Wiki:
Page name: Motherland battle system (basic) [Logged in view] [RSS]
2009-02-05 17:38:11
Last author: Sedition
Owner: Sedition
# of watchers: 1
Fans: 0
D20: 19
Bookmark and Share
Sir,here are the basic rules of engagement for the Motherland


Movement:
Fall-back=2 square per turn,commander loses control of retreating unit for 2 turns.3 turn cool down
Standard=1 square per turn
sprint=+1 square per turn for 3 turns,5 turn cool down,impossible to fire while moving
swift=3 squares per turn
fast=4 squares per turn
blazing=5 squares per turn

Obstruction:In certain maps (most of them,actually),there are certain sections,denoted in gray,in which movement is hindered or prohibited.in gray territory movement is downgraded by 2 squares for all units with the speed of swift and up.standard speed is uninhibited,and sprint is prohibited while in gray territory.gray territory has its benefits however,it gives an ambush bonus to infantry that stay within it for 3 turns.however,vehicles are prohibited from entering gray territory.gray territory is a simulation of buildings,heavy foliage,ruins,and other obstacles in warfare that commanders must work around in combat.

Destruction:Destruction is cuased by certain abilities or heavy usage of heavy firepower in certain environments (for now,Urban).Destruction is simply making a square (or for certain abilities,an area of squares) turn into gray territory.

Falling back:falling a unit back weither intentionally or due to being routed will send your units out of your control for 2 turns.in a purposefull retreat,units will retreat in any direction of the commander's choosing (besides squares occupied by enemy forces.).retreating units loose all cover bonuses regardless of cover territory and go into negative cover penalties.


Defense:defense is calculated in a few simple factors.units may or may not have their own armored defense,and all maps have varying cover.cover is broken down as so:

green=gives the unit in the square a 5 armor defensive bonus
blue= negative cover,detracts 10 armor but boost movement by 1 square per turn.
ambush=after satisfying the conditions for an ambush bonus,unit is given 10 armor until ambush status is broken after the first turn of engaging the enemy.


Attacking= with the new battle system this has been simplified to be much simpler to calculate!things such as accuracy and evasion have been thrown away for now and attacking is now broken down to attack power,armor,and range.

range= the number denotes the amount of squares your unit can be distanced from a target and still engage it.in the future,hopefully not until software can do the greater part of calculation for the player,range may denote the amount of damage actually done per turn.

ammo=this denotes what is most commonly known as "mana","MP."pp" and other terms for points needed for special "skills" in a fight.ammo does not replenish on its own and is expened when used in combat using abilities such as sprint,grenade,and other abilities.

techniques= many units have special abilities and items that can be used in combat and consume ammo points.they can be defensive or offense and usually mean the difference between life and death.be mindfull of their use however,for they often require a cool down period of multiple turns in which they cannot be used again for some time.


more to be updated soon!

Username (or number or email):

Password:

Show these comments on your site

Elftown - Wiki, forums, community and friendship.