Read moreThis is probably impossible to implement, but:
There should be a biter tech tree, which uses bottles of pollution in special labs
There should be a biter specific resource that is needed for players, and a player specific resource that is needed for biters, so they would both have a reason to fight each other.
I like the thought of one building used for everything for the biters, like you assign them uses, say one creates biters using pollution and iron you got from the player, and then another building harvesting pollution to research
There should be a goal for the biters like the rocket for the players. A strong weapon will be locked behind whatever you get in the launch (say you get nukes only after you launch a rocket)
Add a lots of weaponry, and make the weaponry the biters make not usable by player vice versa.
Examples for the ideas: 1. Every person building makes a type of pollution, and then you can harvest the pollution for s...
There is a lot of room for expansion of the mod, for now I've intentionally kept the scope quite small (scope creep tends to kill any development expedience).
Things like, a research tree for boosting biter/worm damage, speed etc.
Currently the biter forces are centered around 'harvesting' pollution from the map, to spawn the biters. Some mechinism for biters to produce pollution would seem natural, harvesting trees or other resources to generate their own pollution makes some sense.
Further down the line, expanding biters into their own proper logistical network is possible, it requires a lot of thought, development, and designing of the mechanisms. For now, being simple, it allows me to see how people will enjoy playing as the biters, and shape the future developments around what is most fun, and what complements the playstyle of the biters.