Enemy Composition Variance
Posted: Sat Jun 22, 2019 12:45 am
Suggestion
+ Enemy Composition Variety and Randomization
+ Enemy Type: Evolves very slowly, assaults extremely frequently, weak overall
+ Enemy Type: Evolves very slowly, assaults extremely rarely, but is incredibly deadly from the beginning
+ Enemy Type: Very strong, attacks extremely frequently, but in extremely limited numbers
+ Enemy Type: Varieties that disregards pollution as motivation for attack (they're just jerks that attack for no reason)
+ Enemy Type: Exceptional Resilience to popular weapon types (e.g. flamethrowers)
+ Enemy Type: Exceptionally Resilient, Slow, Exceptional Damage (for walls), but does not respond to any attacks and singlemindedly heads for offending pollutor structure
+ Enemy Type: Very Low Damage, Small Numbers, Quit attacking offending structure after a short period, but becomes very aggressive and destructive if attacked.
Reasoning:
+ Common strategy is "keep your pollution down until your technology vastly outclasses the enemies capabilities" which is not particularly exciting (essentially playing with no enemies)
+ Creates a more dynamic game style: each game forces you to constantly reassess the proper balance of your non-military research with military research. Also forces you to assess priority in weapon sub-types based on threats encountered.
+ Turret placement must be planned carefully based on enemy composition and consequences (especially against the last listed enemy type above, for example)
+ Enemy Composition Variety and Randomization
+ Enemy Type: Evolves very slowly, assaults extremely frequently, weak overall
+ Enemy Type: Evolves very slowly, assaults extremely rarely, but is incredibly deadly from the beginning
+ Enemy Type: Very strong, attacks extremely frequently, but in extremely limited numbers
+ Enemy Type: Varieties that disregards pollution as motivation for attack (they're just jerks that attack for no reason)
+ Enemy Type: Exceptional Resilience to popular weapon types (e.g. flamethrowers)
+ Enemy Type: Exceptionally Resilient, Slow, Exceptional Damage (for walls), but does not respond to any attacks and singlemindedly heads for offending pollutor structure
+ Enemy Type: Very Low Damage, Small Numbers, Quit attacking offending structure after a short period, but becomes very aggressive and destructive if attacked.
Reasoning:
+ Common strategy is "keep your pollution down until your technology vastly outclasses the enemies capabilities" which is not particularly exciting (essentially playing with no enemies)
+ Creates a more dynamic game style: each game forces you to constantly reassess the proper balance of your non-military research with military research. Also forces you to assess priority in weapon sub-types based on threats encountered.
+ Turret placement must be planned carefully based on enemy composition and consequences (especially against the last listed enemy type above, for example)