While I like the idea, I think it should also be in synch with what the different island types are supposed to be.
So here is my variation on it.
Alpha 1
Concept: These are owned by humanity and Nians do not expect to retake them at this time. Thieves and spies are sent, that try to avoid combat.
Suggested changes:
- Orange indy bots, that roam randomly, if they encounter ore/plants will harvest them. If killed they drop (most of) the harvest. If they harvest some X amount then they move to a teleporter and disappear.
- Orange faction bot groups that roam randomly. One of them is a rare (Darkstar etc) that sets off the geoscanner FX from time to time and drops artifact scan charges and random loot from the artifact drop lists (level proportional to tier of bot) when killed.
Alpha 2
Concept: as Alpha except there are small aggressive incursions (red roams)
Suggested changes: same as alpha 1.
Beta
Concept: Humanity has set up outposts but their control is uncertain, Nians try to reclaim teritory
Suggested changes:
- At random, long intervals a large group of red NPCs spawns and somewhat slowly makes its way to an outpost. They have shorter aggro range than normal and try to take the shortest path to their destination. Once at the outpost they attack it (reducing control) until killed or X% damage is done.
Gamma
Concept: unclaimed teritory
Suggested changes:
- These are the places that should have NPC outposts and mineral/plant farms popping up, with NPC hauler trains traveling in between.
- If the NPC outposts are left alone for long enough they start randomly (at a low rate) spawning red groups that move to attack player structures on same island.
- The Gamma islands that are on faction borders can have outposts of both involved factions show up, in which case they will attack each other as above