Partially Implemented NOTD 2: Difficulty Scaling

Discussion in 'NOTD 2 Discussion' started by Kith, Aug 22, 2014.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    NOTD 2 Difficulty Scaling
    MY BIG FAT SCALING WEDDING

    Scaling in NOTD (and NOTD:AM) was largely just “add hitpoints”. I mean, it also added enemies and stuff, but the basics of XP/Rating/ect scaling was based in hitpoint modification.

    I think that’s boring, and so should you.

    For NOTD 2, scaling is going to affect each enemy type differently. Some will get tankier, some will hit harder, some will get faster. The bonuses applied to enemies will be dependent on the match’s “Scaling Level”. Many different factors contribute to a match’s Scaling Level, such as Player Rating, Player Count, or mission performance. Game difficulty does not influence the Scaling Level of a match, as it applies its own separate modifiers. However, it should be noted that Difficulty and Scaling Level modifiers do stack.

    Difficulty Modifiers:
    Show Spoiler
    Recruit Mode
    No side missions.
    Players earn 0.25 credits per point of Rank Experience.
    Squad Rating does not influence Scaling Level.
    No boss mutations.
    Enemies have a 25% chance to spawn as a mutation.
    Mercenary/Human enemies, if present, will be dumb losers with bad equipment.

    Normal Mode
    2 side missions.
    Sub Missions (Charlie and Caves) are active.
    Players earn 0.5 Credits per point of experience.
    Squad Rating does influence Scaling Level.
    Bosses will have a 100% chance to be mutated.
    Bosses have 20% increased health.
    All non-boss enemies have 10% increased Maximum Health and 5% increased movement speed.
    Enemies have a 50% chance to spawn as a mutation.
    Mercenary/Human enemies, if present, will be moderately organized and have good equipment.

    Nightmare Mode
    4 side missions.
    Sub Missions (Charlie and Caves) are active.
    Players earn 1 Credit per point of Rank Experience.
    Squad Rating does influence Scaling Level.
    Bosses will have a 100% chance to be mutated.
    Bosses have 40% increased health.
    All non-boss enemies have 20% increased Maximum Health and 10% increased movement speed.
    Enemies have a 75% chance to spawn as a mutation.
    Enemies have a 1% chance to spawn as a Unique Mutation, which is a miniboss.
    Mercenary/Human enemies, if present, will be well organized badasses with awesome equipment and will also possibly drop artillery on you for giggles. Or drive around in tanks.


    Scaling Level effects per point:
    Show Spoiler
    Walker type enemies: +1% Maximum Health
    Hound type enemies: +0.5% Movement Speed, +0.5% Damage
    Suicide type enemies: +1% Damage
    Stalker type enemies: +1% Maximum Health, +0.25 Health Regeneration/sec
    Slasher type enemies: +0.5% Maximum Health, +0.5% Damage
    Support type enemies: +5 Maximum Energy
    Infestor: +2.5% Maximum Health, +0.5% Movement Speed
    Parasite type enemies: +0.5% Maximum Health, +0.5% Movement Speed
    Airborne type enemies: +0.5% Movement Speed, +0.5% Damage
    Super Heavy type enemies: +4% Maximum Health, +2% Damage
    Recruit bosses: +1% Maximum Health
    Veteran bosses: +1.5% Maximum Health
    Nightmare bosses: +2% Maximum Health
    Mechanical enemies: +1% Maximum Shields
    Mercenary/Human enemies don't get a blanket system because they're complicated and special.


    Scaling Level modifiers:
    Show Spoiler
    IT’S A SECRET LOL DEVS ONLY
    Real talk: It's being kept out of the public eye for as long as possible because I'm not in the mood to deal with people gaming the system. I'm sure someone will figure it out sooner or later and pop open the wiki and make an article about it and that's fine but I've decided to be obtuse about it because... I dunno, I hate you or something.
    Last edited: Jun 12, 2015
  2. AresEnyalius

    AresEnyalius New Member

    One of the first things that interested me about NOTD2 is the mutations. While the traditionally beefier Zack caused greater resource consumption, I hope the mutations will demand players to react differently, which = fun in my book. Looking forward to seeing this in action.

Share This Page