Swamp: 40% medium, 35% light, 25% dark; 40% monochrome, 30% muted, 20% cool, 10% warm |
Coyote Teeth (he/they) #3376 |
Posted 2020-11-22 15:34:34
Sounds fun, I like it! It's always nice to see more biome differences. |
Nika #10475 |
Posted 2020-11-22 17:54:27
Support for this as it Makes Wolf encounters more realistic. |
Zohowler #25800 |
Posted 2020-11-25 06:09:19
Oh, this is a really neat idea! I love this. It'd give people a lot more reason to go to particular biomes for exploring, it'd go a long way toward making the biomes feel different, and it seems like it would be a pretty good bang to buck ratio as far as the amount of coding required goes. 100% support. |
🌿ɛlɛutheriahaswon🌿 #2410 |
Posted 2020-11-25 07:30:53
I love this idea. Could also just have rates for color group & shade group, as opposed to separate chances for each individual base. For example glacier could be 80% light, 15% medium, 5% dark, and 45% cool, 30% monochrome, 20% muted, and 5% warm. So you have a 36% chance of finding a cool light wolf and a 0.25% chance of finding a warm dark wolf. A few other rate imaginings for fun: Coniferous forest: 70% dark, 25% medium, 5% light; 40% cool, 30% monochrome, 20% muted, 10% warm Deciduous forest: 50% dark, 40% medium, 10% light; 40% warm, 30% muted, 20% monochrome, 10% cool Desert: 80% light, 15% medium, 5% dark; 60% warm, 30% muted, 7% monochrome, 3% cool Mountains: 50% medium, 25% light, 25% dark; 40% cool, 30% monochrome, 20% muted, 10% warm Grasslands: 50% light, 40% medium, 10% dark; 30% muted, 30% monochrome, 20% warm, 20% cool Prairie: 50% light, 40% medium, 10% dark; 40% warm, 30% muted, 20% monochrome, 10% cool Tried to express trends here like "both forests lean dark, but coniferous leans cool while deciduous leans warm" and "grasslands->prairie->desert gets progressively warm," and having less extreme rates in the starting biomes. Of course it would have to be balanced to make sure total rates are roughly equivalent, but that's not that hard. |
Mossfoot #23226 |
Posted 2020-11-25 09:25:32
Mossfoot, I really like that addition! I think it makes a lot of sense to have it vary by shade and group. I could highkey see the heavily forested areas -- deciduous, coniferous swamp, and rainforest -- leaning heavily towards Dark, while open areas -- grasslands, prairie, desert, glacier -- lean heavily towards Light, and the in-between areas -- mountains, riparian, taiga, and tundra -- leaning more heavily towards Medium shades. |
🌿ɛlɛutheriahaswon🌿 #2410 |
Posted 2020-11-25 12:14:51
Ohhh, I really like that Mossfoot! Once I'm out of class I'll add that up top as another possibility! That would also probably be easier to code, so it makes sense! If you want to add the rest of the biomes yourself feel free, or I can add them after class, it's your choice! |
Coyote Teeth (he/they) #3376 |
Posted 2020-11-26 00:35:08
Here's the rest of the biomes (I think lol): Rainforest: 50% medium, 30% dark, 20% light; 50% warm, 40% cool, 7% muted, 3% monochrome Taiga: 50% light, 30% medium, 20% dark; 40% monochrome, 30% cool, 25% muted, 5% warm Tundra: 60% light, 30% medium, 10% dark; 40% cool, 40% monochrome, 15% muted, 5% warm Riparian forest: 50% dark, 30% medium, 20% light; 40% muted, 20% warm, 20% monochrome, 20% cool Swamp: 40% medium, 35% light, 25% dark; 40% monochrome, 30% muted, 20% cool, 10% warm This would definitely need tweaking to balance all the rates, for example the sum for dark is 310 whereas the sum for light is 485. xP But you get the idea! In addition to adding a bit of regional character to befriending, it'd be useful for people who prefer certain colors, like I enjoy warm dark bases so I'd be NBW-hunting in the deciduous forest. Also shoutout to rainforest for being mostly the opposites warm or cool, we've got the colorful wolves there. :P |
Mossfoot #23226 |
Posted 2020-11-26 00:57:07
As an addition to this -- would this system include the "sorting out" of chased wolves? For instance, if someone chased a cool light wolf, would they have a higher chance of showing up in the tundra? |
🌿ɛlɛutheriahaswon🌿 #2410 |
Posted 2020-11-26 01:20:10
I like it (and Mossfoot's addition) It gives biomes more individual flavor, it makes sense, and it helps people who might be looking for specific color group NBWs for projects or lore reasons. |
Owlbear #6449 |