Enemies: Suggestion & Discussion Thread

Started by LoneTophat, November 12, 2013, 12:32:01 AM

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LoneTophat

This thread is to suggest and discuss new enemies, classes of enemies, etc. I think we're all getting a little tired of the conventional pirate/raider wielding traditional firearms (besides incendiary). Let's brainstorm as a community, in an organized fashion. Here's a good example format for anyone interested:
Name: Lone Gunman (Randomized Name, as per Raiders)
Type: Infantry, Sniper
Weapon(s): M107 Barrett Sniper Rifle
Stats: Damage: 75
Range: 65
Accuracy: 10
Single-shot
Handling: Very Slow
Usual price (if marketable): $2250 (modified by trade)
Weapon Description: Ancient military grade anti-material rifle, powerful enough to shoot through steel.
Description: He's heard of your colony's exploits, and has come to extract a price for your success. The Lone Gunman spawns onto the map as per other wanderers, and assumes a stationary position in cover near your base where he picks off human targets closest to him. He will not move once he has assumed his position. He'll only attack if the colony has more than 20 resident colonists, and 1000+ resources (total food+metal).
Special Abilities: Cloaks invisibly once chosen stationary position has been assumed, and stays cloaked unless he fires (stays visible for a few seconds), or is engaged directly in combat.

I'd really love to hear all your ideas, hopefully you can be more creative than me!

Joedoe1025

Not a bad suggestion but i suggest a few nerfs just cause this guy could easily kill off the ENTIRE colony. Removing invisibility and a damage reduction would do the trick

LoneTophat

Quote from: Joedoe1025 on November 12, 2013, 12:35:19 AM
Not a bad suggestion but i suggest a few nerfs just cause this guy could easily kill off the ENTIRE colony. Removing invisibility and a damage reduction would do the trick
Oh! I forgot to add the big limitation for him. The point was that once your colony became super successful (20+ population, 1000+ resources, etc) then he'd come. Thanks for the pointers though. Got any suggestions of your own?

mumblemumble

I think some sort of creature which directly interacted with light would be nice, either being attracted, or repulsed by them.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

LoneTophat

Quote from: mumblemumble on November 12, 2013, 06:27:10 AM
I think some sort of creature which directly interacted with light would be nice, either being attracted, or repulsed by them.
Any specific suggestions?

Ozog

I would like to see some kind of creature you are likely to encounter when mining through the mountains, maybe something Rancor-like, that would obviously not be happy to see you.  Maybe something else that would create its own tunnels?

Also something like a sand worm, a creature that inhabits those desert tiles and could show up in the middle of your town, if you have not properly sealed the ground with metal tiles or stonework. 

SpecOpSniper

  Deep tunnel enemies that spawn in caverns you find underground would be awesome... Mole-men, Rancor-like, cave dwellers. Also during an event like Solar Flare, I think there should be an Irradiation of multiple types of animals... I know Psychic wave gets boomrats and that kinda sucks... but i think making a super-enraged 300hp Muffalo would be pretty scary... especially if 2 or 3 got irradiated in the late game... Then have different raiders for end-game... say all raiders have 200% health and spawn half as many... or 250% and half... swarming you with numbers is just annoying. Especially when you get to the point of almost 30+ raiders swarming you. Last but not least, Sand Worms that only spawn when your colonists touch the sand or get withing 2 blocks of the sand.... would make you have to micromanage your guys a little more outside and give raiders something to contend with for the first and second assault until they come in larger numbers.

todofwar

I was thinking some kind of wildlife that attacks the colony from a nest could be cool. Especially if the nest consisted of an underground layer you could clear out once you had enough strength and use it for your own.

LoneTophat

These are some pretty good ideas, I see no one used my format that I worked so hard on though ;-;

Calistyn

Name: Giant Eagle
Type: Animal
Weapon(s): Beak and claws
Description: The eagle lives somewhere in the mountains, coming out only to hunt - meaning he's going to fly off with a colonist. You knows he's coming only be the terrifying screech that sounds through the sky.
Special Abilities: Picks up a colonist and flies off with them. Anyone would decent melee skills might be able to fight enough to be dropped, otherwise they end up in the nest.

