Nestharus
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Introduction
Footman Empires is largely influenced by Dynasty Warriors Empires 4
The object of the game is to take out the opposing teams
The first arena I am working on for the game has 4 teams and 9 bases. Each base is color coded to make it easier to see. The 4 teams are located on the four corners of the map.
A player loses when their general falls. A team loses when all their generals have fallen or their main camp is taken (very corners of map).
Controlling Areas
To control an area, build a fortress at a control point. Medium squares are control points (see very center of map). The team bases have 3 control points. The black, red, blue, yellow, and white bases each have 1 control point. Building any sort of building on all control points will ensure that the team controls the area.
When an area is controlled, the controlling team gets taxes from that area depending on the tier. Orange/Pink/Teal/Grey are tier 3, Black/Blue/Red/Yellow are tier 1, and White is tier 5.
While units are not on the front lines, they get a variety of bonuses. While units are behind enemy lines, they get various penalties.
Bases are linked together to their neighbors. Fortresses in bases stop spawning when they are no longer connected to the owning team's main camp. To give an example.
Pink controlled by Team 1
Teal controlled by Team 2
Orange controlled by Team 3
Grey controlled by Team 4
White controlled by Team 1
Yellow controlled by Team 1
Red controlled by Team 1
Black controlled by Team 2
In this case, Yellow and Red are connected to Team 1's main camp through White. Let's say that Team 2 takes away Team 1's control of White
White controlled by No Team
Team 1 is still ok as no team is controlling the White base, so Red/Yellow are still connected to the main camp through it. Now Team 2 takes the White base.
White controlled by Team 2
Now the Red and Yellow bases aren't connected to Team 1's main camp. This means that if there are forts at those bases, they will stop spawning. Furthermore, units at those bases will get major penalties as they aren't connected to the main camp.
Morale
Morale is how confident a unit is to fight. 100 morale gives a 50% bonus to attack speed and movement speed and a 50% reduction to incoming damage. 0 morale gives a 50% reduction to attack speed and movement speed and a 50% increase in incoming damage.
As a force of units in a colored region fight enemies, their morale changes. Killing enemies increases morale while dying to enemies lowers morale.
Let's consider 3 Team 1 units and 2 Team 2 units all with 50 morale in the Blue Region.
Team 1 kills one of Team 2's units in the blue region. The remaining Team 2 unit in the blue region loses morale based on the dead unit's rank while Team 1's units in the blue region get the same amount of morale that Team 2 lost. Only units in the affected region are modified. If that units leaves the region, their morale does not change to reflect the new region, their morale is their own. If a unit enters the blue region, their morale won't suddenly increase or decrease as well.
When a unit is cut off from the main camp, their morale lowers at a constant rate until they are reconnected to the main camp. Morale only goes up when the unit is part of a force killing other units. It goes down when either the unit is part of a force with dying units or the unit is cut off from the main camp. In this way, cutting off bases from the main camp can be a devastating blow.
Units that are in enemy territory or that are cut off from the main camp get less morale per kill and lose more morale per death. Units in allied territory gain more morale per kill and lose less morale per death. In this way, it can be relatively difficult to take a base.
Some units, like flag bearers and commanders, increase the rate of morale gain per kill and lower the rate of morale loss per death. Structures can also do this, like towers and fortresses within an area. The bonuses depend on the rank and type of the unit/structure. Generals give the most bonuses, but losing them will cost the player the game (like the King in chess).
Stamina
Whenever a unit attacks or while a unit is moving, that unit uses up stamina. When a unit hits 0 stamina, they begin to lose morale and their attack/movement speed are lowered by 50% and their damage taken is increased by 50%. While a unit is regenerating stamina, their food consumption is increased. If that unit is out of food, they begin losing stamina and morale. No morale and no stamina will decrease their attack speed and damage by an additional 25% and increase their damage taken by an additional 25%.
Food
Food is produced at the main camp and can be carried to outlying fortresses. Each unit can carry a certain amount of food. Some units act purely as supply units (when in areas without a fortress). These supply units give other units in the area food. If the supply unit is killed, those supplies are taken by the killing force (distributed among units, rest discarded).
Mechanical Units
Mechanical units do not have stamina or food, instead they have power. Mechanical units use a constant amount of power. When they run out of power , they can't attack or move. Mechanical units do not have morale. They give extra morale bonuses to allied units and lower morale bonuses for enemy units. They are rather high ranking, so they can increase enemy morale and lower allied morale when they are destroyed.
