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Posted: Sat Mar 28, 2015 8:01 pm
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Enemy Systems All the info you need on the enemies you'll encounter here, how they appear and attack, and what you earn for defeating them.
This Thread contains information on: ▪ Enemies; The enemies you'll encounter in Death of an Aberration. Machines, Human Enemies, Aberrations, and more as the story progresses. ▪ Encounters; Enemies will appear in your Missions in Dangerous Areas, if you roll a certain dice result. The chances of encounters and the type and size of the enemy force will be different for every mission, so pay attention to the Mission Templates for info on what you could be up against!
If you are looking for these things, you're in the wrong thread!: This information can be found in the "Squad and Character Systems" Thread, located in the Main Hall, or you can click here. ▪ Squad Structure; How the Squads of the Muse State Military are formed, what their Members' Ranks, Levels and HP amounts are, and descriptions for each and every Rank. ▪ Squad Tiers; What perks Squads can have, and how the Squads can be upgraded to have even better perks for Members. ▪ Weapons, Ammunition, Equipment and Perks; An explanation of how Weapons, Ammunition, Equipment and Perks are gained and managed, along with the Weight System. ▪ Currency Points (CP); An explanation of the currency of Death of an Aberration, simply called "CP", that is used to buy and sell items between players, or to/from Armory Shops.
This information can be found in the "DoaA Tutorials" Thread, located in the Main Hall, or you can click here. ▪ Tutorial: Personal Armory Space; Everything you own must be listed in your Personal Armory Space. Learn how you can store your Weapons, Equipment and Ammunition, and keep track of Currency and unlocked or purchased Perks. ▪ Tutorial: Choose your Loadout; This tutorial can help you create some smart loadouts using the space available to you. Every weapon has a weight value, and you have a weight limit. Learn how to quickly and easily set up a loadout for your mission. ▪ Tutorial: HP Bars; You'll need one of these with your name and headshot image, for use in Missions, Tournaments and Events. Learn how to use our user-friendly HP Bars! ▪ Tutorial: Exploration; Learn how to make your way through the areas contained in Missions, search for loot, and encounter enemies. ▪ Tutorial: Battle; Learn how to get through a Battle intact, correctly following our Systems so you can earn full rewards for Mission Completion! ▪ Tutorial: Armory Shop; Learn how to spend your Currency Points (CP) in the Muse State Armory, or your Squad's Armory Shop, to get a hold of new Weapons, Equipment, Ammunition and Perks.
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Posted: Tue Mar 31, 2015 8:51 pm
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Enemies The enemies you encounter in Death of an Aberration can be categorised into the following forms, and each form has their own typical tactics and arsenals at their disposal. Enemy maneuverability is also important to note, as it will determine what weapons can hit them, and whether or not the enemy will be able to evade attacks.
Humanoids
All humans fall into this category, though there are rumors of other human-like entities in the world of Terra.
Most humanoid opponents carry firearms and bladed weapons, and may have access to similar technology or perks that the Muse State Military has access to. Humanoid opponents will often be part of an anti-government faction, simply referred to as rebels, but there are still other possibilities for their identities. Most, but not all, humanoid opponents take extra damage from Freeze Rounds, and may be able to gain "Airborne" or "Agile" maneuverability, often through the use of technology or equipment.
Humanoids are often organised and tactical, carrying firearms, grenades, equipment and technology for recon and assault, and can be a serious threat in large numbers. Many humanoid opponents will automatically target whoever on your team has the least HP, in order to quickly bring down your party's numbers. Beware humanoid targets that carry experimental weapons, technology or equipment not available to the military, as they will provide an extra edge for their wielders in battle.
Upon defeat, humanoids will often drop ammo and CP, and sometimes rare weapons -- and like all opponents, defeating them will award EXP.
Machines
Many advancements in technology and war machines have been made over the years. Threat-detection and artificial intelligence are at the forefront of combat machinery, making many machines completely autonomous and self-sustaining. Most machines connect wirelessly to military servers for commands, while few are programmed with menial tasks and maintenance. When they are not needed, many machines shut down -- an unforseen loophole of which is that it makes it difficult to locate old machines, and they are sometimes captured by enemy forces and reprogrammed, or have been shut down for so long that they are no longer able to accept new commands from their server, and default to protecting their area from any trespassers.
Some machines have been designed to assist military members in recon, to identify threats, and to take down enemies. Some military members can be seen patrolling or taking on missions with a machine partner to assist them, however this requires a large amount of investment and special permissions from the military HQ.
