All the primary features that will separate Project: Warcry from the rest of the genre can be found here. A lot of it is similar to games you may have played while some things may seem a bit extreme/lame/risky/trite/etc. Anything can look like an awesome idea on paper; only through play testing will we know if what we have here is both fun and challenging. We’ll ride this plan all the way to where we can battle it out for weeks on end before we make any major deviations. If we come up with a wicked idea to improve the game or find fault in a current feature, we can put a little more time into polishing those areas. The key is to stay focused on what we have now, and make course corrections once everything is in place. Stay the course, keep the faith and build around fun and strategy.
Our combat system will be very over the top. We want the battles to be very interesting so many animations must be designed to keep it unique. Units should be able to identify their targets and use a taunt recognition system to show players they know what they are fighting (For instance, a Sector knight identifies an enemy sector knight and says ‘We’ll show those traitors!’). Units can be knocked down, thrown across the screen or blown to gibs. Bodies will scar the landscape for several minutes, the areas around battles well be littered with fallen weapons and wreckage. An interesting combat system will keep a player entertained and have make for great promotional videos.
Ranged combat is a primary focus of warcry. Ranged weapon damage is based on damage per shot and not damage per second, for this reason accuracy is very important and factors affecting this should be taken into account.
Factors affecting ranged weapons:
- Accuracy- The base accuracy of every weapon is where it starts. Some units may have a very low accuracy and players will need to either upgrade these units with better targeting equipment or take advantage of the other factors
- Firing on the move- Some weapons can be fired on the move but will suffer a penalty. This is still better than not being able to fire on the move.
- Firing at moving targets- Any unit firing at a moving target receives a -20% to accuracy. Some players may want to keep their units moving if they have great FOTM weapons such as flame throwers.
- Range- The accuracy displayed in the weapon stats is the absolute maximum that a weapon will reach; anything beyond the maximum range is safe from that weapon. If your unit is firing upon an enemy unit and that enemy unit gets within half of your units max range, your unit will gain an accuracy bonus of 40%.
Countering other ranged units
Some units are very good at range combat, such as sector knights. For a player to best counter these units they should employ melee specialists. Melee units are specifically designed to kill ranged units using unique methods to close the distance and tie them up- denying them their ranged attack and forcing them into melee combat. Grenades and explosives are also very effective at disrupting ranged units.
Melee units are excellent at killing infantry. Every melee weapon has a chance for a critical strike, meaning a chance for an instant kill. The chance varies on the weapon but leveling up units grants an increased chance to landing a critical strike
Melee benefits- The benefit to melee units is that every attack is 100% accurate and that they ignore shields. Using a melee squad properly can destroy an enemy that focuses entirely on ranged units; when used properly!
Melee Downsides- The downside to using melee units is that they must close the distance with their target. A fast moving unit can dance around a slower melee unit, or worse if equipped with a weapon that can fire on the move can dance while dealing damage to your melee units. You will need to consider this when building your armies early.
Countering ranged units- Ranged units can mow enemy melee units down if not used properly. Charging directly into an enemy with three squads in a formation can result in a quick lose for you. To best counter ranged units take advantage of grenades, transports and your own ranged units. Even if you only have one ranged unit and one melee unit, your melee unit can buy your ranged units time to close the distance and tie the enemy ranged unit up or absorb their attack long enough for your ranged units to get into position and open up with your own guns. Transports can deliver your melee units right in the center of enemy formations, and remember that vehicles have a knockdown effect against infantry while moving, so charge forwards with your transports! Grenades can also be used to knock enemy infantry units down and give your melee units the time the need to pounce on their prey.
Throws and KnockdownsEdit
Knockdowns and throws are the products of a unit receiving a blow of incredible force. Explosions are the primary cause of this, but melee strikes can knockdown units and some attacks can knock units great distances. The size of the unit determines the amount of force required to throw or knockdown a unit. Note that if your unit is knocked down, it is still vulnerable to attack and cannot engage targets until he recovers.
Differences between throws and knockdowns- A throw means that the unit is dead and is now hurdling through the air as a ragdoll. A knockdown just means that units has been hit hard enough to be knocked to the ground and must recover in order to fight again. Recovery takes two seconds from the moment the unit hits the ground. When a melee unit or explosion kills an infantry unit it will produce a throw, removing that unit from the squad.
