Unit Definitions

This entire post will be about my current game design monstrosity, so if you aren’t concerned with that facet of my life 😉 you might as well skip it.

So I’ve been jotting down notes for what may become the game Pit was supposed to be. I’ve tinkered with the idea of calling it something like Pit:Overlord. Keep the Pit branding and all. Down the line perhaps I’ll come out with Pit:Heavy Metal Hockey. LOL!

Anyway, right now Overlord appears to becoming a block type game. Looking back on this blog I see that I already mentioned this.

So here’s my unit definitions.

Tech Level – an indication of what unit level your research has allowed you to purchase
Steps – the number of times the unit can be damaged
Strength – basically the number of attacks made during combat
Power – the percentage chance an attack will cause damage
Quality – basically a measure of when the unit will act in combat. Crusader Rex used an A, B, C, D scale.
Mv Pts – the number of spaces a unit can move. I don’t yet know how to handle units that can move more than one space in a simultaneous multi-user game.
Vision – how far the unit can see other units and population centers around it
Range – how far a unit can attack another unit.

(if there’s a bunch of white space before the tables, I apologize, I don’t know why. Just keep scrolling.)

Infantry
Tech Level One Two Three Four Five
Steps 1 2 3 3 4
Strength 1 1 1 2 2
Power 10 20 30 40 50
Quality 1 2 2 3 4
Mv Pts 1 1 1 1 1
Vision 2 2 2 2 2
Range 0 0 0 0 0
Armor
Tech Level One Two Three Four Five
Steps 1 2 2 3 3
Strength 1 1 2 2 3
Power 15 25 35 45 55
Quality 1 1 2 2 3
Mv Pts 2 2 2 2 2
Vision 1 1 1 1 1
Range 0 0 0 1 1
Artillery
Tech Level One Two Three Four Five
Steps 1 1 2 2 2
Strength 1 1 2 3 4
Power 10 15 25 35 45
Quality 2 2 3 3 4
Mv Pts 1 1 1 1 1
Vision 2 2 2 2 2
Range 2 3 4 5 6
Air
Tech Level One Two Three Four Five
Steps 2 2 2 2 2
Strength 1 1 1 2 3
Power 5 10 15 20 25
Quality 1 1 2 2 3
Mv Pts 2 2 2 2 2
Vision 1 1 1 1 1
Range 0 0 0 1 1
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