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PROJECT COMPLETION:
36%
CURRENT VERSION:
v0.2 "Switchboard"

NEXT VERSION:
v0.3 "Zombie"
[due ~September 2004]


DESIGN DOCUMENTATIONS

Shapes: Statistics

Statistics Rundown

Here's a quick summary of the stats that a shape can possess. This is not meant to be a complete encylcopedia of stats, just an explaination. Formulas and numbers will be given in other sections.

  • Structural Integrity (Hit Points):
    Like most games, this is the measure of "life" a shape has. There is a current and max in the xxx/yyy format. There are at present no differing kinds of HPs (armor, shield, etc.), just one unified stat.
  • Force (Attack):
    Attack power. Compliments Resistence; see below
  • Resistence (Defense):
    Defensive rating. This is measured against an attack rating for a final damage calculation. xamp: 72 attack VS. 57 defense = 15 damage. Pretty simple stuph.
  • Speed:
    Speed can effect many things. Currently on the slate are: combat turn priority, map movement priority, and map movement rate (tiles p/ move). May also possibly increase force potential.
  • Opacity (Evade):
    Helps a shape "dodge" an attack. Can either reduce an attack or completely avoid it - not sure yet. Compliments Aquity / Vision; see below.
  • Acuity / Vision (Accuracy):
    Acuity also has several effects: In combat it helps accuracy of attacks and reduces enemy opacity ratings. It also increases area of vision on the map for scouting and recon.
  • Size:
    In combat, smaller sizes increase defense somewhat (harder to hit). Size also effects how many shapes can squeeze into a pod. Pods with larger sized shapes can only cram in so many while smaller shapes can fit many more into the same pod (all pods are the same basic size)
  • Energy Required (pending):
    Used only before creation time. Each basic shape type has an energy requirement to fulfill when it is created. Energy is the basic unit of a shape's "cost". Therefore, some shapes can cost more or less than others. The use of this stat depends on which acquirement model we go with. If we go with the "Tetris Queue" model, all shapes will cost the same amount and will simple be balanced among each other so that it does not matter which shapes you get, but how you use them.
  • Intelligence:
    Since much of the game including combat will be under AI control, this allows a shape to "act its IQ". Intelligence is like a fudge factor. Intel may play a roll in a pod captain's mission objective decisions, which enemies to attack first in combat, sticking to the battle plan, etc. Obviously a high intelligence is good, but stupider shapes gain a slight attack bonus (big dumb brutes).
  • Force Type:
    The "kind" of attack a shape gives. Currently there are four (which may change in name - these are kinda hokey): Electrical, Thermo (heat), Biological, and Chemical. Compliments material; See below.
  • Material:
    The "kind" of defense and also the basic material the shape is made from. Currently there are four: Wood, Stone, Chrome (metal), Glass.
  • Bravery (pending):
    Effects attack ratings and roles, combat priority, and chance to run. Brave shapes fight to the death (or at least closer to it).
  • Constancy (pending):
    Effects the offset of dice roles. Inconsistent shapes can score a knockout or a total miss, all depending on chance. Inconsistent shapes score lower on average, but can hit/defend better on some occasions than other shapes. And then the next turn they might not :-) Constancy may be replaced by intelligence if the effects are too similar.