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How to "handle" scoring

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questccg
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Joined: 04/16/2011
All or nothing engine

With @Mensian's "KILLING SCORE" it makes the engine "all or nothing". Which means that basically either you spend one or more turns to KILL a unit or that unit lives and scores points. Since this can SPAN many rounds (given stronger units with higher Health Points HPs), it becomes more strategic how you are going to spend your "resources" to deal with the units your opponent plays onto the play area.

Since each unit has a RANGE, it is possible to deal blows to non-adjacent units too. This can also occur with "Advanced Tactics" which may be used to target any unit (as example) or units a specific distance away.

It sort of mimics a bit a "previous iteration" of the game... But with less randomness and more PURE strategy (determinism).

When I get more details about the previous issues, I'll post an update to my thoughts on some of those issues that I am facing...

questccg
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Joined: 04/16/2011
Range, Basic Attack and Advanced Tactics

A NEW idea came to mind when thinking about RANGE of a unit. Every unit has a "Basic Attack" and an "Advanced Tactic". The new idea is that "Basic Attack" is ONLY "melee" attack and works only if you are ADJACENT to that opposing unit.

The RANGE value would be use ONLY for the "Advanced Tactic" and could have a value from one (1) to four (4). Four (4) is like diametrically opposed poles from one diagonal to another. But since you can only move in four basic directions (no diagonals) you have 2 North and 2 West (for a total of 4 positions). Obviously you can flip this 4 ways, 2 for each player.

This would encourage players to fully use MELEE when required and then only at times rely on "Advanced Tactics" to handle those difficult (and highly problematic) units when then are on the play area.

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