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This game will be a tactical, turn-based game. Current plans are that is will be a PvP only game. Maybe in the future I'll create a PvE side to the gameplay, but I want to focus on solid PvP first.
Ah, quick elimination is sweet! I like it because it can give a more realistic feel of tactical combat where evasion is important,
QuoteAh, quick elimination is sweet! I like it because it can give a more realistic feel of tactical combat where evasion is important, A quick elimination could turn a game into "first strike" game. The unit which hit first kills enemy. Meneuverability becomes everything and it could lead to tactical stalls (like everyone stays out of range, the first unit to move will come into the range of the enemy unit next turn and effectively dies without doing any damage to enemy, so everyone stays and do not move).
Take a note that Chess is the game with perfect quick elimination rules, imagine you would be playing with only paws (no ranged units), the first to move would die.
There will be 5 levels to units, but not in the traditional "level up" sense. The units do not advance / change levels. When you construct your team, you can have more low-level units, or fewer high-level units. The trick is that you should always be able to counter the unit with equivalent level units.
The system that I have for combat now works based on levels. An attack always uses the Unit's primary element (at least right now, playtesting might force me to change it). To counter the attack, you compare the value against the defender's value of the opposite element.
For instance, you could have a level 5 Earth Unit. With the following abilities:Air0Fire9Void9Earth18Water9Spirit9This Unit would be nigh invulnerable to all but the most powerful air Units. However, an earth Unit with the most lowly attack power (6) could easily score hits against this powerful adversary. Exceptionally powered level 1 Fire, Water, Void, or Spirit Units (10 / 0 abilities) could also damage this unit.