Post by hypevosa on Aug 31, 2013 6:07:46 GMT -5
This is a new enemy archetype, like Fortresses (zeta) and Convoys.
Unlike convoys, scouts do not have a set "path" they are on, they make their own which consists of, as you may have guessed, scouting out towns and player territory (scouts have a 50% chance to choose the closest town as a destination, and 50% chance to choose a random square of player freed grid, this is not restricted by region). Scouts have no map indicator due to stealth technology they are given for their express purpose of reconnaissance. When a player happens upon a scout, if they attack it, it will retreat - change its current heading and attempt to continue its reconnaissance mission while not getting itself killed - it will stay in player territory but advance in a way that directly avoids any player who has damaged it. The key to taking down scouts is to coordinate with other players as to their location and suspected headings, along with setting up traps. Since they have no set path, they are also considered vehicles for the most part except for the rare flying types meaning that they can be physically blocked by players. They will be teleported directly into player territory away from other players and towns.
When retreating from a player who has damaged it, the scout may also employ other methods of avoidance depending on type and equipment. Scouts are randomized to keep them interesting - they have 4 of the following qualities:
- Speed overdrive x 15 seconds (30 second cooldown, used during retreats)
- Paralyze mine (detonates when within 3 squares of a player, radius of 5 squares - yes, it's that big - and lasts 5 seconds)
- Slow time bomb (3 seconds, radius of 3 squares, lasts 5 seconds)
- Spawns minions, one for every player that has shot it (alive until killed or player is not in visual range, match player speed and orbit them)
- Flying type
- Doppelganger has the same abilities and health as the main scout and (obviously) not the wingman ability.
- Entourage, 3 mini versions of itself that only have half the health of the original and one of its other special abilities each.
- Immunity to disarm
- Immunity to paralyze
Scouts also get more difficult to fight the more players attack it.
- If it's only been struck by one player, the scout uses a slowly rotating sniper cannon to keep them at bay. (does 150 damage, one second cooldown, targets furthest player in range, and will strike up to 10 squares away)
- If 2 or more players attack it engages 4 mid range cannons with 90 degree arcs. (40 damage each with a 0.5 second cooldown, attack targets within 6 squares)
- If 5 or more players attack it engages a short range plasma generator the strikes any number of targets with lightning if they are within 3 squares. (does 50 damage, .25 second cooldown)
- If it has been paralyzed 2 times it becomes immune.
- If it has been disarmed 2 times it also becomes immune.
Scouts will also attempt to join any convoy for protection as long as players that have attacked it are nearby.
Scout base speed is 140% of normal player speed, meaning only players with full pulchs and augments to speed could catch one, or those specialized with speed triggers (trailblazer, paladin)
Scouts have 4 linked shields that block 200 damage each and it has 10,000 hull points.
I know it would take a while to implement, but the idea was born of the fact that we have no interesting enemy behaviors as Kelsoo and I discussed in the build 65 thread, everything is predictable and systematic at this point, which is fine for early on enemies. The goal is to have an enemy that is dynamic and engaging and add a little intelligence to enemy AI and open possibilities for future enemies.
Unlike convoys, scouts do not have a set "path" they are on, they make their own which consists of, as you may have guessed, scouting out towns and player territory (scouts have a 50% chance to choose the closest town as a destination, and 50% chance to choose a random square of player freed grid, this is not restricted by region). Scouts have no map indicator due to stealth technology they are given for their express purpose of reconnaissance. When a player happens upon a scout, if they attack it, it will retreat - change its current heading and attempt to continue its reconnaissance mission while not getting itself killed - it will stay in player territory but advance in a way that directly avoids any player who has damaged it. The key to taking down scouts is to coordinate with other players as to their location and suspected headings, along with setting up traps. Since they have no set path, they are also considered vehicles for the most part except for the rare flying types meaning that they can be physically blocked by players. They will be teleported directly into player territory away from other players and towns.
When retreating from a player who has damaged it, the scout may also employ other methods of avoidance depending on type and equipment. Scouts are randomized to keep them interesting - they have 4 of the following qualities:
- Speed overdrive x 15 seconds (30 second cooldown, used during retreats)
- Paralyze mine (detonates when within 3 squares of a player, radius of 5 squares - yes, it's that big - and lasts 5 seconds)
- Slow time bomb (3 seconds, radius of 3 squares, lasts 5 seconds)
- Spawns minions, one for every player that has shot it (alive until killed or player is not in visual range, match player speed and orbit them)
- Flying type
- Doppelganger has the same abilities and health as the main scout and (obviously) not the wingman ability.
- Entourage, 3 mini versions of itself that only have half the health of the original and one of its other special abilities each.
- Immunity to disarm
- Immunity to paralyze
Scouts also get more difficult to fight the more players attack it.
- If it's only been struck by one player, the scout uses a slowly rotating sniper cannon to keep them at bay. (does 150 damage, one second cooldown, targets furthest player in range, and will strike up to 10 squares away)
- If 2 or more players attack it engages 4 mid range cannons with 90 degree arcs. (40 damage each with a 0.5 second cooldown, attack targets within 6 squares)
- If 5 or more players attack it engages a short range plasma generator the strikes any number of targets with lightning if they are within 3 squares. (does 50 damage, .25 second cooldown)
- If it has been paralyzed 2 times it becomes immune.
- If it has been disarmed 2 times it also becomes immune.
Scouts will also attempt to join any convoy for protection as long as players that have attacked it are nearby.
Scout base speed is 140% of normal player speed, meaning only players with full pulchs and augments to speed could catch one, or those specialized with speed triggers (trailblazer, paladin)
Scouts have 4 linked shields that block 200 damage each and it has 10,000 hull points.
I know it would take a while to implement, but the idea was born of the fact that we have no interesting enemy behaviors as Kelsoo and I discussed in the build 65 thread, everything is predictable and systematic at this point, which is fine for early on enemies. The goal is to have an enemy that is dynamic and engaging and add a little intelligence to enemy AI and open possibilities for future enemies.