+# Enemy and Behavior Ideas
+
+[TOC]
+
+## Enemies
+
+ * Tanks: mobile, ranged dudes.
+ * Towers: immobile, ranged dudes.
+ * Shield-parts: A portion of a unit that takes no damage.
+ * Eye-parts: Takes no damage everywhere except the "eye", a [small] unshielded weak point.
+ * Mouth-parts: Takes normal damage everywhere except the "mouth", where dealing damage heals it.
+ * Patroller: moves in a fixed pattern until hero is sighted.
+ * AutoTurret: Only shoots in fixed direction(s); may shoot at regular intervals, or when triggered by movement/switch. Might rotate.
+ * Narcoleptic: Falls asleep randomly, but woken as normal.
+ * Turtle: Invulnerable while asleep (in shell). May or may not sleep randomly.
+ * BuilderBot: Builds new towers. (Sometimes has security crew which tether to him.)
+ * Dozer: Dude with no attack, instead pushing you.
+ * AutoDozer: Pushes in a fixed pattern. Usually invulnerable. (You can use them as a tram of sorts!)
+ * KillDozer: Pushes you toward spikes, fire, and traps.
+ * OopsDozer: Pushes you toward enemies.
+ * Wizard: Dude who can teleport.
+ * Healbot: Shoots bullets which heal; aims at allies. A bit slow.
+ * Shieldbot: Shoots bullets which add a shield orb to anyone struck.
+ * Hypnotist: Shoots sleep bullets, but deals no damage. Often has friends.
+ * Rock Eater: Melee dude that eats rocks; the more he eats, the faster and stronger he gets. (Rocks heal?)
+ * Berserker: Speeds up proportionate to damage taken.
+ * Groggy: Sleepy and slow right after woken up, speeds up the longer he's awake. Sleeping resets the bonus.
+ * Evolver: Gains some sort of bonus the longer he's awake, such as Move, Power, Speed, HPR, Shields, Size, etc.
+ * Fatty: Poops walls and rocks as he walks around, being fat.
+ * Reflex Slug: Melee. When hit, emits 1-3 shots in the rough direction the shot came from.
+ * Starfish: Splits into two copies on hit.
+ * Wolfpack: Group of 2-4 melee dudes that split up to flank/distract you.
+ * Scardysaur: Runs away if you get too close.
+ * Item Eater: Moves to eat any item it can see as its highest priority. Eating an item fully heals it. On death, drops all items it ate.
+ * Acid Slug: Leaves an acid trail where it's been (deals damage if you walk across it).
+ * FortBot: Drops stationary shields to make 3-sided "forts".
+ * Bunny: Prefers to be behind `cover`, in places with lots of escape routes, "forts", etc.
+ * Protectors: Units that attempt to get between you and more injured/important enemies. Often have shields, armor, or lots of HP.
+ * Swarmers: Units that "flock" together, each having low HP, but being numerous. Melee or harmless-but-annoying.
+
+
+
+## Notes
+
+ * All enemies have a `wake` stat, which alerts them to action when you come close. (Enemies have a small timer that prevents flapping between sleep and wake.)
+ * Most enemies will sleep if left alone for long enough (`sleep` stat, in ms), provided they cannot see you (`sight` stat), plus or minus some other criterion. Some never sleep, though.
+ * Enemies which never get too far from something are `tethered` to it; enemies can tether to a location, an object, or another enemy.