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Let us know how we can improve the game and vote on existing suggestions.
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Mini-bosses?
#19
I always found destroying the lava sources a bit anti-climactic. It's just a bunch of COG running around like any other cave plus a turret or two around the legs. Maybe a special, physically larger, unit protecting the lava sources? Or somehow make
Planned
Gameplay
Enemies
141
2
Post-game content
#361
I think right now at least, the endgame is boring. There is nothing to do. I think it would be cool, if like enemy flagships would still surface from time to time, as like cog remnants or something, or maybe an enmy drillship more powerful than a fl
Gameplay
Enemies
Map, structures and exploration
108
3
Underground / ground enemy bases
#234
Underground / ground stationary enemy bases to destroy, very strong, fortified :)
Gameplay
Map, structures and exploration
Enemies
89
1
Cog Commander
#274
Special Cogs that are like a Commander (Mini Boss maybe?) They should appear in special Drillships, having better Weapons and Armor. Also they should have some kind of "Commanding" Ability, so that when you destroy them, other Cogs they've been cotr
Gameplay
Enemies
70
0
COG Realism (tasks and jobs)
#867
COGs mine, bring resources to their drill, and work on their ship. Instead of COGs just standing and roaming it would give them a little more life and makes the player more strategic. do you attack the miners and cut off their supply, or destroy the
Planned
Gameplay
Enemies
58
1
Shield cog
#518
A cog that would follow and shield 1-2 other cogs. It would have to be destroyed before the cogs it was shielding could be destroyed. The shield cog would deal no damage to the player, it's only purpose would be to shield other cogs from damage. It
Gameplay
Enemies
38
0
Final Volcano Boss
#951
As the culmination of all our effort, the trench run on the Deathstar if you will, the final mission was very easy. We took out the near leg and then literally mortared the other two in complete safety in about 30 seconds. The entire mission was ove
Planned
Gameplay
Enemies
37
1
New types of COGs
#80
add new types of COGS. BLADE: physical attack. FARMER: physical attack. drop: basic material only MACHINEGUN: attack related to MACHINEGUN. SHOTGUN: attack regarding SHOTGUN. FLYER: basic PISTOL attack.
Gameplay
Enemies
35
2
Cog outpost/camp
#1183
So I was playing breath of the wild and I thought a cool idea would be if cogs had little outposts or camps spread around the map where you could choose to either attack them and if you beat them there would be a chest with some random stuff. nothin
Gameplay
Enemies
Map, structures and exploration
29
0
Exploding on death enemy
#493
You can add a certain type of robot where that when they are killed they explode and deal aoe damage to nearby robots. And that it does some damage to the base if destroyed inside of it.
Planned
Gameplay
Enemies
28
2
Resource transports : extra loot !
#323
These new boxes have just been shared, with this info : "These will drop on the ground whenever you throw something out of your inventory so others can pick it up" But seeing the COG colors... It got me thinking, what else could they be used for ?
Gameplay
Enemies
New mechanics and gamemodes
28
1
Melee COGs
#249
Combat feels hollow. Although we all probably agree combat AI needss to be improved and I'm sure this will be addressed, one simpler way to bring color to the combat is COGs that charge you with meelee weapons. Maybe smaller mechanical insectoids. T
Gameplay
Enemies
22
0
COG War Train
#1248
If I was seeing right on one of the dev leaks, it looks to me like there are going to be some abandoned rail lines on the new map, along with a wrecked train or two. Maybe the cogs figured out a way to armour one of the trains just enough so that it
Gameplay
Enemies
Map, structures and exploration
20
2
Damaged COGs
#82
A variant on the "new types pf Cogs" idea but with a twist. Have occasionally COGs spawn damaged, with some parts missing or tunred around. Some can crawl like zombies for their legs are not attatched. More to entertain the player that to actually i
Gameplay
Enemies
18
0
COG AI improvement
#771
I think the AI should move more when they shoot becuase once they get into a close range of you then just stop moving and I think that it make the PvE element less interesting. So once the AI gets in range they should keep moving and not stop.
Gameplay
Enemies
18
0
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