Mass Factor- Based on the size of the unit and the size of the explosion or melee strike a unit can be thrown or knockdowns. If a unit with small mass, such as a Sector Knight squad, is hit by a small explosion that unit has a chance to be knocked down. If that SK squad is hit by a large explosion they have a greater chance of knockdown or even to be thrown.
Small explosion- 10% chance a unit of the same caliber will be knockdown.
Medium Explosion- 20% chance that a unit of a smaller caliber will be knocked down, 10% chance a unit of the same size will be knocked down.
Large explosion- 10% chance a unit of the same caliber will be knocked down, 30% chance a unit of a smaller caliber will be knocked down.
Unit Attributes and Common AbilitiesEdit
There are four classes that define the units in warcry; Infantry, vehicles, aircraft and structures. Each class is split into three subclasses that determine armor value and mass. Each class also has special benefits to make each one worth using.
Infantry- Infantry are the second class you will encounter in warcry, right behind your starting structures. Infantry are cheap, versatile, can navigate terrain vehicles cannot and are the only units that can capture structures.
- Light- any enemy attacking a light infantry unit receives -20% to their accuracy
- Medium- any enemy attacking a medium unit receives a -15% to accuracy
- Heavy- any enemy attacking a medium unit receives a -10% to accuracy
Vehicle- Vehicles in warcry are powerful siege units and great counters to almost anything. They are expensive however, and make for easy targets.
- Light- any enemy attacking a light vehicle receives a +10% to their accuracy
- Medium- any enemy attacking a medium vehicle receives a +15% to their accuracy
- Heavy- any enemy attacking a heavy vehicle receives a +20% to their accuracy
Aircraft- Aircraft can navigate over any terrain and are some of the fastest units in warcry. They are also very hard to hit while moving.
- Light-While moving, any ground enemy attacking a light aircraft receives a -30% to accuracy
- Medium- While moving, any ground enemy attacking a medium aircraft receives a -20% to accuracy
- Heavy- While moving, any ground enemy attacking a heavy aircraft receives a -10% to accuracy
Structure- Structures are critical elements in warcry and fairly fragile.
- Light- Flame, plasma and explosive weapons receive a +15% damage bonus against light structures.
- Medium- Flame, plasma and explosive weapons receive a +10% damage bonus against medium structures.
- Heavy- Flame, plasma and antimatter weapons receive a +5% damage bonus against heavy structures.
All units come equipped with six tactical slots. By purchasing equipment, weapons or expendable items, you fill your tactical slots. Tactical slots are divided into three groups, so that players can equip two weapons, two expendables and two equipment items. Every upgrade requires a slot in order to purchase, once your slots are filled you can no longer equip gear until a slot has been cleared up. Below are classes of gear:
Expendable items will have a yellow background on the icons. Some purchases you make are intended for one time use, this is so that you can equip your units with powerful weapons but not have those weapons become an end all tactic. An example would be a grenade, while an excellent way to disrupt enemy ranged units and do great damage, once you’ve used it you will have no more and must purchase another if you wish to use that item again.
- Grenades, Satchel Charges and Mines- There are many types of explosive devices and you should think carefully about the purchase. Some may do absolutely no damage to vehicles, so if your enemy keeps attacking with vehicles, maybe you should change it up. Be careful when choosing explosives as every type is designed for a specific function in mind. Once used, the slot is freed up for another expendable item.
- Missiles- Missiles are almost guaranteed to hit their targets and do high damage, but are very costly. They are not considered weapons because they have only one shot. Once used, the slot is freed up for another expendable item.
- Ammo- Hyperion’s can equip their units with ammo specifically designed for destroying certain classes. Ammo comes in belts of 100, and count down for every shot. Once expended, that unit loses the damage bonus they had and must repurchase more ammo if they wish to continue the high damage bonus.
- Drugs- Drugs, such as stimulants, nano-shots and accelerants provide temporary bonuses to your unit’s stats but wear off after a certain time. Drugs can be very powerful aids but should be used at proper times because once used up your units will experience a ‘drag’ effect where their movement is slowed and accuracy suffers.
