Modify the way the Pandorans evolve
complete
Christian Yungk
Evolution is cool, however it tends to just be basic stats. Consider two avenues. Making the enemies stronger across the board to match the player's success. But separately changing tactics/mutations based upon the player's tactics.
Examples:
- If during a mission there were X number of turns that three or more phoenix point members where within grenade range, include more explosive mutations.
- If a preponderance of single shot weapons are being used, trade a lot of health for little armor. (Alternatively in response to a lot of armor piercing)
- If multi-shot weapons are being used increase armor for a reduction in health.
- If status effects are being used, increase regeneration at the cost of health
- If explosives are being used, spread out. (Both deployment and during movement)
The concept is that all of these things are based on the last X missions that Phoenix Point takes and continuously change throughout the game. (Note this may be global or limited by a lair/citadel_
Vit Barta
complete
Phoenix Point v. Cthulhu 1.6 - 30/07/2020
Pandorans start off without any weapons or mutations. They now have their own research and evolution system that develops over the course of the game.
Every time the Pandorans unlock a new stage in their evolution an event on the Geoscape will appear with detailed information about the new developments.
Pandorans unlock the building of Lairs and Citadels through their own research
Dynamic difficulty has been changed so that it affects the rate of pandoran evolution, not the amount of enemies deployed.
Ryan R
Vit Barta: I'd like to point out that this really actually isn't complete.
The request here was "The concept is that all of these things are based on the last X missions that Phoenix Point takes and ///continuously change throughout the game.///" and that's still not been achieved. There's been improvements I'll admit, but I think work can still be done in this regard.
What's been wanted for a long time a registry of stats along the lines of "damage received by explosives", "damage received by sniper rifles" "kills by assault rifles" etc and applying that to their evolution. "Death rate by explosives at 10%? No worries... Death rate by explosives at 60%, hmm maybe put at least 50% of our mutations out there with ablative armor" (Something that doesn't exist but has been another suggestion as a counter to explosives)
Vit Barta
in progress
Mårten Woxberg
- Agile legs and pincer+shield could give jump-attack (eg. jet pack but much shorter range and finishes with a melee attack)
Carlos Eduardo
Mårten Woxberg: nice one! kinda like a -> -> + attack :P
Vit Barta
under review
Vit Barta
Asyranok
Additionally:
- If a person uses tons of poison mounts for their squad, have pandorans use less poison, and begin to use fire or acid more.
- Change types of armor between projectile blocking and explosive/force dampening. Having two types of armor would be great. Explosives and bash melees would use concussive forces. Blades and projectiles would use piercing forces. And switching between these two and their amounts would show a direct change based on a player's preferences.
- If a person likes to sit back and whittle down their enemies, throw a ton of triton's with sniper rifles at them.
- If a person likes to be up close and personal a lot, throw a lot of tritons with shotguns at them.
- If a triton is far away from an enemy when hit, have it use pain chameleon or mist. If it is close, have it use the mist cover, as pain chameleon is literally useless if it is too close, as it will immediately be respotted.
S
SpiteAndMalice
One very simple mutation that Pandorans could make would be to become smaller, or at the very least their weapon arms could do. Smaller = harder to hit.
Scott Baillie
I would add as pandorans increase in armour then they should have slower and shorter movement due to the additional weight.
S
SpiteAndMalice
If using perks to try to eliminate enemies on turn 1 or 2 then Pandorans should evolve to ability to shield up or run and hide or some such. At the moment they just gain HP or Armour which only increases the need to take them out on turn 1 or 2, it doesn't lead the player to need to switch tactics.
Inner Enigma
Another cool evolution approach and counter could be abilities where pandorans steal equipment/weapons from your soldiers and use it against them.
New pandora type or a special type of triton with tendrils that attempt to snatch weapons at a distance. Success is determined not only by the accuracy of where the tendril lands but also if the soldier is strong enough prevent their gear from being stolen.
Counters to this outside of buffing the strength of your soldier would be to fuse the weapon to the soldier (cybernetics or mutation) or a research project that allows weapons to shut down upon exposure to mutated DNA contact (synedrion anti theft program or new Jericho self destruct protocol)
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