# Flock Design Doc and Planning :::danger **Flockmind refactoring project has concluded** as of July 2022. This document is out of date, but is kept for historical purposes, along with the repository at [stonepillars/goon-flock](https://github.com/stonepillars/goon-flock). ::: :::info **Flockmind is part of the game now!** You can contribute and find more up-to-date information in #imcoder and the Goonstation repository. ::: ## About The Flockmind is an antagonist that is a "radio bird," an intangible entity that has found the station and seeks to use it to gain enough resources to build a relay structure, which will allow it to transmit itself to find something long forgotten. It is an entity that is based on computation, made up of the computation of its Flockdrones, drones that the Flockmind controls. Assisted by partitions of itself, Flocktraces, player controlled entities, the Flockmind uses its drones and abilities to convert the station, take resources, and work towards the ultimate goal of building the relay. ## Mechanics ### Design goals * Multiple flocks can exist, and may be enemies of each other. Might not happen in typical flock game mode, but might be fun to try out. * Differences from blob * Flock is more of antagonist that isn't a threat until it starts doing bad stuff. It is not outright oriented towards killing the crew, unlike blob, and so it isn't a threat right away. If the Flockmind does decide to go for building the relay, it will eventually become a threat that needs to be dealt with. * Flock is oriented more towards defense/protection/warding than lethality. ### Flockmind * The Flockmind is the main controlling entity of the Flock. It starts out the game by placing an entry rift, which creates necessary entry stuff. * The Flockmind is named as cv.cv (c consonant, v vowel). * It uses a resource called compute to perform its tasks and abilities. * The Flockmind has various abilities it can used. The unlock method is tbd, but is based on either reaching enough compute or constructing arrays: * Spawn rift - Initial entry ability to start the game. After some time, it spawns Flockdrones and starting resource cubes, and converts some nearby turfs and objects to Flock. * Ping - Target something to highlight its location to all Flockmembers. See [#135](https://github.com/stonepillars/goon-flock/pull/135) * Designate priority tile - Targets a tile for priority conversion by Flockdrones. * Designate enemy - Targets a mob, critter, or vehicle (and those inside) as an enemy of the Flock. * Partition mind - Creates a Flocktrace * Diffract drone - Turns a Flockdrone into Flockbits * Gatecrash - Opens all nearby doors. * Concentrated repair burst - Heals a Flockdrone (or Flockbit?) * Radio stun burst - Stuns anyone who has a headset near you * Narrowbeam transmission - Sends a transmission to a radio, clear to those worn by mobs, or garbled if sent to something like an intercom. * Mark for Deconstruction - Marks a converted object/wall/door for deconstruction by a drone. [#188](https://github.com/stonepillars/goon-flock/pull/188) * Flockminds can click on drones to open a context menu that will allow them to manually give a drone an action to perform, including making them move somewhere, convert a tile, capture a target, build a barricade, or shoot someone. See [#181](https://github.com/stonepillars/goon-flock/pull/181). * Flockminds can see infrared, cloaked people, and AI eyes. ### Flocktraces * Flocktraces are partitions of the Flockmind, player controlled, that help the Flockmind to perform its duties. * They are named as Cv.v (may be changed in the future). * Each Flocktrace takes up 100 compute. * Spawned by Flockminds from a pool of available ghosts. * Their main function is to control individual drones for combat etc. * Flocktraces have a subset of the abilities of the Flockmind: * Ping * Designate enemy * More (tbd) * Flocktraces can open context menus for Flockdrones similar to the Flockmind. * Flocktraces have the same vision as Flockmind. ### Radio * The Flock has a unique radio channel that they may talk over (possible discussion about requiring arrays). * (Flocktraces?) Flockdrones, Flockbits, and Flock structures speaking in this channel have a link in the message that can be clicked on by the Flockmind to teleport to. * Silicon stuff (check what it exactly is) * Mobs cannot understand Flockdrone speech. ### Flockdrones * Flockdrones are the main AI force of the Flock. They gather resources, convert station infrastructure to Flock infrastructure, shoot at and cage designated enemies as necessary. * They are named as cv.cv.cv (may be changed in the future). * Flockdrones have health icons, shown to the Flockmind and Flocktraces, that show close to their exact health. * Flockdrones can be possessed by the Flockmind or Flocktraces for direct control. * When possessed, a controller icon will be shown on them to all Flockminds and Flocktraces in the flock. * Resources * Flockdrones have a floorrunning ability which allows them to