
So that’s how I envision the game to look graphically. I really like the neon color on black visual, because its rather simplistic and is very good at conveying small bits of important information. While theoretically, the entire game could easily be played out completely text-based, I believe that that the player needs some for of visual feedback. The game will use a node system for “territories”, and the goal of each game will be to capture the enemy HQ (The bold territory).
There will be three types of units in this game:
Infantry – Beats Air, loses to armor.
Armor – Beats Infantry, loses to Air.
Air – Beats Armor, loses to Infantry.
All units will have only one stat known as power. This starts at %100 and decreases as the unit fights. Fortifying will refill this value and increase it up to a buffer of %150, but you will lose the buffer if the unit performs any action that is not a fortify. When two units fight each other, they both deal damage to each other based on their power and where they are on the RPS scale. At %100, if a unit is winning it deals %70, if it ties it deals %50, and if it loses it deals %30. Values will likely change later on.
As of now, I’m going to limit a unit to one action per turn. You may also create additional units in any territory you control, this unit will arrive at the end of your next turn. Creating a unit will cost one action point. You will start the game with your “favored” unit. You will gain a fixed amount of action points per turn, not sure how much though. I think it will be relative to the size of the map.
There will be three races. Each race will receive a bonus point to spend a specific type of action (Move, Fort, or Attack) each turn. Each race will also have one type of unit that they will favor over others, and that unit will start at %115 power.
This is my limited scope as is. After (if) I get this finished, I will try to polish up the game as much as possible. Focusing mostly on balance and AI.