Here, i’m presenting my idea of possible rework to our current Rival and Reaper spawn system, so that it would make more sense.
Current Rival and Reaper spawn system is all tied down to the Region Score. Where the idea is: the more regular machines you destroy, the more region score you will collect and once the region score is high enough, you have a chance to spawn in a Rival. And once the region score climbs even higher, you can spawn in Reaper as well.
Neat idea, however, it has flaws, especially due to it’s implementation.
If you kill a rival, region score will also drop. However, since reaper is considered as one of the rivals and spawning conditions of a reaper are very high (region score of 13.000 and more), this leads to a silly situation, where when player wants to spawn a reaper, one must avoid killing rivals, so that the region score doesn’t drop.
My idea would completely remove Region Score as it currently stands. Instead, it would be based on machine kill amounts, rather than overall region score.
What would remain, is the fixed amount of “points” you get when destroying normal machines. Since latter is still needed to level up rival. Max amount of rivals per region, would also remain. And so does the limit of one active reaper. For balancing.
To spawn a rival, player would need to destroy X amount of same type of machines.
- Destroy 40x runners - runner rival spawns
- Destroy 20x hunters - hunter rival spawns
- Destroy 14x harvesters - harvester rival spawns
- Destroy 10x tanks - tank rival spawns
Rival spawns in that region where you killed the last machine that amounted the required net.
And to classify which class of a rival should spawn, game would keep track of which class of machine you destroyed and it spawns the same class as majority of kills.
If you destroyed 3x prototype hunters, 6x FNIX hunters, 1x apocalypse hunter, 9x military hunters and last hunter you killed was FNIX hunter, game would spawn in military rival hunter, since you’ve destroyed the military class the most.
Note: “X amount of machines” is just my example. It could be higher or lower, depending how difficult devs want the Rival spawn to be.
If devs would like to keep the current rival spawn conditions based on difficulty level, the same can be applied to my idea as well. Where current values presented are for Skirmish and for Adventure, they are doubled while for Guerilla, they are halved. Or in other words, player needs to destroy 80x runners on Adventure, 40x on Skirmish and 20x on Guerilla, to spawn in Runner rival.
This would be similar to Rival spawn system, but with a difference, where: Reaper spawns after you’ve destroyed 40 levels worth of rivals.
That would mean, that you’d need to destroy:
- 10x level 4 rivals
- or 14x level 3 rivals
- or 20x level 2 rivals
- or 40x level 1 rivals
- or any combination of rival levels, as long as all rivals you killed, amount to total of 40 levels
Reaper spawns in that region where you killed the last rival that amounted the net of 40 or over it.
Note: “40 levels” is just my example. It could be higher or lower, depending how difficult devs want the Reaper spawn to be.
And difficulty level spawn can be applied here as well, where current values would be for Skirmish, values are doubled for Adventure and halved for Guerilla. Or in other words, player would need to destroy 20x level 4 rivals on Adventure, 10x level 4 rivals on Skirmish and 5x level 4 rivals on Guerilla.
This idea would give players a logical conclusion of destroying normal machines = same type rival and destroying rivals = reaper.
And it is also rewarding, for those who spend extra effort to level up their rivals and/or play on higher difficulties. Since killing higher level rivals means that Reaper will spawn much faster. And playing on higher difficulties would give faster rival/reaper spawns, if devs implement the different values for each difficulty level.