Equipment will have a green background and works similar to expendable items except these items are not used up and can last the entire game. Purchasing additional equipment after you’ve already made two purchases will result in the replacement of the most similar type of equipment; such as assault armor replaces siege armor.
- Armor- There is different armor types that you can purchase, but you can only equip one at a time. If you purchase one armor type and later wish for another, you can purchase that armor type but it will permanently replace your previous armor.
- Technology- Technology covers many items, such as Detection devices, shields, jump jets, optics, range finders and so on. Technology enhances your units or gives them special abilities.
Weapons will have a red background. Purchasing weapons works the same way as equipment except there is a difference based on either a vehicle, aircraft or infantry unit. You’ll notice by looking at the Weapons slots in the GUI that two weapons are already in your tactical slots. These are your default weapons. You can purchase additional weapons and they will replace the ones that you have issued. Some units may be able to use multiple weapon systems. Types of weapons determine the type of damage you inflict on classes so make wise decisions.
- Infantry- Almost all infantry units have a ranged weapon and a melee weapon. Purchasing a new ranged weapon replaces the default one and the same for melee weapons. You can keep purchasing weapons, and they will replace your old ones. You can even purchase your default weapons back if you wish it
- Vehicles- Vehicles can have multiple weapon systems, for instance the gun lord has 2 hell-storm cannons, 4 fire-storm cannons and 2 sky-fire missile launchers. For this type of unit, only weapons that can be switched out are available in the tactical slot, in the case of the Gun Lord it would be the hell storm cannons, which can be upgraded to a plasma storm cannon. The rest are default weapons and cannot be replaced.
- Some vehicles have available slots for weapons, such as the strider. The strider has two slots for additional weapon systems rather than replaceable weapons.
- Aircraft work the same way as vehicles, except some aircraft can be equipped with bombs, which are expendable items.
Summary: Small to medium infantry can garrison in some structures. This provides a cover bonus by absorbing all attacks until the structures HP is depleted; they will then exit the structure. To garrison units, left click on your units and then right click on the building. The units will enter the building and receive the cover benefits but lose any abilities they had. To remove your units, left click on the building and then left click on your unit’s icon in the GUI.
Units that are capable of stealth have the advantage of attacking enemies without fear of retaliation. Stealth units are 100% invisible to enemies and 50% invisible to you and allies.
Stealth by default is active; units can deactivate their stealth ability via an icon in the GUI. The only real reason to deactivate your unit’s stealth ability is to use your shields. Shields are not compatible with stealth and so the stealth ability has to be deactivated in order to use the shields. When you deactivate your stealth field, it will take about 2 seconds for your shields to start up.
There are two ways to counter stealth units. The preferable way is to use a unit with detection capabilities to reveal the stealth unit. Detection can be purchased for many units and last for a certain amount of time.
The second way to counter stealth units is to use the force attack command. This will allow you to target anywhere on the map, including the ground where you believe the stealth unit to be. Splash weapons, such as explosives, work best for this.
Stealth units can be identified when they use their weapons as the weapons FX do not receive the stealth benefit, so if you see a muzzle flash coming from nothing there is a good chance that a stealth unit is attacking you.
Jump Jets allow you to quickly traverse terrain or obstacles. Jump Jets are based on time in the air and not a certain distance. So, if you have to jump over a very high building you will have to go higher and thus reduce the total distance you may be able to travel. On the flip side, if you want to jump over a river or flat ground you can travel a much farther distance. Jump Jets require a recharge time of fifteen seconds after each use. To use Jump Jets, left click on the ‘Jump Jets’ icon and then right click anywhere that the cursor is blue.
Downsides to Jump Jets- When your units are in the air they are vulnerable to anti-air weapons, even if for a short time. Your units are also vulnerable for 1 second while landing, meaning they can be attacked but cannot attack back.
Teleporters are an instant travel device that can move your unit anywhere on the map in just under a second. Teleporters require a longer recharge time of forty-five seconds. To use the teleporter, just left click on the ‘Teleport’ icon and then click right click anywhere on the map that your cursor is blue for instant travel.
Downsides to teleporting- Your units are also vulnerable for 2 seconds while coming out of a teleport, meaning they can be attacked but cannot attack back.
