Ground: Regular movement, blocked by structures, water etc.
Jumping: Can skip barriers N cells wide. Could potentially cause some weapons (e.g. rockets) to miss (by being invulnerable/collisionless at the peak for example)
Flying: Ignores all barriers, could need special turrets/weapons to attack
Swimming/amphibious: Ignores water as a barrier
Subterranean: Ignores structures but not water
Burrowing: Like jumping, but underground
Tunnel maker: creates subterranean paths that regular ground moving characters can use. Could be temporary/close over time.
Starting or emerging from underground travel could be blocked using concrete (similar to C&C Tiberian Sun).
Weapons
Melee: Requires target adjacency
Ranged: Doesn't require adjacency, requires line of sight (blocked by barriers)
Indirect: Doesn't require adjacency or line of sight
Area of effect: Affects everything within N cells. Could falloff from the origin
Projectile type
Active homing (as used by worms)
Unguided (e.g. rockets, shotgun shells, fired at last target location)
Unguided with target leading: Takes target movement into account
Instant: No travel time (e.g. machine gun bullets)
Spawning: Spawns new mob
Barrier: Temporarily prevents movement within the targeted cell
Static: Occupies a cell (visibly or not), triggered when the cell is entered (e.g. landmines)
Status effects
Health drain (e.g. poison, fire)
Healing
Speed reduction
Rate of fire reduction
Temporary inability to fire weapons
Armour power drain
Disable armour power regeneration
Prevent personal bots from being launched
Destroy all nearby bots
Stealth: Low or zero visibility
Targeting: Opposite of stealth. Nearby bases immediately attack.
By combining attributes like these, you can produce complex enemies: For example, a biter that lays eggs that attack the player when stepped on, a walking hive that spawns swarms of flies that chase the player and slows them down, or a sentry that guards areas before calling for backup.
Movement
Weapons
Projectile type
Status effects
By combining attributes like these, you can produce complex enemies: For example, a biter that lays eggs that attack the player when stepped on, a walking hive that spawns swarms of flies that chase the player and slows them down, or a sentry that guards areas before calling for backup.