ShadowbirdRH Posted June 18 Share Posted June 18 Brightshades are a nightmare for the F3. Even trying to evacuate the thing when those grieferweeds infest a base is likely to fail, and it's not like there's a time of day when they're inactive so you could slip in and extract it while they're sleeping or something. But what if the tables were turned? What if the F3 wasn't just a bit of effort to be so effortlessly destroyed with players being able to do little to stop it? What if instead the Friendly Fruit Fly was able to infect the Brightshades with rot and kill them? I think that'd be a great way to protect against base invasions, and protect Chester from also falling helplessly to those damn things, and well enough balanced since you can only have one F3 on the surface at once. Of course, this shouldn't come without some kind of drawback. At the very least, rotting brightshades should rot their loot too. Link to comment Share on other sites More sharing options...
Pet Rock Posted June 18 Share Posted June 18 Everything is a nightmare for F3 (love that abbreviation thank you). I look away for a damn second and a hound kills it. Adding an animation where F3 flies above attacks, dodging them, would be great. This ability could even be given to some airborne mobs that players fight to make them more interesting but that's off topic... Rotting brightshades is a decent idea but it would be too overpowered and would become the meta for killing brightshades, instead of engaging in decently fun combat. Additionally, F3 helps plants, so it wouldn't make sense for it to kill brightshades. Maybe this ability could be given to the Lord fruitfly? This would add a risk factor and make logical sense. Also, if this ability works with brightshades outside of crop plots, lord fruitfly should have some other interaction outside of crop plots as well to make the brightshade rotting less out of place (maybe wilting plants?). Link to comment Share on other sites More sharing options...
Jakepeng99 Posted June 19 Share Posted June 19 On 6/18/2023 at 1:38 PM, ShadowbirdRH said: Brightshades are a nightmare for the F3. Even trying to evacuate the thing when those grieferweeds infest a base is likely to fail, and it's not like there's a time of day when they're inactive so you could slip in and extract it while they're sleeping or something. But what if the tables were turned? What if the F3 wasn't just a bit of effort to be so effortlessly destroyed with players being able to do little to stop it? What if instead the Friendly Fruit Fly was able to infect the Brightshades with rot and kill them? I think that'd be a great way to protect against base invasions, and protect Chester from also falling helplessly to those damn things, and well enough balanced since you can only have one F3 on the surface at once. Of course, this shouldn't come without some kind of drawback. At the very least, rotting brightshades should rot their loot too. I think i would prefer it if it was just the evil fruit flies. Fighting fire with fire, would make unique strategys where you have some rotten crops ready to fire. Link to comment Share on other sites More sharing options...
ShadowbirdRH Posted June 19 Author Share Posted June 19 That's a cool idea, easy too, since I keep a few rotted giant crops for when I want to get some weeds growing quickly. ...Still, the idea of using the F3, which is bound to its item, is that you'd be able to restrict a specific set area from being invaded by brightshades, while they'd operate normally anywhere else. There is the argument that having brightshades rot and die at the touch of the F3 could be OP and abusable, but with doing so causing them to only drop rot instead of their coveted brightshade husks, I'd think it'd break even. I've just had my fill of having to take my base back from those damn things all the time. I'm sick of it, it's run its course, it needs a counter. I actually shut off rifts since my last post as I've got over 3 stacks of Pure Brilliance and at least twice as many stacks of Brightshade Husks, but just encountered another rift. Seems it's not enough to turn off rifts, gotta turn their frequency to None too apparently. Link to comment Share on other sites More sharing options...
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