Yeah, something like that could be cool. A Chamelon type terror unit could be pretty... well, terrifying
I still want some teleportation and "jump" movement mechanics. Could make some pretty cool units with that.
Floater remake, draft 1:
Took some inspiration from the new XCOM with this, having both a "standard" Floater and a "Heavy" Floater.
The Floaters are pretty much the weakest units in the game, short of a few scenarios where the AI can use the aliens greater night vision + flying mechanics to its advantage (usually on Superhuman difficulty).
What makes the Floater so weak is really its lackluster terror unit (the Reaper) - the AI has trouble enough using the Chryssalid, let alone a four tile large close combat unit like the Reaper.
So why not throw in a "Heavy Floater" packed with built in weapons and greater stats than the standard Floater in general? ... A Flying Muton if you will
Did some different takes as you can see, the Standard Floater I wanted to look a little goofy and grunty like the original, but more cybernetic (with perhaps the hint that the Aliens make Floaters out of any suitable material they can find - including abducted humans) - A smaller profile to make up for their general weakness, and perhaps improved armour as well (still a low Health count though).
I kept the Floaters flying disco-ball, but remade it a little. It's even more a torso stuck on top of a flying ball now.
At first I experimented with a "Mono-eye", a single red eye - but with the limitations of the Sprite size I couldn't make it look right (more like a "mono-square") so instead I took a page from my first Heavy Floater draft and gave them three eyes. Eventually I would take the main body from the Heavy Floater too, with some modifications, the bright armour of the first one did look a little "off" to me.
The Heavy Floater was hard to pin down - I knew what I wanted with it, bigger and tougher - but how to translate that into practice? Bigger Shoulders and head was a given, and I slapped some heavier armour on the cest as well - buffed up the arms and got a pretty decent look. Eventually I settled for slimming down the lower body a little too, for a less "pudgy" appearance.
Some experiments with visually mounted arm weapons as well, I mean - why not stick a tank weapon on it if you can? No need to bother animating the proper weapon handling then either.
The last draft for the Heavy Floater I tried sticking some "chest tubing" on the front, to break up the down-ward pointing "arrow" that the slimmer lower body created (kinda drawing the viewers vision to its... giant ball
) which made a it look a little buffer too.
The biggest problem was really breaking up how symmetrical the design became, I think the arm weapons did the most for that and for the final design that might work out for the best.
Edit:
Another attempt at the mono-eye idea and a somewhat more eye-catching version (pun not intended).
With the third sprite I'm just taking an axe to the humanoid-ness by removing the head all together to make the standard Floater more unique.
I'm not sure on the arms, perhaps the standard Floater should have fleshy arms while only the Heavy Floater got the cybernetic arms - to distinguish the two further.
What do you guys think?