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Suggestion: Different Tactics For Different Factions


OTTERMATIC
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The problem:

Right now, the game is based around masses of enemies running at players, and getting gunned down. The enemies don't use much tactic, beyond occasionally ducking down behind cover. This is fine under certain circumstances; not an all-around, perfect for all situations solution. So...

 

 

The idea:

... Each faction uses a different style of fighting. Something that suits them and is more interesting than just having a bunch of enemies that kind of stand around and take bullets.

 

 

Obviously, not every enemy in each faction is created equal, and they have different characteristics that mean they shouldn't all fight the same way. A Corpus sniper will obviously fight differently than a Mine Osprey. But, this doesn't prohibit a faction from having a basic fighting style. Which brings us to...

 

 

AI 2.0!

 

 

Starting with the Grineer. They are Marines, and heavily armoured. How would a tough, bulky set of soldiers fight? Tactically. In AI 2.0, Grineer would have their numbers of soldiers reduced, and instead of having a room of 10, 15 enemies, they would only have 5 or 6. But they are smart. They're trained soldiers; they are challenging, not because they can outnumber you, but because they can outsmart you.

 

 

They are big, slow, heavily armored; Tenno have the advantage of speed, and the only way the Grineer can compete is to fight you on their terms. The idea is they use their knowledge of tactical warfare, to draw you into their fights; throwing grenades down halls to get you out of cover, and using every little bit of cover to their advantage.

 

 

Grineer are big, but they're not dumb in AI 2.0; they are trained, precise, killing machines.

 

 

Up next are the Infested. Fast moving, and not particularly strong, the Infested are less troops, and more zombies. They are the opposite of the Grineer in AI 2.0; the Infested tactic is based on running at you with large numbers of enemies, and then running at you with even more enemies, and once you're done with all of those? More enemies.

 

 

The Infested are very quick, with decent damage, but not a lot of strength. They are also possessed by a mutation. Not the best at using logic, or brains at all, but they are very good at overwhelming you. The Infested are difficult by sheer numbers and brute force.

 

 

AI 2.0 Infested are similar to Infested in the current game, but with more numbers.

 

 

And last, but not least, are the Corpus. These guys are a little bit different from the last two factions, because they are not trained troops; they are somewhere between pirates and traders. But, they do have brains, enough brains to make robots. Because of this, the Corpus are somewhere between the other two factions; smart enough to hide behind something, but not particularly well-trained and not very good soldiers. However, with their robots charging at you, the Corpus don't exactly need to be brilliant tactitians.

 

 

Corpus are an all around, medium faction. They are bigger and tougher than Infested, as well as smarter; but the Grineer are bigger, tougher, and have more combat experience. As a result, the Corpus tactics are a mix of what they have picked up from battles with their other enemies. The crewmen aren't particularly accurate with their guns, and they are not the best at picking good places to avoid getting shot. But they have help in the form of their dispensible machines, which are a little bit tougher than the crewmen, and a little more dumb.

 

 

In AI 2.0, Corpus are different, and yet, the same as the other two factions. Their fighting style is a mish-mash of their past battles, much like a band of pirates and scavengers. They pick apart their enemies, take what they like, and leave the rest behind, creating a blended faction with different, unique differences between the machines and the crewmen.

 

 

AI 2.0, in addition to adding more uniqueness to each faction -- making each faction fight differently from others, requiring Tenno to adapt their tactics to fit the enemy -- it allows for each faction to have some more abilities. Grineer can have more focus on defensive abilities, Infested with some more aura-based abilities, and Corpus with disposable machines.

 

 

This proposed AI also allows for some wildcards. In AI 2.0, the Leaders can change up how a faction behaves. Grineer leaders can throw tactics to the wind, being so strong that they can just plow ahead. Infested leaders can make their weaker allies stronger with their auras, and Corpus can go either way (more defensive or more offensive.)

 

 

The currenty style of AI is fun, sure, but it gets a bit tiring when every enemy just charges at you, with occasional crouches behind some chest-high walls. If the proposed changes were implemented, suddenly each faction has a different flavor of combat, allowing for more specific ways to approach each enemy, and a more dynamic environment.

 

 

(This is only a basic guide I thought up. It's not at all fleshed-out. Over time, I'll add to it, and make it a little more robust, and hopefully some of these ideas are liked. Thank you for your time!)

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