One of my long term goals for the AMC TC was to improve the higher difficulty levels so that instead of just purely higher enemy numbers, enemies will also have more attacks and improved AI. Episode two went quite a long way with this goal (For instance, Cybertours and Bruisers use their big attacks much more frequently) but there's still more room for improvement. Right now Armageddon has a 2x damage setting against the player and ideally I'd like to naturally make the enemies do more damage than just artificially increasing it (so zombie soldiers will have grenades, ninjas will have smokebombs .etc) I'm curious as to what you guys would like to see - my ideal goal is to increase the power creep for BOTH sides so that the AMC team can wield power-armour, shield belts, increasingly powerful weapons and ammo types and the enemies will get more powerful as well.
I have a couple of ideas in mind, one for the higher difficulties and one just in general.
The first is inspired by X-COM Long War - the idea of battle fatigue for characters. We all have our favourites and player choice is important but on the other hand, encouraging people to try out other characters is also a good goal in general. My idea was for on Expert and above only (so normal mode will not have this feature) characters will get a fatigue rating after a mission, calculated on a mixture of time taken and injuries sustained (I'll figure out a balance) As this rating goes up, the character will start to receive penalties to represent fatigue setting in. Short term consequences are a shorter sprint bar, medium would be an accuracy resetting penalty, and the higher levels would go up to reduced health levels and no inate regen ability. This would all be communicated on the player select screen.
This fatigue would be restored in several ways - the first would be to simply not use that character for a few missions. The other would be to visit a hub world and go to one of several 'chillout' locations - I really want to expand the hub maps since the moon base you only really need to visit once and that's it. You could go there, pay a small amount of base budget or something and get to check out say a spa or something goofy like that and it would reduce the fatigue level instantly. This way if you want to do a character mission instantly you can just take that agent for a small holiday and then be free to use them again.
Thoughts? nothing is set in stone but there's a big roster of characters and I'd like some mechanic to encourage cycling them at the higher levels of gameplay.
The second is more simple, resource aquisition. I actually had a minigame planned for the resource gathering you can do on the sol system moons but never got round to coding it in. Basically you'd control a mining rover and drive around terrain picking up minerals that would translate to resources (you could optionally sell them for budget too) It would be a chill-out mode, and you could upgrade the rover from a basic model with a greyscale camera to more advanced models that fly and detect minerals from afar.