safely travel through converted floors and walls at the cost of resources. It is used by holding the run key over Flock converted floors and walls. * Flockdrones, when controlled by Flockminds or Flocktraces, are unable to attack stuff owned by their Flock. * Flockdrones may be split by the Flockmind's Diffract drone ability, which causes them to split into three Flockbits. * A Flockdrone has for its hand a grip tool, which is not as good for combat, having a reduced chance to grab and harm others (should probably add disarm), but is good for picking up items. * To gain resources, Flockdrones can place items it picks up into a disintegration reclaimer, which will process the item into resources and eventually destroy it. * Flockdrones can convert the station to Flock using their nanite spray tool, along with performing other abilities with it. * Conversion: * To convert tiles to Flock, the Flockmind can target space, floors, or walls with the nanite spray tool, which after some time will convert it to Flock. It requires 20 resources to do this. * Some objects on a tile that is converted to Flock will be converted to a Flock version. * Abilities: * Help intent * If targeting a Flockmind scheduled tealprint, resources will be put into it. * If targeting an unconverted tile, it will begin conversion of the tile to Flock. * If targeting Flockdrones, Flockbits, and Flock converted tiles and objects, they will be repaired, at the cost of 10 resources. * Disarm intent * Targeting a mob or critter will begin to construct a cage over them. * Targeting a Flock floor tile will construct a barricade, which costs 25 resources. * Harm intent * Any Flock stuff except for Flock floor tiles and ghost structures may be deconstructed * If targeting a dead Flockdrone, it will be butchered. * Flockdrones have for a weapon an incapacitor, which fires an energy stun projectile, similar to tasers, but it can go through windows and airlocks, has a chance to hit targets lying on the floor, and deals a small amount of burn damage. * Flockdrones can build eggs, at the cost of 100 resources, which when built spawn a Flockdrone. * Flockdrones have 30 brute and 30 burn health. They take increased damage from brute sources, but reduced damage from burn sources. They are immune to toxin damage and oxygen loss, and cannot be irradiated. Being damaged reduces their move speed. * Flockdrones will report anyone who attacks something Flock owned as an attacker, and the person will be marked as an enemy. They report their own attacker. * Enemies, once stunned and incapacitated, will attempted to be caged by flockdrones, which will create a Flock cage with the person in it * Flockdrones can move freely in space. * Flockdrones are not moved by conveyor or mass driver type objects. * Flockdrones can move through each other and Flockbits, most constructed buildings, and barricades. * Flockdrones do not use stamina. * Flockdrones have a set move speed (walk or run), and cannot sprint. * Flockdrones do not metabolize chemicals. * Flockdrones will occasionally be distracted by birds if they see one. * Flockdrones can see infrared, cloaked people, the AI eye, and have good nightvision. * When Flockdrones go off the station z level, they enter a dormant state and are removed from the Flock. * When Flockdrones die, they may be butchered, which will create a variety of resources that may be picked up. ### Flockbits * Flockbits are mindless drones that have the sole purpose of converting the station to Flock. * They are named as C.rand(1, 99).rand(1, 99) (may be changed in the future). * Flockbits have health icons that show their health. * Unlike Flockdrones, converting tiles for them is free. * When they go off the station z level, they enter a dormant state and are removed from the Flock, similar to Flockdrones. * Though not necessarily used, Flockbits have vision of infrared, cloaking, the AI eye, and nightvision. * They do not metabolize chemicals. * They cannot be moved by conveyor or mass driver type objects. ### Cages * Cages are the way that the Flock ultimately subdues enemies. * When a cage is built around someone, they are trapped inside and need to move around, flip, or have someone else damage the cage to get out. * Cages can be built around any mob or critter. * Cages over their lifecycle will rip apart their contents, including items, clothes, limbs, and organs if available, and convert them to resources. When a resource threshold is reached, a Flockdrone egg will be created. Multiple eggs can be expected to be made from a person. Once its contents are fully converted, the cage will be destroyed. ### Compute * Compute is the main scaling resource of the flock, gained from drones aond compute nodes, which are built from scratch (not yet implemented) or made from converting human computers. * Drones provide 10 compute * Compute nodes provide 60 compute * Compute nodes made from mainframes provide 180 compute * Flocktraces require 100 compute * If the available compute drops below the threshold