Quote from: b0rsuk on September 03, 2018, 12:01:08 PM
I mean there are more possibilities, especially putting more emphasis on the mechanical aspect of mechanoids.
- a mechanoid which mostly hangs back and scavenges parts from downed (destroyed) teammates to repair and/or upgrade itself. It's interesting because it's something no organic enemy could convincingly do.
- a mechanoid which can take over colony machines, especially turrets, and possibly tap into energy grid.
- making mechanoids short circuit in the rain, but only if they're past certain damage threshold. When their external shell is damaged.
- giving centipedes amazing FRONTAL armor and reducing elsewhere. Up to a point it would make fighting them more interesting (and then you can transition into EMP / explosives).
- a mechanoid which attempts to ram into enemies at great speed, but is fairly easy to dodge. If it misses, it continues until it hits an obstacle. This could soon put the said mechanoid behind enemy (your) lines and you'd have to fight at 2 fronts.
- making Centipedes shoot while moving. This would make them a bit more terrifying and less dumb. At times they're too easy to distract.
I've posted all of these and more in various suggestion threads.
I think you're missing that the reason the mechanoids were split into two sorts wasn't simply to create more enemy types. It was to balance the one that was there, stopping there being 1 mechanoid that had no real specific function and could do everything pretty well - the change was to make them a bit fairer and make the options available to players more apparent, now there's 2 types with each having a more defined role.