“=Z” - depending on the level of difficulty
*adaptation system - recalculation every x + “=Z” days
**dynamic difficulty (increase burden"weak, rare =Z" or inaction)
***evolution system
- Arthrons, Sirens#1, Сhirons, Scylls#1 (#1- type of strength & speed, solve problems using muscles)
- *smoothly grow armor in the “places of greatest damage”, for next missions.
- **instead of increasing accuracy (and damage) for launcher bodypart - mutants increase the number of bullets in burst, and the number of spare/wearable ammunition (need to significantly limit ammunition for mutants in Beginner and Veteran).
When the ammunition is empty, they begin to run away from the mission (if max WillPower < “20 or =Z”) - after the battle they upgrade (+ will, + speed), to participate in other missions in the area.
-
Tritons, Sirens#2, Scyls#2 (#2- type of intellect/willpower, leaders & commanders & support for the attack, actively use skills)
- *gradually increase the “number = Z” of monster skills, and gradually increase the power of weapons “Tier(AP=1,2,3) = Z”
(“get smarter”, depending on the number of emergence in missions)
- *gradually increase the “number = Z” of monster skills, and gradually increase the power of weapons “Tier(AP=1,2,3) = Z”
-
Mindfraggers:
- #1 high throwing range (born of an egg)
- #2 high speed, first 3 turns (born of Scylla); 4 turns to activate, otherwise escape from battle.
Separately and Important
**dynamic difficulty - The number of monsters on a mission: If the increase, then + “weak, random=Z” pool increase: armor, skills, weapons.
***evolution system - Increasing the number and quality of mutations for the monster mutation pool, increase Strength/HP monsters (replenished with time) - bind to “%=Z” on the ODI scale. (for example, increase in strength by 1 every 3%, add a set of mutations No.3 at 5%)
The ODI scale shows - current approximate % coverage + estimated rate of addition % per week / propagation speed - [14% + 45%]
***evolution system - Make time-dependent the appearance of certain types of monsters (psi-siren, bomb-chiron e.t.c.) separately for: Beginner, Veteran, Hero. (for example, 1/3 and 2/3 of game, on the scale of ODI)
PS
I understand that the system is not enough here, treat it like a sketch with interesting ideas.