Burrowing allows a unit to travel underground in the same fashion as if they were walking on the surface except they move at half the speed and ignore all terrain features such as mountains, buildings, rivers or even enemy defenses. To burrow a unit, just left click on the ‘Burrow’ icon and the unit submerges, left click the ‘burrow’ button again at any time and the unit will emerge.
To you and allied players your burrowed units will appear as outlines on the map. The enemy cannot detect underground units at all.
Downsides to Burrowing- Your units are vulnerable for 1 seconds while emerging, meaning they can be attacked but cannot attack back. Burrowed units also cannot reinforce and move at half their normal speed. When traveling underground, burrowed units have 0 sight radius, meaning they cannot see anything above them if no friendly units are on the surface.
Infantry with small to medium mass can be transported in vehicles. Some vehicles can even be transported by heavy lifters. Once a unit is in a transport, they are as vulnerable as the vehicle; meaning if the transport is destroyed with passengers those passengers die with it. To use the transport ability, left click on the desired unit and then right click on the transport. If that unit can be transported the two units will move to meet each other and the process will be automatic. If they cannot, the units will ignore each other and your command for transport. To unload a unit from a transport, simply left click on your transport and in the GUI you’ll see your units in the form of an icon; left click on the icon to have them exit.
Shields act as a second HP and can recharge if the unit does not receive enemy contact for a certain amount of time. Shields are highly resistant to energy based weapons, but melee completely ignores shields. Projectile and explosive weapons do about the same damage as they would against HP but lose any knockdown bonus they would have against a unit without shields.
Shields come in three forms:
- Basic- Standard Infantry shield generator, provides 100 Shield points and recharges after 20 seconds of no enemy contact.
- Advanced- Heavy shield generator that provides 500 Shield Points and recharges after 30 seconds of no enemy contact.
- Force- The ultimate shield generator, provides 1000 Shield points and recharges after 25 seconds of no enemy contact.
There are three types of units that use population capacity; Infantry, Vehicles and Aircraft. Each type has a total population capacity of 50. This does not mean that you can purchase 50 aircraft, vehicles or infantry, however. All units are given a popcap number that tells a player how much of the pop capacity that unit takes up. Larger more powerful units obviously take up more than smaller earlier tier units.
How do I increase my popcap? Popcap is measured based on how much power you have, to increase your pop capacity you need to increase the amount of power going to your production structures.
What about when I first start and have no power structures? No problem, your head quarter provides 10 popcap points right off the start. This is enough to field at least one squad without building a power structure.
What if I go over my popcap limit? The only way this will happen is if a generator that is powering a production center is destroyed and you have insufficient power to meet your population capacity demand. If this is the case, you will lose 3 credits a second for every second your demands are over your capabilities. There are also race specific penalties involved.
To understand more, read on to power.
Power is a very important resource in warcry; it not only controls how many units you can field at one time it also grants special bonuses. Each race has a unique power system:
Protectorate of Man
The PoM use anti-matter reactors to fuel their war-machine. When you build a reactor it produces a ‘Supply field’ that powers nearby structures and allows structures to be built around it while also increasing shield generators strength by 20%.
The power distributed from reactors is transferred to any production structure in its area of effect. If you have just one reactor and just one barracks in that reactors supply field then all 10 population capacity points is awarded to infantry. If you have one reactor and one barracks + one mech bay then that amount is split into 5 population capacity point for Infantry and Vehicles. The two structures are now sharing power.
What are some of the bonuses for building reactors? Not only do your reactors increase your popcap, they also grants a 20% increase to shield strengths in the AoE and decreases the production time by 5% of units being constructed by production centers in the AoE. The decrease to production time only stacks up to four times.
Supply fields are pretty wide allowing for a spread out base, but this also means that you have cover a larger amount of area that may have more than one type of production structure.
How do I increase my population capacity? The best way is to build more reactors, lots more! Even if you have a full population capacity you still want backups in case your enemy decides to strike at your power system. Another way is through upgrades. Upgrades increases the power output of each generator upgraded by 5 points.
What are the penalties for going over my popcap with the PoM? As well as the 3 credit per second fee, you also lose your shield bonus and all your units’ movement speed and accuracy is decreased by 5
The Hyperions are a heavily industrialized society and their power system shows this. Every production structure you build has up to four slots that you can upgrade with refineries. Refineries are the Hyperion’s version of generators. Every refinery you build increases your popcap by 5. Depending on what structure you upgrade with determines which popcap class you increase. If you build two refineries on your barracks structure then you increase your infantry popcap by 10. If you build one generator on your Machine Yard, you increase your vehicle popcap by 5. Special consideration for this must be taken into the design of every Hyperion structure.
