rules 4.5 KB

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  1. units:v
  2. warmachine:
  3. desc: very basic melee unit, cheap, easy to macro, but easy to micro against, upgraded to a throwaway(unless refitting is a mechanic?) caster to stay relevant against tier 2 and 3
  4. tier: 1
  5. hp: heavy high
  6. armor: low
  7. movement: walk mid
  8. attack: mid
  9. damage: mid
  10. range: ground-melee air-none
  11. vision: mid
  12. upgrades:v
  13. lance:
  14. desc: the unit is produced(or refitted for a cost?) with a lance now, a one time range attack, than can be cast manually or automatically with a toggle, it does low damage and for a long duration halves the movement and attack speed of the target
  15. tier: 2
  16. input: manual cast, attack toggle
  17. usages: 1 time
  18. range: ground-medium air-medium
  19. target: single
  20. effects:v
  21. damage: low
  22. movement: half
  23. attack: half
  24. duration: long
  25. effects:^
  26. berserk:
  27. desc: when lance is cast, the unit's movement and attack speed double for a long duration
  28. tier: 3
  29. input: on-cast lance
  30. usages: unlimited
  31. range: none
  32. target: self
  33. effects:v
  34. movement: double
  35. attack: double
  36. duration: long
  37. effects:^
  38. upgrades:^
  39. oculus:
  40. tier: 2
  41. hp: light low
  42. armor: none
  43. movement: climb high
  44. attack: low
  45. damage: high
  46. range: ground-high air-high
  47. vision: high
  48. upgrades:v
  49. focal-lens:
  50. tier: 2
  51. input: passive
  52. usages: constant
  53. range: self
  54. damage: none
  55. effect:
  56. range: very hight
  57. beacon:
  58. desc: like parasite, except also detector and can be attached to buildings or self, has hp and gets damage and repair with the target, 2 beacons
  59. tier: 2
  60. upgrades:^
  61. trunk:
  62. desc: large heavy armored artillery bot, that burries its feet into the ground and shoots a massive hand-cannon, which does AOE damage and momentarily slows any unit hit. It is slow to shoot and slow to aim, the shell falls slightly after the shot fires, not instantaneous, (but with premonition upgrade always hits the target). If unburied uses the cannon with short range conic spread shot, only effective against low hp low armor light units, hits one unit at point blank, is also slow, and does frienldy fire, so micro intensive to make work. Upgrade torch that can be used when unburrowed to repair heavy units, single use strong hp recovery, so more micro opprtunities when fighting unburrowed. Upgrade premonition, allows targeting air units, but without splash or slowdown. Upgrade "common roots", micro intensive, group N trunks, all must be borrowed and in range with all others, each must target common root ability at every other, then only one of them can shoot at a time but at N times the range.
  63. tier: 3d
  64. rooster:
  65. desc: fast high DPS short range harasser with limited fly spell; upgrade hardened talons(?) allows carrying small units when flying, movement speed reduced and can't attack while carrying, if destroyed mid carry carried unit takes fixed fall damage dependent on the terrain(highground < lowgreoun < water(instakill))
  66. tier: 2
  67. units:^
  68. notes:v
  69. overall: there is a set pool of units and building types, and you can mix match them to create your own unique loadout to play with, different game modes have different limits on number of types of units, and building go around units, this will allow players to naturally participate in balancing the game through loadouts, like decks in collectible card games there can be real good ones and real bad ones on every level of play, and both good and bad can be a lot of fun, in competitive matches you are only told what your opponents low tier selection is (tier 0 and 1) only once the game starts, but scouting a production building reveals what it can produce.
  70. vision: most units have directional vision, player has direct control of where they look, most buildings have low vision
  71. resources: 2 types, heavy and light (as in elements, uranium is heavy while iron and carbon are light), light is required for everything, heavy is required for units and upgrades of tier 2 or higher, light is abundant and easy to harvest, income rate as high as you can dedicate workers with diminishing returns, heavy is rare and difficult to harvest, needs a structure and income rate is capped low
  72. supply: works as usual, there must be a cap, whether it's a building or unit depends on loadout
  73. ui: NO LIFEBARS, DAMAGE VISIBLE ON UNIT MODELS
  74. controls: vim like, but intentionally suboptimal cause it's a game; pressing key issues command to position under cursor no need to click, so it is actually 1a2a3a not 1a-click-2a-click; a attack moves, t targets, can target empty space, which only does one volley (everything one-shots empty space)
  75. notes:^