Note this idea comes form the failure that was my NATO idea So be warned if their is overlap with the idea in some way.s
ACTIVE Resistance
You are not alone, and it is time to show it, the resistance and the Sweish military are coming up and bringing the pain.
New features include the ability to arm safe houses with sniper outposts, call in MRLS support, and a slew of new tactical equipment ranging from flashbangs that reset the robots search system and flare guns, to the Automatgevar 5 /w m203.
STORY
The story for this update starts once you have accessed all bunkers, The TVs will come to life with a notice that the military has arrived and supplies will start being airdropped in at set locations.
the first quest has you heading to one of those locations where you will find a few resistance members guarded by several runners with the resistance marks painted on them as they distribute food, medication, and ammo.
The human NPCs are in a church a sniper in the tower (which is blocked off), as you get there and go for the supplies several FNIX class hunters will approach forcing you to defend the church.
IT should be noted the sniper in the tower will inform of them giving you some time to set up traps. From here you defend the church from a few waves with sniper support and allied runners as a constant (always 2 runners)
Once complete the leader of this group will ask you to come inside as they need to talk.
From here you are sent on quests to help the resistance take back ground, This unlocks the ability to upgrade outposts, depending on what they are some can have robot spawns, others snipers, and others still “bunkers” similar to the base defense ones.
To do so you need to claim an outpost for the resistance which involves heading to it, and using a special jammer which will block the area from FNIX view the problem is the robots know of it and will try to destroy it before it fully activates.
protecting the jammer until it is fully activate gives you the upgraded outpost. Survivors will appear inside with new side quests and requests. and the upgrades will appear for you to buy.
The story will see you linking up with larger resistance pods, and reclaiming several MRLS stations for the military, where in a final climax you destory a facility producing harvestors with MRLS fire, resistance bots at your side and heavy allied support.
NEW FEATURES
SAFE HOUSE UPGRADES
These require you to do the jammer missions on the safe houses and not all safe houses can have them. that said once done you will get survivors in the place and a small blue area on the map that robots will avoid at all costs.
All bunkers can be upgraded with this but unlike other places they just act as an area to see human NPCs in the form of the miltiary who will send out tanks and hacked runners to help fight.
Upgrade examples
SNIPER TOWER: Armed with hunting rifles these snipers will defend a wide area around the tower, thankfully they are not reliant on you for ammo, but be warned explosive armed bots can damage the tower requiring wood and medical supplies to repair and heal the sniper.
Pill boxes: Several Pill boxes are placed around the entrances (unique to bunkers), these have soldiers aremd with Ag5s who will open fire on robots, though they will lock down their pill box if tank bots show up.
Barter market: Trade scraps for other scraps weapons for other weapons. Who knows maybe you will find something useful.
First aid station: Free healing so long as you are in the Safe house. spawns 4 standard first aid kits ever so often.
MRLS platform(story related unique): rain hell with this multi rocket launcher armed with EMP and HE explosives. Sure it takes a while to reload but a fully volley is enough to destroy even the largest of tank bots (In the story you have to activate 3 of these they are used in the final mission of this story to devastate a harvester production facility.)
*RUNNER REPROGRAMMING Station (Story related the first jammed outpost gets one for free): produces resistance runners out of scrap metal, fuel cells, and small battery packs. you can have one following you at any time. Once these are built you may even run into resistance bots fighting soviet and FNIX bots on the field.
NEW ALLIES
resistance RUNNER
The most common none player Ally you will get though they are rarely seen in more then groups of 4. These are always a Miltiary grade one in looks with resistance symbols painted on them, though their weapons maybe different. Loadouts include, SMG, flamethrower, and rocket launcher.
RESISTANCE TICK
a tick with an EMP bomb on its back, dropped by resistance hunters.
Resistance hunter
Extremely rare only seen in story missions or large combat pieces in the wild. These are armed with the shoulder mounted rocket launcher, twin machine guns (lacks melee arm), and a tick pod. there is only one variant and this is unlocked and found via story stuff.
Swedish robot tank
A centurion tank modified with new robotic tech, manned by a 2 man remote crew using FNIX tech, these things are armed with a 105MM main cannon and a .30cal MG, along with that do to not having a crew its internals have been messed with and it can deploy resistance runners and ticks from the rear a max of 2 runners and 4 ticks active at a time per tank.
NEW ENEMIES
along with new allies comes new enemies, the soviets are moving forward and FNIX is adapting to you.
BUZZARD
A FNIX airborn drone, comes in two forms combat and scout. both fly high and fast above you scout using thermal sensors to locate you and direct its host to your locations, the combat will try to dive bomb you. Both form are deployed by a new class of hunter.
Assault Hunter
A new class of hunter designed to deal with the resistance, armed with twin machine guns, and heavy armor this one is slower then any other hunter but it can take a beating. On top of that it replaces the normal tick pods with a small catipult system loaded with Buzzards, comes in two forms recon and demolition. demo has Explosive rounds, recon has radioactive.
SPIDER
A new russian class, their version of the hunter the spider is a micro wolf, armed with a front mounted .50 cal machine gun and a crawler bay (there version of ticks).
weapon load outs
weak: 2x 7.62 MG front facing
moderate: .50 cal MG front facing
strong: rpg-7 rocket launcher 2x SMG
Crawler
BAsed on the ticks the crawler is a small 8 legged robot used by the soviets, normally deployed by spiders they have also been seen deployed via dispersion pods. these come in two types, incindiary and EMP. thankfully these seem to be designed to deal with FNIX robots not the resistance though the resistance is still a target.
NEW WEAPONS
FLASH BANG GRENADES
Normally used by specialized forces the flash bangs are normally not seen as a direct combat tool. But that was before a spec ops team scouting found out that a sudden bright flash resets the robots tracking sensors.
function: changes robots alert level to calm after they are hit.
10g Flare gun
A single shot flare gun this tool is first given to the player in the first supply box, like all weapons it has qualities from rusted to brand new bright red plastic. The flare gun has two ways of use, direct fire which will do minor fire damage and heavy component damage or it can be fired into the air where it will distract robots for 15 seconds after a 4 second delay.
AG5 /w GL
A rather unique weapon that comes with the swedish military when they arrive half way though the story, this version has 3 fire modes, semi, full, and GL. in GL it swaps to a single shot unslung 40mm m203 grenade launcher. unlike other weapons it has 2 ammo type loads for this reason.
MG3
900 rounds per minute of pain, to bad it only has a 100 round box. This and other LMGs would be given a bipod to allow them easier use when prone this is a barrel mod though.