Space Basic Enemy

1.1 High Concept | What is this feature?
This basic enemy spaceship will have the most basic behavior, spawn from some of the Big Spaceship and stats in our game. By itself, the basic enemy spaceship won't pose a threat to the player but if encountered in groups can become a serious problem.

This enemy is easily killed and whenever they get destroyed the Player's Character succeed on one of the Combat Challenge and now he can Board the Big Spaceship.

This enemy has a different base model but they can variate in colors.

1.2 Justification | Why do we have this feature?
The basic enemy spaceship will be used on the Combat Challenge on space as a tool for testing the skill check the player onboarding, multiple mechanics and dynamics, for example shooting, moving and evading.

1.3 Functionality | How should it work?
Any designer reading this document must understand what Steering Behaviors are, no need to understand the programming part behind each behavior but focus on understanding which each behavior does.

For detailed information on the data of this enemy follow the link.

This enemy can: This enemy will have 2 states:
 * Fly around and follow designated targets
 * Shoot at the player ship
 * Follow and escort the big ship. When the player is not in-range with this enemy
 * Follow and attack the player ship. When the player approaching the big enemy ship, the small space ships will stop following the big space ship and go straight for the player ship and start shooting them.

1.4 Design Goals | How should it be designed?
The basic enemy spaceship should follow the following rules
 * 1) Target dummy with a brain - The movement and behavior of the enemy will not be that difficult to identify by the player.
 * 2) Not pose a threat to the player - The player must be able to kill this enemy easily.
 * 3) Personality and a backstory - The player should be able to see that the enemy has a background story, with this I mean that for the player the enemy should not be just a smart AI that he needs to kill just because the game says so. In DOOM 2018, for example, the possessed are basic enemies you kill on 3 shots but they still have a background story, they have possessed scientists while other enemies are demons or have a hierarchy which helps the player with immersion.
 * 4) Onboarding for the player during the first stages of the game - Teaching the player the mechanics and dynamics of combat.
 * 5) Enhancing other encounters - This enemy must be capable of working with other enemies to make encounters more challenging for the player.
 * 6) Tied with landmarks/Point of interest, should be spawn in and can be found at the spot where players most likely to come.