Okay, so this is a fun one.
Basically, we are working on implementing quite a few robots that all have various "bugs" that cause them to do something wonky (and usually funny) periodically. But also which have tactical value. Aside from just the regular stats, weapons, and other characteristics of each bot, the bugs it has are what make it feel really unique.
To be honest we've mostly been focused elsewhere other than bugs (loot, procedural dungeon generation, mission variety, and on and on), so we're only now really getting heavily into the bugs. Off the top of my head, the ones we have so far are:
- Periodic miss change: dumbots always miss their first shot, then every other shot after that.
- Low ammo: a few bots fire just a shot or two, then are out of commission for a while.
- Periodic random fire: the blunderbots fire their rockets in a random the first time, then every other time after that. This often does massive teamkill, but can also just as well hit you.
- Slowness: the murderbot has a 50% chance of not acting every other turn (this is key for you to be able to keep ahead of it, as it's invincible and super deadly)
- Double-agent: the razorbot attacks everybody.
- Hilarious charge: the batbot runs either toward you or away, every other turn, and tries to low-range fire at you.
- Snuggler: bombbot can't really attack you, it just sidles right up to you... and is super explosive... and often gets in your way so you have to shoot it.
- Forgetful: every other turn, moves in a random direction.
Those are, of course, just the bugs. There are also a lot of things that enemies do that are not negative to themselves:
- Various AOE patterns.
- Various ranges and other damage characteristics and all that. Armor, what have you.
- Buffing nearby bots
- Double moves per turn, but uses one to shoot cover to open the room up.
- Stealth so invisible on sensors, and invisible in general until within low sight range.
- Etc.
I'm open to suggestions on both fronts. There are several more brainstorming sessions in the future for Josh and Keith and I, and we tend to come up with this sort of thing pretty quickly. But many heads are better than one, and so I wanted to toss this out to the community to get an even wider field of ideas; I'm sure the game will benefit from that.
Thanks!