Machines take extra damage from Shock Rounds and tend to use Blades and Firearms in battle, though there will be a few large ones that specialise in huge, heavy blades or firearms, or even explosives. Machines have tough exteriors and are relentless, but tend to be predictable in their tactics. One machine will go all-out against a target right from the start, and tend to prioritise attacking whoever is damaging them the most, or who attacked them last. Many machines will set traps, wait for an opportune moment, and then swarm.
Aberrations
Aberrations are a newly discovered, beast-like enemy that do not naturally occur in the world of Terra. Not much is known about how they function, where they come from, or even whether or not they are a living organism. We're certain though, that they're a dangerous and powerful threat. Aberrations typically take the form of huge feral beasts made from translucent and darkly-colored energy that bends to form their bodies, and is solid enough and strong enough to tear through buildings. Aberrations don't seem to have the ability to communicate or reason, however they do seem to be goal-oriented, obsessively focusing on reaching a destination, destroying a particular building, or protecting an area from intruders.
Aberrations use only their appendages to attack, cleaving or smashing through buildings and personnel alike, so they normally have no true ranged attacks. Every Aberration is different though, so paying close attention to their form, reach and maneuverability is essential. Many Aberrations also seem to have a time limit, after which their bodies will begin to dissipate or destabilise, until they vanish completely, without a trace.
Aberrations take extra damage from Incendiary Rounds, as the napalm flash-fire incinerates the energy their bodies are made of, and upon defeat, tend not to drop any Weapons, Ammo or CP, though as with all enemies, defeating them will still award EXP.
Very rarely, a powerful Aberration may possess the ability to take control of a person or machine, "possessing" them for their use. These Aberrations seem to be able to reason and think, and do not reveal their presence until they are ready to attack. They are exceptionally difficult to discover, as their energy-filled bodies completely enter the entity they're possessing, and remain hidden. Scientists now theorise that Aberrations may soon possess the ability to reason, think and communicate, but all current cases of Aberration encounters suggest they lack the mental architecture to support anything beyond a primal and instinctive mind.
Enemy Maneuverability Enemies of any category can also typically be split into three categories of maneuverability -- Grounded, Airborne, and Agile.
Grounded enemies: ▪ are the most common enemies that are encountered; ▪ can be hit by any weapon, and; ▪ are unable to dodge attacks.
Airborne enemies: ▪ as machines are uncommon, as humaonids are rare, and as aberrations are exceedingly rare; ▪ cannot be hit by blades or grenades, and; ▪ are unable to dodge any other attacks.
Agile enemies: ▪ as machines are uncommon, as humaonids are rare, and as aberrations are rare; ▪ move quickly and dart around, easily dodging 50% of all bullets and rockets sent their way; ▪ are unable to dodge attacks from blades, being hit by them 100% of the time, and; ▪ cannot be hit by grenades.
Enemies that are both Airborne AND Agile: ▪ are the rarest enemies that are encountered; ▪ move quickly and dart around, easily dodging 50% of all bullets and rockets sent their way, and; ▪ cannot be hit by blades or grenades.
The Gravity Press perk is a useful way to even the odds against Airborne or Agile enemies, as it robs them of their ability to remain Airborne or to be Agile, rendering them a Grounded enemy that can be hit by any weapon type 100% of the time.
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Posted: Wed Apr 22, 2015 9:33 am
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Machine Enemies The Machine enemies that we've come across so far. Note that at first, only the first couple will be listed here, but more will be added as they are encountered in-game.
Crawler | Machine | Grounded An old-generation scout machine with a damaged or outdated uplink device. It no longer accepts orders from the military servers and therefore defaults to protecting its last mission location from all trespassers. It crawls slowly along the ground and scans the area for targets, then fires a magazine of bullets at them until it detects no further life signs. Because it cannot connect with the military's servers, it cannot tell if a target is an ally or not. Crawlers identify many other machines as allies, but all others as threats.
aiHP E DMG E
Attack strategies: At low levels, attacks one random participant once per turn. At medium levels, attacks one random participant twice per turn. At high levels, attacks one random participant three times per turn.
Fleeting Wing | Machine | Airborne | Agile A fast-moving, airborne machine that quickly flies towards targets and slices them with its bladed wings. Fleeting Wings have no means of seeing enemies, and instead use acoustic sensors to find targets. Their bodies are exceptionally small and hard to hit, and often spin while flying through the air, make sharp turns, and gain speed by diving suddenly. They are an outdated scout machine with a damaged or outdated uplink device, and no longer accept orders from military servers.
aiHP F DMG F
Attack strategies: At low levels, attacks one random participant once per turn. At medium levels, attacks two random participants once each per turn.
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