required for a flocktrace, a flocktrace will die. * At 1000 compute you can begin to construct a relay. ### Conversion * Space tiles have a Flock lattice built over them. * These lattices can have any Floor tile placed on them or may be converted into a Flock floortile. * They can only be destroyed using a welding tool. * Floor tiles are converted into Flock floor tiles. * They can support floorrunning (also stuff tbd with collectors. When being floorran through, they light up. * They may be broken by hitting them. Upon receiving enough damage, they enter a broken state, where they may not be Floorran through, and may be pried up with a crowbar. * Walls are converted into Flock walls. * They reflect energy based projectiles (non-lethal and lethal). * They light up like floortiles when being floorran through. * Upon receiving enough damage, they enter a broken state similarly to Flock floortiles, where they do not reflect projectiles, do not support floorrunning, and may be destroyed using a crowbar. * Doors are converted into Flock doors, only openable by Flockdrones. * They are not affected by Gatecrash. * Upon receiving enough damage, they enter a broken state where they may not be opened. Damaging them more will destroy them. * Lockers are converted into flock lockers which can only be opened and closed by drones. (this overrides their previous access) * Item storing machinery like vendors, reagent dispensers like chemical dispensers, and air tanks are converted into a resource converter structure that creates resource cubes over time, with the total amount related to the resources inside the converted object. * Computers (`/obj/machinery/computer` and `/obj/machinery/computer3`) are converted into flock compute nodes that provide compute to the flock. * The mainframe is converted into a version of the compute node that provides extra compute. * Lights are converted into flock lights, dimmer and teal coloured. * Chairs are converted into Flock chairs, acting the same. * Tables are converted into Flock tables, again acting the same. * Cameras on converted tiles are disabled when conversion happens. ### Constructs * The Flockmind can schedule various Flock structures to be built. It starts by placing a tealprint, which upon receiving enough resources from Flockdrones will turn into the wanted structure. * Flock structures periodically report to the Flock when attacked. * Unlock methods tbd, but will likely require certain amounts of compute to be reached, a number of arrays to be built (if that route is gone), and certain tasks to be completed. Currently implemented: * Collector * Provides compute and powers tiles around it * Sentinel * Arcflash turret * Gnesis turret * Fires coagulated gnesis injectors, see [#110](https://github.com/stonepillars/goon-flock/pull/110). Repeated shots trigger flockbit conversion, see [#7729](https://github.com/goonstation/goonstation/pull/7729) * Interceptor * Destroys tangible projectiles fired near it * Relay * Requires 1000 total compute to construct (irrespective of amount taken up by traces) * Radially flock converts a large area, generates an announcement from centcom and gives the crew messages revealing its approximate location and then explodes after 6 minutes, causing a massive blast crater and completely bricking all radios. The shuttle is unable to be called while the relay is active and will be recalled if it is in transit, see [#246](https://github.com/stonepillars/goon-flock/pull/246). In progress: * Sapper * Saps power from nearby APCs to power Flockbits, Flockdrones, or structures, depending on the Flockmind's choosing ## Beginning * Resource gathering * At this point, flock is super weak and vulnerable so needs to be hidden * but also in a place where there are lots of resources to farm * Turn junk into flockdrones, prep a beachhead ## Midgame * Compute generation and infrastructure building * Multiply drones, capture human computers and construct collectors to build up compute * Spawn more flocktraces to help you * Build tower defense structures * maybe resource distributing stuff? ## Endgame * Relay * Build & defend relay while it charges. Once charge is reached the relay transmits THE SIGNAL, explodes, and bricks every radio headset on the station. The shuttle is force-called, and the crew has to try and escape with no radio and a big hole in the station. * When the relay is activated, the shuttle cannot be called and is auto-recalled if in transit. * Maybe make capturing certain station objects help with building the relay (mainframe, PTL etc.) ## Losing * When the flock has no more drones left, it has lost (and dies). * Drones not on station Z level do not count towards the flock * On flock loss, the round ends (the same as revs/nukies/blob)? ### Relay * triangulate - require certain positions? * Probably have it require a large space for it and make the prerequisite steps breakable * it has to be defended, and the crew has to target it * if it requires a large space then the flock need a reliable