Heya all! Long-time lurker, first time poster.
I'm working on a small game for my friends and I could use some input on a mechanic I'm trying to work out.
The game: 2-6 players work together to complete objectives in a survival game. Players have customizations (tech suits), weapons and gear, and abilities depending on their character type (soldier, survivalist). Players can search, attack, and move to avoid enemies and gather objectives.
The issue: the enemy is not controlled by anyone and I'm having a hard time getting a AI system working correctly. I decided to borrow from Zombicide and use how the enemies are programmed to first go after the first player they see. If they cannot see a player, they go after the loudest player.
My current idea is using a Threat system. Players who take certain actions or have certain gear create more threat than other players, and thus become targets and lure enemies to themselves (plus use the highest threat rating to spawn more enemies). This seems to be okay, but I can't work out the details:
I'm attached to the threat idea because it could tie into players starting with better gear and more troublesome spawns. I'm open to input though.
Any thoughts?
Thanks for the feedback.
The theme is that the world was invaded by an alien civilization and the players are survivors of the initial attack. The enemy faction is a host of flying hunter-killers, human remains reanimated into scouts, a machine that reanimates those bodies, and some kind of huge hunter-killer. The hunters use various forms of detection, but they primarily look for electrical signals and radio waves to hunt groups of people.
As for the spawning, I was thinking of doing it similar to Zombicide where a spawn card is drawn for each spawning zone. The amount of enemies spawned would depend on the threat level and the card. For a surprise factor, I was thinking that if a group is spawned outside of (player) sight, a spawn token (with a colour representing what threat it spawned in) would be placed instead. All spawn tokens revealed would then have a card drawn for each. That mechanic seems kinda hokey in one way, but cool in another.
questccg: spot on with what I was thinking, except I didn't consider having the enemy's movement increase once it spots a player. That would work well.