I'm not much for designing actual stats, sorry. :(

This could be a fun 'quest' style event, where you can either let the eagle have whoever he grabbed, or go explore the map enough to find the nest, kill the eagle and get back your colonists (or not, depending on how long you take). Might be a good way to randomly grab another colonist too. After all, he could've flown somewhere else before hand.

Also, I think I'd leave this event on the 'happens once colony can at least reasonably sustain itself' list, so as to not suddenly be losing people you desperately need, right at the beginning.

Littlemule

Name: Desert Wolf
Type: Indigenous pack animal
Weapon(s): Melee
Damage: 6-10
Range: Close combat
Speed: normal
Weapon type: claw/teeth
Description: Skavenger, hunts at night
Special Abilities: Pack hunter, night vision

A terror for those colonists that are insomniacs and work at night :)

Workload

A small meteor crash lands on your planet setting fire to nearby flameable objects. You have no idea what it is. After a few days it cools down and breaks open and release tons little aliens that can only melee and maybe a leap attack if you want to go crazy. When free of the rock/egg they will go about and kill and eat everything they can get there claws on.

Story of the meteor/egg   It is send by there master, they fill or lay eggs in this thing and toss it into space hoping of taking over new planets.
The babies that are born on different planets don't even know where they came from Or what they are they just kill then eat and then spread.

LoneTophat

Great ideas guys, my fav one so far is the Giant Eagle because it reminds me of Dwarf Fortress. Many dwarves were lost to the might Giant Eagle ;-; Also, it may worth noting that it's an alien planet, so perhaps a fictional bird of prey would be a better option. Look at muffalo's for example, although the game does have squirrels... Hm... It's up to Tynan, I don't know what he's looking for with the setting's 'theme'. Maybe he could clear up what's acceptable as enemies and not :P

Workload

Name: Automatons / Robots
Type: Robot
Weapon(s): Range can melee also if has to
Speed: normal
Weapon type: Energy
Description and Special Abilities:  The Robots could really want energy and will come in small numbers. To take power out your batteries, from directly or even any power lines, walls. They will leave early sometimes when they had their fill.
Give them shields if possible that slowly refills when only taking power, can also make then stun or turn off things linked to that power source while taking power. Could also make things short circuit to start fires in your base. Only one Bot can drain from a power link/line.
Give them 80 to 100 HP and 100 Shields - Bullets do less damage to shields or just get slowed down so they do less damage. Fire could be bad for them if no shields also
Ok range gun about 40 for their rifle     25 ish damage per hit    Normal fire rate.                                                        Can do other gun types and their weapons can’t be taken from them.
On the other hand you can scrap them for metals somehow.
A Solar Flare can be really bad for them shutting them down but they could be advance and still be able to work.
Story: Not sure where they came from could say a Alien race made them and they took over and killed there master and are on the loose in the universe now.




Name: Natives
Type:  Humanoid
Weapon(s): Clubs and what not maybe range too, spears to toss or even give them crappy guns.
Damage: Depends
Range:  Short
Speed: normal
Weapon type: Blunt/Sharp/Ballistics
Description: Natives of the planet that are not that advance.
Special Abilities: The leader can do a call and boost nearby allies to give them a speed bonus.
Also if it can be done maybe they ride on the Muffalo to attack you or can even call other Maffalos to join them and if Tynan adds a place to raise Muffalo they can turn them on you.
The natives kinda seems silly tho

Like to see more ideas

mumblemumble

Quote from: mumblemumble on November 12, 2013, 06:27:10 AM
I think some sort of creature which directly interacted with light would be nice, either being attracted, or repulsed by them.
Actually sure...

some sort of reaver, with sharp claws, nocturnal, highly aggressive, and is not a fan at all of the light. Perhaps make it require lighting to keep the guys from attacking. Make them burrow under ground during night (in soft soil / sand only) And evade entering areas with high light. This would require lighting along a perimeter to keep them away, and keeping soft ground covered up in vulnerable spots.

I think this could have a very interesting effect, and could make eclipses even more intense, making those hauling metals requiring armed escorts, or waiting for the sun to be up to move.

Granted, this could use more editions to the game to work (flares, better ui maybe) but it could be very interesting for gameplay.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.