This has been suggested before, and the devs had said that they would like to add something like this too, if they can find a good way to implement it.
Any nearby small blobs path to each other if no enemy is present, when 4 touch they are replaced with one normal blob.
same with the 4 normal blobs into ‘Big’ blobs. just tougher variants, still single tile
Finally, when these 4 big blobs path to each other they become ‘tethered’. They attempt to stay within touching distance at all times. This allows them to squeeze through smaller openings. One blob is designated as the leader and selects the movement path. This is determined by proximity to the enemy.
Ha this reminds me of a funny issue in the old xcom where a 2x2 enemy would have one section fall asleep and the rest of it would keep moving. Anyways yea I would like Multi-tile enemies.
Or where you could mind control one quarter of a 2x2 enemy. Or where explosives dealt 4x damage to large enemies, because it hit every tile.
That second one might be an issue, I could understand larger enemies taking slightly more damage from explosions, what with having a greater area to hit, but 4x might be just a biiiit too much.
How about treating large creatures as organic vehicles of some sort? With the NPC revamps I’m guessing that some thought went into NPCs driving vehicles. This would also simplify the “big monsters can crush things” logic for houses/cars etc. I imagine this would work particularly well for non-differentiated aggregate monsters like blobs as damage-per-section makes a lot of sense.
Also opens up the possibility of riding things like moose. Or a mind-controlled hulk. Yeah. That.
[quote=“ClockworkZombie, post:8, topic:4874”]How about treating large creatures as organic vehicles of some sort? With the NPC revamps I’m guessing that some thought went into NPCs driving vehicles. This would also simplify the “big monsters can crush things” logic for houses/cars etc. I imagine this would work particularly well for non-differentiated aggregate monsters like blobs as damage-per-section makes a lot of sense.
Also opens up the possibility of riding things like moose. Or a mind-controlled hulk. Yeah. That.[/quote]
I was reading through and JUST about to suggest this… In previous discussions on robotic enemies I suggested that certain drones/mini-tanks be implemented through expanded vehicular code as the gateway to multi-tile enemies. As you suggested, benefits in being able to damage certain ‘components’ of the creature itself are quite likely.
If it was successful enough one could even use this expanded system to simulate critical component damage to single tile enemies as well (after all, what is the skeleton but the frame to our own body?)