way to remove obstructions * Possibly requires arrays to be made first * existing rare map items that could be 'converted' towards/into relays * comms dish * PTL(?) * theme-wise, the flock transmitting to a new location over the PTL might fit? * AI Core (antag's AI :eyes: ?) f l o c k l a w f l o c k l a w * mainframe * shield computers # In development stuff ## Stuff to implement: ### Features: * Allow manual promotion * New ability for flockmind/trace to knock out cameras in an area, maybe even up to causing a localised blackout? ### Other stuff * Drones don't follow people for so long ### Reworks: * Light changes (how much of Flock vs. station stuff should they keep?) * Conversion of lights without bulbs * Faster grabbing * Moving Flock stuff over to a unique processing loop * Tracking cats for flockdrones? * Drones don't follow people for so long ## Stuff to consider * Conversion of ocean/asteroid turfs * Allow picking of flockdrone names * Status panel in flock control panel where you can see more specific total stats such as number of tiles owned * Signal area to avoid * Barricades pass flock projectiles * How to make finding last flockdrone/space escaping flockdrones easier ## Structures ### Proposed complete set of structures: #### Philosophy behind chosen structures * Structures were designed taking into account: * Roles: Offense, defense, support, utility, resources * What supports Flock progressing to the Relay * How can Flock utilize the station's resources * As Flock progresses, unlocked buildings give more options rather than be directly stronger towers * Flock is more based on friendly until attacked - not inherently murderous, as they just want to build the relay, but they are dangerous as needed, within theme * Structures are unlocked from reaching a threshold of compute or having an action performed #### Structures: * Structures: * Teleportation gate * Sentinel (tower - offense/defense) * Collector (resources - compute, apc charge) * Gnesis turret (tower - offense/defense) * Compute node (resources - compute) * Fabricator (resources - resources) * Interceptor (tower - defense) * Sapper (tower - support/utility) * Transmitter (tower - utility) * Array * Relay * Early game: * Start with: * Teleportation gate * Provides utility * Sentinel * Provides offense/defense * Collector * Provides compute. * Gained: * Gnesis turret * Provides specialized offense/defense * Unlocked through taking limb in a cage * Station convertable: * Compute node * Provides compute * Fabricator * Provides resources * Mid game: * Gained: * Interceptor * Provides defense * Unlocked at certain number of bullet hits on Flock owned stuff. * Sapping tower * Provides support. * Unlocked at certain number of compute. * Distortion transmitter * Provides offense * Unlocked after using abilities a certain number of times. * AI core box * Provides support/utility * Unlocked by converting AI * Array tower * Provides a "checkpoint" for Flock * Unlocked by converting the communications dish * End game: * Relay ### Idea: Distortion transmitter * A tower that distorts a targeted area, making it appear very wavy, maybe teal, seen only by non-Flock. Unlocked after using your abilities a certain number of times. * Purpose: To give a simple sort of offense for the Flock. * Pros: * Adds some confusion to fighting Flock. * Adds a form of utility offense. * Cons: * May be too annoying to fight against. * Might not do enough. * Alternatives: * A different offense tower. ### Idea: AI converted core * An AI converted core that acts as the housing for a Flocktrace that gives compute instead of using it. * Purpose: To allow the AI to be switch sides without using the usual way of just changing its laws. * Pros: * Would add a way to get positive compute traces * Would give the AI a way to participate in Flock activities * Cons: * May prevent the AI from rejoining the round if they die. * Alternatives: * Could just stick to using laws to rogue the AI ## Idea: Hologram emitter * A tower that creates Flockdrone and Flockbit "holograms." You can set the tower to create the holograms at itself, or at a distance away from the tower. Holograms when hit disperse and disappear. Unlocked after using a certian number of abilities. * Purpose: To provide some distraction for Flock. * Pros: * Can help Flock survive a little more. * Can take some focus away from Flock. * Cons: * Might not be very intuitive. Could allow thermals to see that they are fake, or maybe provide occasional flickers. * Might just end up being completely useless * Alternatives: * Different confusion tower ## Idea: Tealform nest * A tower that will create a timed "tealform" cloud (miniature bird cloud) at a target location, or a set of them. People can destroy the cloud, but passing through it will cause the tealform cloud to surround them, causing them to periodically drop anything they are holding . Unlocked after using abilities for a certain nuber of times. * Purpose: To provide some non-lethal distraction and deterrent for