So I’m working on a small “mini-faction” with tiny machines. High-speed fighters, mini-vehicles, and warships. Purely end-game stuff.
So far I have the following machines in mind:
Recon planes and Recon ground vehicles are available in the wild, but are not hostile. IF they do become hostile (to you or anything else) for whatever reason, they’ll drop an emergency beacon and bad stuff will happen. There are multiple variants with different beacons. They may summon high-altitude reinforcements (Fighters, bombers, heavy bombers, etc), maybe summon ground vehicles that parachute in (BTR, Technical, MLRS, Terror Drones, etc), or maybe vector in a strike (Tomahawk missile equivalents, Low-Altitude Limited Guidance Ballistic Submunitions Dispenser, etc) Other than that, they can see in the dark and will hit you with tracer rounds (Flares) to reveal your position. Note that beacons can be destroyed (And should).
In cities you may (rarely) encounter a salvage expedition with a large “resourcer” vehicle and smaller ground vehicles for defense. You probably won’t want to get near.
If you head out to the water, then you get to the big (and very rare) guns; the warships. So far I’ve set up destroyers with different loadouts and a drone carrier. Destroyers are armed with multiple weapons from rapidfire rocket launchers to high-caliber charged boltcannons to guided missiles (Which are essentially super-charged grenade hacks with a custom explosive). The drone carrier will send out high-speed interceptors and attack bombers. You definitely don’t want to come near.
The weapons I’ve made for them (and you) so far are:
Boltguns: These come in multiple sizes, from the tiny boltguns on recon planes to the larger ones on ground vehicles to the massive charged boltguns found on river warships (which are essentially tank cannon rounds with improved accuracy but reduced explosive yield). They trade damage for high pierce and accuracy.
MAG Launchers: Essentially short-range rapid-fire grenade launchers. These launch tiny hexagene mags that pack a explosive punch. You’ll generally find these on small to medium machines. From the smaller 400HexMags that are secondaries on light bomber craft to the more powerful 800F HexMags that are carried by attack bombers as their primary weapon to the large vehicle-mounted 3K Siege Mags. They aren’t very accurate and suffer at long range.
Streamer Rockets: Tiny, unguided rockets that are weaker than HexMags but are more accurate and have greater effective range. Can be found on many planes/vehicles, whether carried by heavy bombers as secondaries or being barraged at you by a ground-based vehicle.
Reaper Missiles: Insta-hit guided missiles, they have greater explosive power, but most importantly, are extremely accurate. Essentially .50bmg explosive rounds. They’re only carried on the largest ground vehicles or warships.
Along with the above, there are a gamut of “place_monster” tools at their disposal.
For now I’m going to say they came from the netherworld portals and are now replicating; which fits considering how alien their technology is.
They’re composed of 3 components: Liquid Metal, Fuel Gel, and Crystalline Polymer.
Liquid metal is liquid (obviously), but hardens when subjected to a constant electric charge.
Fuel gel is solid and 20x denser than gasoline; and are highly explosive.
Crystalline Polymer can both retain and transfer electrical charge. It’s always radioactive.
So, whenever a machine is “destroyed” i.e. the polymer is too damaged; the metal “melts”, leaving only semi-solid scraps of parts that retain power.
You can pickup these parts and attempt to salvage them via "a"ctivate to stabilize them. They can then be disassembled via regular means. Or they can explode. Bigger remains give bigger parts (And bigger explosions).
If you manage to extract the mini-factory from the remains of larger machines, you can create ammo, weapons, and drones with the materials you salvage.
Of course, this is still a long ways to go, and may change depending on whether things are possible.