More new machines?

Some have mentioned humanoid type machines, but I greatly enjoy the industrial robot feel of the current machines. Think about some of the largest industrial machines in existence, and you can imagine just how insane something like this in robot form can get in a game. Industrial robots do not fly, and I feel the current Seekers are perfect.

I enjoy looking at a current robot and seeing how “plausible” it is. I will sometimes spend minutes looking at a robot and seeing all the bits and pieces that make it work, and I think that is what the devs went for. Machines that look more plausible and less fantasy.

The industrial feel of the enemy is exactly what makes this enemy the enemy, and any futuristic looking type robot would simply kill the ambiance. I feel what we need are more of these industrial machines of the same type of the amazing ones currently in the game.

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I think that’s definitely what the devs are going for, the more rough industrial look. It fits the timeline and makes the Machines look more menacing at the same time.

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That would be cool to top a hill and see a huge monolithic structure like that stretched across a field or body of water building a base of operations or factory for the machines. Would make for a good raid or random mission to pop up on the map at random. Would keep the game going while other islands or stretches of land are being worked on as dlc or sumtn

I agree with what you saying, and I definitely don’t want this game to lose it’s style. But I think they could pull off a humanoid machine if they did it right. Just look at some real world examples!

https://ichef.bbci.co.uk/news/410/media/images/80418000/jpg/_80418523_f6404d39-48cd-48bc-9370-6a4fabb54caf.jpg

https://www.wuwf.org/sites/wuwf/files/styles/x_large/public/201312/5Atlas_post_me.JPG

These machines kinda have a GZ look to them. Change a few things up, and add a new paint job, and I think they would fit in well!

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I’ll admit that 2nd one would fit in! Like a Hunter’s child lol.

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Perhaps a water-based enemy could be present?

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This is a really good idea…! Like a new enemy called a ‘shark’ of something… just ideas!

That sounds like a good way to introduce them. Might get a bit grindy though…

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//Mod

I am pretty late to this but, I think it be cool with a raid type mech but as you say singleplayer is a big part (for me)

I´d say that they could make it “recommended” to be more then one in gurrila but that you probably need more tactics and prep if you wanna solo this “boss” for ex to retreat in between attacks and utalizing explosives and EMP:s to potentialy temp take down a shield.

You could just decreas it´s attack speed vs 1 player with 10-15% so that you have more time, and then with 2 player 0%, 3 -10% and finally 4 -25%

Now both solo and coop will be able to fight and win, it just requires more resources and thinking time if you are by yourself. :slight_smile:

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Not bad.
At all.

I support that idea.
Hmm… I wonder…
Should that be done ‘forced on all’, optionally, or through scaling?
I mean, not everyone will agree with a tuned down boss, heck, some probably would find it still too hard?

Think it like scaling in the Borderlands games, more ppl = more HP/harder boss to compensate.

I think at gurrilla dif maybe have it with the % and in advent/skirmish have it to be scaled for 2 player = 0%

For ex in BL2 Terramorphus is a mission that is recommended for 4 players, but with finess you can do it solo.

I think it needs to be a designated area or at least a way of tracking/avoid it through the map. exemple: “in fields there is a high treath lvl” and then when it goes inbetween zones it switches… this way it tells there is someting but not exactly what it is.

Could have manny diffrent type of “boss” enemies roaming the map in this way but only 1 per game lobby.

These are some lose Ideas.

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Frankly, I’d REALLY love to see scaling on skill…
So the game would scale with your personal level more than a set level.
THAT would be, and I FULLY realize that, would be darn hard to implement.

But dangit it would be a sweet solution.

That said: adding more machine types does therefore NOT mean add to the machine pool AMOUNT.
Added machine types would in most cases replace a few existing other machines.
In that regard it would not imbalance the game if we count the overall machine amount.

But I really like that idea.

Other people, please chime in?

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Not necessarily.
In one of the most popular older era games, Unreal Tournament (1999), there was a difficulty option which you could enable to get adaptive difficulty. What it did, was scaling bots based on your success rate and skill. If you were good at killing weaker/dumber bots, game scaled the bot skill level gradually upwards, until you started to loose more than win. At that point, game dialed back the difficulty level a notch or two, giving you the difficulty level that was a match to your skills.
Also, the difficulty level was constantly checked, e.g die 10 times a row by bots and game set the bots difficulty level back to the easiest.

Same can be implemented in GZ, where adaptive difficulty changes by each machine you meet. E.g 1st Runner (or pack of Runners) has difficulty of 0 and if you kill it without taking damage, next Runner (or pack of Runners) you meet has difficulty of 1 and so forth. Until you get to a point where e.g difficulty level 8 Runner (or pack of Runners) gets best of you and kills you. Game then dials back the difficulty on Runners a bit.
This can lead to interesting gameplay where when you’re great against Runners, game scales them up and makes Runners very deadly. But if you are poor against Tanks, game doesn’t scale Tanks up, until you get better at taking out Tanks.

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I know, I was an UT fan, member of the Dragon Talon Marauders, miss.
Hence my name in Steam beginning with =DTM=

But that game was based around this system, GZ then…
Implementing this system surely can be done, but…
How easy or hard this would be on the GZ engine is… depending…

The UT engine is a true marvel in any a form: highly adaptable, and almost overpowering for what it was used.

Even today, this genius system is used due to this.

Sure, there were other, darn awesome engines, the Serious Sam engine for one was dang awesome.
But none were as adaptable.

But this is getting a tad OT, therefore, let us go back to the question: Just how ‘easy’ would it be to implement this system on the GZ engine?
It does not seem THAT adaptable?

I could be wrong, really…

Hence, this is a question. XD

Only a dev can answer that and i’m not so sure that this kind of information is allowed to be disclosed.

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Oh, so true!!!
Now, this was an open question, miss!
I did not mean to actually get an answer in such regard, but there are a few people here that know a thing or two of coding…
Maybe they had some input, I mean, they could not be entirely wrong, I think.
Sure, they do not know the code of the engine, but I assume, they can make up somewhat, based on the general experience of the engine?

It would however be so darn nice if a Dev would answer this.
A simple “can(not) be done” would suffice for me. :wink:

Well, everything “can” be done but the question is how complex it is, how much time it takes and is it even worthwhile (while considering available resources, manpower and time).

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Agreed, miss. :slight_smile:

We’ll see where it’ll walk to. XD

The ranking of diffrent types of machines would be really nice, right now I can easily deal with Hunters in smaller groups, but when suported with a harvester or dogs the unters instantly becomes more of an threat. Maybe if you don´t want to code them to be harder just make it so more of them spawn.

runner
lvl 1 -> 1x
lvl 2 -> 2x

maybe make hunters so that every 2 lvls it ads one more to the patroll, and every 3-4 lvls on harvesters and tanks.

It´s a cool concept as you can keep the current balance and only increase the threat lvl in numbers.

What do you guys think of this? :slight_smile:

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