dealing with Flock. * Pros: * Provides a small deterrent for dealing with flock * Provides first line of defense * Cons: * May be too much of a counter against the main thing you need to hurt Flock * May be too much going together with what Flock already has at their disposal * May interfere with goal of gnesis turret * Alternatives: * The nest sends out the tealform cloud if anyone comes into its range and they stay nearby for long enough. ### Idea: Signal projector * A tower that provides passive teleportation jamming and explosion resistance around it. Unlocked after using a number of abilities a certain number of times, or receiving an explosion on flock turf * Purpose: To provide a counter against some of the more rare but deadly attacks on Flock * Pros: * Provides some defense for Flock against some stuff that's hard to counter against * Cons: * May not every really be used * May just encourage more tricky placement of bombs * Flockdrones can just eat bombs if they are quick enough * Alternatives: * Switch the tower to only providing teleportation jamming * Allow the relay to teleport jam ### Idea: Transmission gate * A structure that allows you to transmit/teleport drones to another location on the station. Click dragging from the structure onto a location will set its output teleport location. Alternatively, a Flockmind can click on it, hover over the turf they want to set its location to, and click an okay button. Flockdrones can teleport by standing by this structure and clicking on it. AI controlled Flockdrones can be click dragged onto it to use it. It has a limited number of charges, but can be recharged by the sapper turret * Purpose: To allow direct transportation across the station and escape in bad situations. * Pros: * Would provide chances to quietly jump into an area and convert it while main attention is on primary Flock spawn point * Would help distribute the Flock, which may help reduce having a bunch of powerful Flockdrones in a spot * Would help provide escape, in a more organized way than escaping through space * Would complement requiring arrays to build the relay. * Cons: * Would maybe make escape too easy * May make it too easy to spread Flock out * Maybe invalidated by the respawn system. * May make it incredibly annoying to fight Flock, though Flock can almost always escape through space anyways. * Alternatives: * Could just stick with Flockdrones spreading through space to help them escape and spread ### Idea: Array tower * A tower that is created from converting the communications dish. Once converted, it provides a "checkpoint" for the Flock. Your compute cannot drop below the value the Flock has when built. It gives a free Flocktrace. Relay compute can maybe be raised again and when built, this lowers the compute cost of the relay. Requires a certain number of compute to be reached before it can be built * Purpose: To provide a checkpoint for the Flock that assists as a milestone in building the relay. Also helps lock the crew into fighting the Flock. * Pros: * Provides a checkpoint for the Flock. * Cons: * Having a checkpoint be useless in many cases, depending on how well the Flock is fighting. * Converting the comms dish might not be very good for gameplay. * Alternatives: * Just stick to conventional structures. ### Idea: Sapping tower * A building that saps power from the nearest apc. Gives extra functionality to nearby Flockthings in the area, depending on the Flockmind's selection. Can permanently increase compute of computers in the area, heal nearby Flock, or aid nearby Flockstructures. Unlocked after reaching a certain amount of compute. * Purpose: To give an interaction with station power, and give a bit of utility. * Pros: * Allows another use of the station's resources. * Makes it harder for people to fight the Flock without directly impacting fighting. * Cons: * Might tend to be somewhat useless/unnoticeable in some cases? * Alternatives: * Many other alternatives. ### Idea: Alternate sapping power * Same as above. However, chooses either Flockdrone or Flock structure to power up. * Flockdrones targeted by a Flcok ### Idea: Noisemaker (uncertain) * A building that plays flock noises occasionally from random radio sources around the station. * Purpose: To solve the issue of flock sounds being extremely obvious and recognisable. * Pros: * Makes it a lot more possible to hide where your main base is * Prevents flock being instantly swarmed as soon as someone hears a door go bloop * Cons: * Audio spam * Sounds not being as strongly linked to their actions * Alternatives: * Could be an ability, but we have too many of those already * Could be a passive, but you don't want to immediately out the existence of the flock as soon as they spawn ## Structures thought of but that won't be added ### Idea: Signal jamming tower * A tower that garbles or prevents nearby signals from being sent over the radio, maybe even prevents signals from being received. * Purpose: To provide a way of suppressing radio signals * Pros: * Gives a way to suppress people from reporting Flock activity. * Cons: * People will most likely be fighting the Flock when near a signal jamming tower and won't be talking or reading radio anyways, making the structure not very worthwhile. * Goes against radio stun burst ability * Alternatives * Put an ability on the Flockmind that can jam signals * Allow the signal jamming tower to jam a specific area away from the tower, not necessarily at its location. ### Idea: Signal emitter tower * A tower that "transmits" the signal, translating into teal visions appearing for people nearby. * Purpose: To provide some offense and confusion for attackers. * Pros: * Can give some much needed indirect offence but interference for when fighting the flock. * Cons: * May interfere with fighting the Flock too much * Could be very annoying dealing with hallucinations the entire time fighting the Flock, especially if the entrance to fighting is a single hallway * Alerternatives * Another tower ### Idea: Healing tower * A tower that heals nearby Flockdrones, requiring compute to run. * Purpose: To add a way to passively and actively heal Flockdrones in non-combat and combat situations with at least some drawback. * Pros: * Would provide an alternative to healing than using resources. * Would give another way to heal Flockdrones when in combat situations. * Cons: * Could have the same issue as the Flockmind heal ability, where it just instantly heals Flockdrones that are being beat successfully and should die. * Alternatives: * Could just stick to Flockdrone repair as being the standard way of healing Flock stuff. * Sapper tower ### Idea: Protection tower * A tower that applies a shield/hardened gnesis layer on nearby Flockdrones, breaking upon the Flockdrone being hit but negating all damage. * Pros: * Provides some extra defense for Flockdrones. * Cons: * Not sure, may be some issues though with how often the shielding is given out. * Alternatives: * Could just stick with healing abilities/towers. * Could give a flat damage reduction to nearby Flockdrones and towers. * Sapper tower ### Idea: Air converter * A structure that slowly converts the atmosphere into resources. * Purpose: To give an additional way of gaining resources and a reason to not space the areas you are in. * Pros: * Would give another way to get resources * Would give a reason to not space the rooms you are in * Would give a risk/reward to humans spacing the rooms Flock are in * Cons: * Resource stream may not be worth it or too slow * Would still lead to rooms being evacuated of air regardless * Alternatives: * Fabricator structure ### Idea: Enhanced collector * A building that is created when converting SMES's. Acts like a collector but provides more compute per tile, or also adds diagonal collections. * Purpose: To add a another Flock structure that is made from station converted objects, and another way of gaining compute. * Pros: * Adds another convertable station object. * Adds another way of gaining compute. * Cons: * May be a little too simple to gain a structure that gives high compute immediately. * Making game changing structures that hinge off of certain areas in the station might not be best for gameplay * Alternatives: * Can just stick with regular compute structures. * Compute storage tower ### Idea: Array tower * A primary tower that could do several things. Multiple arrays could be required for building the relay. They could provide buffs to abilities, or be prerequisites for unlocking more structures. * Purpose: To provide some substance and progression for what the Flock can do. * Pros: * Would provide a more involved goal for Flock * Would provide some incentives for Flock spreading across the station * Cons: * May just not work out for Flock in the long run with how much attention the Flock can get * Alternatives: * Stick with more traditional use only compute for building the relay ### Idea: Solar converters * A building that is made by converting solar panels. Provides a small amount of compute. * Purpose: To give a reason for Flock to expand to space and hopefully some fun space fights * Pros: * Gives another way of generating compute * Allows for space expansion * Cons: * With number of solar panels available, the compute given may not be worth the resource cost to convert the tile its on. * Alternatives: * Any other way to generate compute ### Idea: Transmission gate * A structure that allows you to transmit/teleport drones to another location on the station. Click dragging from the structure onto a location will set its output teleport location. Alternatively, a Flockmind can click on it, hover over the turf they want to set its location to, and click an okay button. Flockdrones can teleport by standing by this structure and clicking on it. AI controlled Flockdrones can be click dragged onto it to use it. It has a limited number of charges, but can be recharged by the sapper turret * Purpose: To allow direct transportation across the station and escape in bad situations. * Pros: * Would provide chances to quietly jump into an area and convert it while main attention is on primary Flock spawn point * Would help distribute the Flock, which may help reduce having a bunch of powerful Flockdrones in a spot * Would help provide escape, in a more organized way than escaping through space * Would complement requiring arrays to build the relay. * Cons: * Would maybe make escape too easy * May make it too easy to spread Flock out * Maybe invalidated by the respawn system. * May make it incredibly annoying to fight Flock, though Flock can almost always escape through space anyways. * Alternatives: * Could just stick with Flockdrones spreading through space to help them escape and spread ## Planning how Flock plays out ### Flock round start game mode * Flockmind starts with a number of Flocktraces. * Option 1: * Flockmind spawns a rift, with at least four Flockdrones, three Flockbits, two sentinels, and several Flock converted tiles. * Flocktraces and Flock stuff that spawns is dependent on the number of people playing. * Option 2: * Flockmind spawns a rift as usual. * Start game Flocktraces also can spawn rifts, or the Flockmind can spawn smaller rifts that come with Flocktraces. They must be a certain distance away from the Flockmind's primary location. * The Flockmind helps grow the Flock. ### Flock midround start * Flockmind spawns a rift. * Rift spawns four Flockdrones, three Flockbits, two sentinels, and several Flock converted tiles. * Flockmind starts with a single Flocktrace. * Flock starts later, assuming crew has been dealing with things, so it isn't as strong but can still be dangerous. * Flock goes through typical start, midgame, and endgame. # Current issues and thoughts on how to fix them ## Relay is built when lot of the crew may have died * Relay is unlocked right away instead and requires more resources to build, requires a certain amount of compute to transmit, otherwise it will wait until you reach that amount * Pros: * Gives a long term goal to work towards * With AI flockdrones using resources towards it, helps prevent Flock just killing everyone instead of making the Relay * Helps give a case of using resources * Cons: * May not work well if you are trying to place other tealprints nearby * Relay has a timer from when you start in which you can build it * Pros: * Cons: * Subconcious sense of "rush," might not be liked a lot * Kind of close to nukies * Doesn't really scale with Flock strength, meaning you could get strong fast still and have a lot of time before making the Relay ## Much more focus on drones than buldings, lot of drones is deadly * Decrease resource count of buildings, decrease resource count and/or time needed to make Flockdrones, add a low max Flockdrone cap to Flockdrone AI drone production or just in general for making Flockdrones * Pros: * Less Flockdrones * More focus on utilizing buildings * Cons: * Flock may just work well with more Flockdrones so might not work out well * Decrease stun ability of Flockdrones, decrease resource count of buildings * Pros: * Much less stun force at once * Helps reinforce need for structures to help * Cons: * Still doesn't address mass Flockdrones, which may only be an issue late game considering the number of drones that will be dying ## Computers can be pretty strong, instant 60 compute * Decrease compute from computers, decrease resources needed to build collectors * Pros: * Reinforces building structures * Goes well with tile conversion, makes it harder to lose compute * Cons: * May be too hard to expand with so much crew fighting you ## Flockbits are made from Flockdrones, but Flockdrones are highly valuable in early game, goes against "mass conversion" theme * Flockbits give a small amount of compute * Pros: * Less of a drawback from making Flockbits * Cons: * Doesn't address losing a Flockdrone * Flockdrones require less resources and/or time to make * Pros: * Would go well with previous Flockdrone change mentioned * Less of an impact of losing a Flockdrone * Cons: * May make Flock regenerate too fast, if that's an issue * Flockbits are instead made from a buildable structure * Pros: * No loss of Flockdrones * Enforces building structures * Cons: * Another structure, might not be good with how resources are being used right now * Flockdrones can lay Flockbit eggs * Pros: * No loss of Flockdrones * Simple * Cons: * Would likely need to be player done, if Flockdrone AI integration is too much of a pain ## Almost impossible to tell how close the Relay is to destruction * Relay approximate time is broadcasted to silicons * Pros: * Gives a cool use case for silicons * Can hopefully alert crew fast * Cons: * May not be translated well to the whole crew, especially if they aren't watching the chat * Won't work if AI is subverted * Relay has some sort of easy to tell overlay that shows its relay broadcast time * Pros: * Very easy to tell Relay time to transmit * Cons: * You would need to be near the Relay to see it, the AI may not be able to tell with cameras cut