What kinds of mutants do you want to see?

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spark disiple posted this 13 December 2017

I would something akin to this:

take off the machine parts

add 6 eyes three on each side of its head 

naturally melee but can shoot its tentacles under he ground and explode from under troops from far away.

 

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kompan posted this 15 December 2017

As for the appearance of the mutants I'm sure the design team has lots of ideas already. I just hope that the each creature special abilities will be based on their physical build as in "this organism would be able to do this".

As for the abilities, let's try to fit them into rules of tactical combat system. Most mutant skills should be subject for research, perhaps multi-level analysis, in order to discover countermeasures. This allows the research tree to grow, manufacturing facilities to get busy and soldiers to have cool new toys or special training.

So, for example studying shield bearer would result in developing armor-piercing rounds and personal protection vest etc.

Other types of enemies with different ways to deal with them:

  • Scout mutant that alerts all nearby units, you have to kill it in one turn with silenced weapons,
  • Artillery platform mutant that targets specified area, you have to change position or find good cover to avoid damage,
  • Shaman type that boosts other enemies' stats and heals them, demoralizing your soldiers,
  • Support type that uses the mist as smoke coverage, limits visibility, distorts communication and HUD/map readings,  attacks with poison cloud (if there are weather conditions on the battlescape you could take into account the wind strength and direction),
  • Mimic mutant with camouflage, hard to detect when looking sideways (yay for looking around), goes into hiding if line of sight is lost, 
  • Traps buried in the ground or disguised as part of the environment, 
  • Obligatory reaper/chryssalid/zombie spawning type that will hunt civilians, yay for zombie missions,
  • Some kind of hive mind consciousness manifesting itself on the mission to selected soldiers that may give them individual positive or negative perks, 
  • Drones, grenadiers, shielded units, huge bosses were already presented, flying units were mentioned.

 

kompan posted this 2 weeks ago

Another thing came to my mind about the enemies, namely the use health bar displays and abilities' screen.

When we see the new mutant or new upgraded mutant version, we should know nothing about it - does it have 5 HP or 15 HP, can perform any special attack, is somewhat resistant/immune - we don't know! Showing the health bar means the player can plan "so I shoot this new mutant twice with gun and then finish it with the grenade, problem solved". No uncertainty, no tension, no fear in encountering the unknown. Please, no health bar for new enemies.

Okay, so we meet a new mutant, shoot it and there was much rejoicing (yaay). Now, instead of discovering everything about it in one-time autopsy, how about dividing this knowledge into a few events? 

For example:

  • 1) New enemy type or mutation, marked as "Unknown". Has no info, no health bar, no damage received info, no abilities. Shoot to kill, then do the autopsy.
  • 2) Autopsied enemy, marked as "Crabmen Grenadier". Has no health bar, no abilities. The received damage results in status like "wounded", "bleeding", "crippled", "near death" etc. Continue fighting it to learn more.
  • 3) After actively fighting "Crabmen Grenadier" for 3-5 missions the soldiers begin to be proficient against this type of enemy. They may discover some of it's abilities and gain +1 to attack or +1 to defense against this mutation type, or all mutation tree of this foe. The player may choose to specialize some troops in fight against this type, and the experienced veterans will be more versatile than the rookies.
  • 4) When soldiers gain some experience in fight against "Crabmen Grenadier", they may learn new technique or fighting style from them! From Grenadier it could be "long throw" for increased grenade range, from Shieldbearer "solid cover" for hiding behind objects etc. It may be placed in the soldier "hidden abilities" tree that require some set of conditions for activation. 
  • 5) At last when you have captured/researched the live "Crabmen Grenadier" mutant and already have experienced soldiers that have learned it's behavior on the battlefield - then you can see all the info: the health bar, received damage, active abilities and status changes.

This way would deliver a more continuous process of learning about the foes through the next battlefield encounters and increase the research value (or fun), I guess.

 

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UnstableVoltage posted this 2 weeks ago

kompan said:

Another thing came to my mind about the enemies, namely the use health bar displays and abilities' screen.

When we see the new mutant or new upgraded mutant version, we should know nothing about it - does it have 5 HP or 15 HP, can perform any special attack, is somewhat resistant/immune - we don't know! Showing the health bar means the player can plan "so I shoot this new mutant twice with gun and then finish it with the grenade, problem solved". No uncertainty, no tension, no fear in encountering the unknown. Please, no health bar for new enemies.

This is something we have already talked about ages ago.

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SpiteAndMalice posted this 2 weeks ago

Great idea with the slow HP reveal Kompan!

I'm loving the thought of some towering beast coming along which leads the panic striken player to throw every weapon they have at it only for the shuddering behemoth to die a quick death when its 1HP body explodes and showers the entire battlefield with goo.

  • This week I have been mostly playing Chaos Reborn.
Dark_Ansem posted this 2 weeks ago

Dinosaur-inspired mutants.

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Fighter_from_Orion posted this 6 days ago

Interesting idea, though it might not be weel integrated in the plot: the idea behind the pandora virus is that it mutates and evolve from what it has at its disposal. To be honest I hope the Crabmen aren't the first enemy we will see in battle: since the pandora virus is expanding on land during the campaign we should encounter lesser human and more aquatic forms at the beginning and more humanoid forms later. Though it might be interesting if the initial forms of the mutated creatures were from the ancient pas, when he was last active on the planet.

Dark_Ansem said:

Dinosaur-inspired mutants.

Psycholord posted this 4 days ago

Sometime ago, RetconRaider made a video showing all PP's creature concepts he could find. One of them was a mutation between a shark with an octopus, walking on 2 legs. I really hope to see this creature ingame.

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