The biggest problem is you have to pre-generate all of the units.Musil wrote: ↑Thu Nov 28, 2019 10:55 pmShould be variable, depending on some difficulty preset.How quickly would you want them to adapt?
But suppose if they send two waves and they do very little damage each to non-wall structures, the next wave would include biters with some resistances to the most common causes of deaths in the preceding wave.
But, there'd have to be some trade-offs, that is, the biter properties ( speed, damage, %DR, the flat DT to various damage types) ought to be limited, so no biter of certain size could be 'too good'. You know, like a point system for RPG characters.
Maybe, if biters get beaten badly, randomly generating a dozen new enemy types with new point distribution, and then seeing which ones survive the longest/do the most damage. Then the most successful biter types would be produced more by the nests.
I have some of this except the adapting to a specific type of damage. Currently the faction system will mutate into the various different factions which mixes and matches the various strengths and weaknesses over time.