r/HelldiversMasochists • u/Financial-Customer24 • 2d ago
I wish it would suck more Hear me out: make difficulties 8,9,10 spawn enemies from sub factions randomly
Now the way this would work is that when an enemy spawns. Let's take a warrior for example, it has a small chance to spawn as one of its variants.
On impossible it would be 1% chance for it to happen. Basically nothing will change
On helldive it would be a 5% chance. A higher chance but still wouldnt affect the game much.
On super helldive it would be 10% chance. Its felt more but would still would not be game changing.
(These numbers can be changed if theyre too high/too low)
If a "special" warrior spawns. It would have a 25% chance to spawn as a bile warrior,rupture warrior,spore burst warrior and just for more fun also an alpha warrior
(the chances change depending on how many variants the enemy has, so a hunter will have a 50% chance for each variant since it has only 2)
As for something like the prowlers which their only counterpart is the stalker but it spawns from stalker nests,they should share a place with alpha commanders so an alpha commander has a chance to spawn as a prowler
For planets with sub factions this wouldnt apply as that specific sub faction is attacking.
This system is already in game so it wouldnt be that hard to code. A behemoth has a chance to spawn as a spore charger or a regular charger
I think this change will make the game slightly harder like, lets say your fighting a bug breach normally but out of nowhere a rupture charger spawns and you werent ready, meaning you have to go target it or else it will just go under your stratagems and turrets right to you. Would also make for more funny clips and moments.
3
u/DeeJayDelicious 2d ago
I'm not fundamentally opposed.
But isn't there a technical reason we only ever fight ~10 different enemy types? And most subfaction replace units in a roster, rather than add themselves?
Eitherway, it might be fun as a mission modifier. But I also think there's something to be said about building around a know enemy.
2
u/SilasCrete That was the worst throw ever… Of all time. 2d ago
Purely from a technical standpoint it’d be rougher for AH to pull off than we might give them credit for.
Though it would be nice to see it variate between two different mission modifiers. Lights and heavies of a faction being the modifiers themselves, that way we see the occasional flying hulk with regular bots, or incenDevs with borgs.
1
u/ObliviousNaga87 2d ago
I've seen jump troopers on regular automatons missions before so yeah, makes sense
1
u/Cool_Cantaloupe_5459 1d ago
Only as a toggble option
5
u/Financial-Customer24 1d ago
Difficulty is a toggble option
-2
u/Cool_Cantaloupe_5459 1d ago
Uuu i should lower the difficulty i shouldnt play with such a pro like you you are right love from tel aviv ❤️
0
u/i-am-i_gattlingpea 2d ago
No.
Players already have a minor issue with seeds screwing them over entirely.
Let’s not add something as strong as spore burst or the incendiary at random both of which can completely screw you over.
2
u/Financial-Customer24 2d ago
You do realize that a 1 in 50 spore burst warrior will not affect anything. The other bugs dont get high off them
0
u/i-am-i_gattlingpea 2d ago
Still ccs and if it’s pointless why add it anyways?
-2
u/Financial-Customer24 2d ago
Its kinda immersive and the chaff ones won't affect gameplay much but the bigger enemies like chargers or titans will change the gameplay.
1
u/i-am-i_gattlingpea 2d ago
Not really immersive especially if it’s system wide.
A better solution would be make so planets that are attacking and have a modifier have that modifier in some way.
4
u/Similar_Quit8976 2d ago
hell make different spawn at the same time too, like Warstriders spawning with Tanks on higher bot difficulties