DESIGN DOCUMENTATIONS
Shapes: Types
Meet The Family:
Cube:
Steady and consistent. They do not excel at anything in particular, but you can count on consistent results from a cube. Good ol' Cube.
Sphere:
Wise and well rounded in skills. Higher average stats, but not excelling in any except intelligence. Spheres make the best decisions, so also make the
best pod captains.
Prism:
Good acuity and opacity. Prisms are some of the hardest shapes to actually hit. Prisms also come with an array of defensive specials.
Cylinder:
Ho-Hum. Nothing special, but really cheap to get. Cylinders are the "filler" shapes of AXIS. They have no notably special properties, but they are
dirt cheap and can be bought in droves. "Highly expendable".
Tetrahedron:
Best attack and very small. If Tetras were dinosaurs, they would be raptors. Combos emphasize attack. Best suited for invasion forces and gang-ups.
Pyramid:
High attack and defense. Best straight-out fighters. Pyramids can play defense or offense equally well.
Torus:
Hard to hit, but fragile when it is. The torus can dish out quite a whoopin' but doesn't take much to fold if struck.
Block:
Superior defense and HP. Like a rock. You'll need a decent force to bring down a block, even by itself. Blocks are very large however, and cannot
travel with too many other shapes in a pod.
Cone:
Highest Acuity. Cones make the best scouts. Extra Recon specials, plus higher average intelligence.
Amorph:
Shape shifter - can be counted as any shape type for combos, but very weak. Amorphs are poor by themselves but can do serious damage when used as
assistents to other heavy hitting shapes.
Sentry:
Sentries are huge, immobile, defensive entities that pack a mean punch. Bringing down a sentry can be difficult without a proper take-down
force.
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