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Slime pits - THEY NEVER STOP! #7764

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Rivet-the-Zombie opened this issue May 28, 2014 · 2 comments · Fixed by #7766
Closed

Slime pits - THEY NEVER STOP! #7764

Rivet-the-Zombie opened this issue May 28, 2014 · 2 comments · Fixed by #7766
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Game: Mechanics Change Code that changes how major features work <Suggestion / Discussion> Talk it out before implementing

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@Rivet-the-Zombie
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As it has been recently pointed out on the forum, slime pits are a pain because there's no way to 'kill' them like there is with fungal infestations, triffid groves, and ant hills.

Since we recently added a superblob entity that commands other blobs, how about we tag it so that killing it off reduces blob spawn rates?

@KA101
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KA101 commented May 28, 2014

Mechanically, no argument (you make it to the bottom, make the kill, and get out alive? YOU EARNED IT) but it's gonna need a lore reason why the blobs are suddenly quiescent.

Perhaps the XE037 decides to hole up 8-) and self-preserve until it can develop another brain blob? (Figure a year at least, give the player some time?)

@Eighth-of-Third
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Can't you stop them spawning by burning every single tile of slime in the area to ash?

It seems to work for me.

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Labels
Game: Mechanics Change Code that changes how major features work <Suggestion / Discussion> Talk it out before implementing
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3 participants