What if a refinery is destroyed? If a refinery is destroyed just upgrade a new one to replace it. As long as the structure is not destroyed, you can easily rebuild another.
What are my benefits besides the popcap? A refinery also decreases the time it takes to produce units from the attached structure by 5% per refinery. You can also build anywhere on the map as a Hyperion player since Hyperions do not have a supply area.
What are the penalties for going over my popcap with the Hyperion? You will lose 3 credits per second, your vehicles and aircraft movement speed will be reduced by 10% and your production time will increases back to its normal level.
We want the main focus of the game to be on combat, not resource gathering. However, we also want some distraction from the combat. We are giving players the opportunity to have an infinite amount of income and be able to collect resources wherever they please. However, we have designed the resource system to also encourage players to build outside their bases by limiting how many resource centers can be in the same location and having special points that increases resources once captured.
So what is my resource? Your resource is the whole map! To be exact, every resource center you construct adds +2 credits per second.
So what do I use to collect these resources? Simply build a resource center anywhere available, the funds will be automatically deposited into your spendable funds.
Is there any way to increase the resources generated by each resource center? Yes, there are also Remnants. Remnants are ancient Mor’Rossan structures that will increase you resource rate by 50%. The more you collect the more money you have coming in.
Well that sounds easy, but how do I get Remnants? You capture them! Using your commander, have him stand inside the Remnant for 30 seconds to capture the Remnant and collect the resource bonus. It’s that easy. Or is it…
What If my enemy captures a Remnant, can I recapture it? Yes! You can recapture the remnant the same way that you would capture a neutral one, except first you unit must remove the ownership of your enemy. This means your unit must stand inside the Remnant for 30 seconds to make the remnant neutral again and then continue to stand inside for the 30 seconds it takes to capture it as your own.
Can I capture an allies Remnant? No. That’s not even cool.
Our leveling up system is known as ‘veterancy’. A rank system doesn’t make much sense because as you cannot have a whole squad of guys with the same rank; someone has to be a higher rank. In reality, a squad should get better naturally from experience in battle.
How do units gain veterancy? Units can gain veterancy by acquiring kills. A chart below explains this system:
Kills needed to reach next level
Level 2- 10 Kills
Level 3- 15 Kills
Level 4- 20 Kills
Level 5- 25 Kills
Are all units in the game worth the same experience points? No, some units are worth more kills than others, next is the ‘worthy kill’ list:
What are the benefits to gaining veterancy? Gaining veterancy for your units increases your chance of critical strikes, increases hit points and other factors. Below are the benefits to each new level:
Level 2- +5% to do a critical strike when in melee (infantry), +5% accuracy (vehicle/aircraft), +10% HP
Level 3- +5% to do a critical strike when in melee (Infantry), +2% range (vehicle/aircraft), +1 speed
Level 4- +5% to range accuracy (Infantry), +5% accuracy (vehicle/aircraft), +2 LoS
Level 5- +10% HP, +2 range
Reinforcing your infantry squads is a great idea because it increases the strength and attack of your forces without raising your popcap. You can also keep units alive longer by pulling badly damaged squads out of the fight and rebuilding them; thus maintaining their experience gains and veterancy.
How much does it cost to reinforce squads? This is race specific but a general formula for the different classes has been devised to keep it as balanced as possible.
How long does it take to reinforce squads? Time to reinforce is dependent on race and whether or not that squad is in combat.
PoM- 10 seconds when not in combat, 20 seconds when in combat
Hyperion- 15 seconds when not in combat, 25 seconds when in combat
Jucati- 5 seconds when not in combat, 15 seconds when in combat
How do reinforcements arrive on the battlefield? Each method is unique to its race:
Hyperion- a transport ship will fly over head and have the reinforcement jump out and land on the battlefield, causing a cool dust cloud.
PoM- A streamer spike will be launched from space and land in the center of the squad once the reinforcement is finished and materialize instantly.
Jucati- Jucati units will emerge from the ground once the order is complete.
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