Power can be transmitted via Power Towers or by suppliers holding battery packs.
Undead Units
Undead units do not use stamina, food, or morale. They give major morale penalties to both allies and enemies (same amount). Undead units use energy and when they run out of energy, they immediately die. Energy is supplied by undead commanders, undead generals, and energy towers. Undead units do not store energy at all, so if there is no energy source in an area, they will immediately die.
Commanders
When a commander is killed, it will be revived at the main camp after a period of time. If the commander is killed with 0 morale or in an area that is not connected to the main camp, that commander will be lost.
Combat
Combat is highly customized so that unit attacks are based on their gear and stats.
If a unit with a low amount of strength were to wield an extremely heavy weapon, they would take a cooldown penalty and would lose more stamina per attack. When a unit is encumbered (more gear than they can carry), they take a movement speed penalty and stamina penalty based on how encumbered they are (less stamina, less movement speed).
If a unit were to wield two weapons, they would lose stamina for each weapon (two attacks at a time). The weapons actually run their own attacks and the armor run their own defenses.
Combat Experience
As a unit gains combat experience, they get morale bonuses (more morale per kill, less morale lost per death). When they get enough experience, they can become a commander. Experience also increases their stats, allowing them to equip better gear.
Units can gain experience by either killing other units directly (this includes heroes) or by being trained at a fortress/main camp for gold.
Footman Empires is largely influenced by Dynasty Warriors Empires 4
The object of the game is to take out the opposing teams
The first arena I am working on for the game has 4 teams and 9 bases. Each base is color coded to make it easier to see. The 4 teams are located on the four corners of the map.
A player loses when their general falls. A team loses when all their generals have fallen or their main camp is taken (very corners of map).
Controlling Areas
To control an area, build a fortress at a control point. Medium squares are control points (see very center of map). The team bases have 3 control points. The black, red, blue, yellow, and white bases each have 1 control point. Building any sort of building on all control points will ensure that the team controls the area.
When an area is controlled, the controlling team gets taxes from that area depending on the tier. Orange/Pink/Teal/Grey are tier 3, Black/Blue/Red/Yellow are tier 1, and White is tier 5.
While units are not on the front lines, they get a variety of bonuses. While units are behind enemy lines, they get various penalties.
Bases are linked together to their neighbors. Fortresses in bases stop spawning when they are no longer connected to the owning team's main camp. To give an example.
Pink controlled by Team 1
Teal controlled by Team 2
Orange controlled by Team 3
Grey controlled by Team 4
White controlled by Team 1
Yellow controlled by Team 1
Red controlled by Team 1
Black controlled by Team 2
In this case, Yellow and Red are connected to Team 1's main camp through White. Let's say that Team 2 takes away Team 1's control of White
White controlled by No Team
Team 1 is still ok as no team is controlling the White base, so Red/Yellow are still connected to the main camp through it. Now Team 2 takes the White base.
White controlled by Team 2
Now the Red and Yellow bases aren't connected to Team 1's main camp. This means that if there are forts at those bases, they will stop spawning. Furthermore, units at those bases will get major penalties as they aren't connected to the main camp.
Morale
Morale is how confident a unit is to fight. 100 morale gives a 50% bonus to attack speed and movement speed and a 50% reduction to incoming damage. 0 morale gives a 50% reduction to attack speed and movement speed and a 50% increase in incoming damage.
As a force of units in a colored region fight enemies, their morale changes. Killing enemies increases morale while dying to enemies lowers morale.
Let's consider 3 Team 1 units and 2 Team 2 units all with 50 morale in the Blue Region.
Team 1 kills one of Team 2's units in the blue region. The remaining Team 2 unit in the blue region loses morale based on the dead unit's rank while Team 1's units in the blue region get the same amount of morale that Team 2 lost. Only units in the affected region are modified. If that units leaves the region, their morale does not change to reflect the new region, their morale is their own. If a unit enters the blue region, their morale won't suddenly increase or decrease as well.
When a unit is cut off from the main camp, their morale lowers at a constant rate until they are reconnected to the main camp. Morale only goes up when the unit is part of a force killing other units. It goes down when either the unit is part of a force with dying units or the unit is cut off from the main camp. In this way, cutting off bases from the main camp can be a devastating blow.
Units that are in enemy territory or that are cut off from the main camp get less morale per kill and lose more morale per death. Units in allied territory gain more morale per kill and lose less morale per death. In this way, it can be relatively difficult to take a base.
Some units, like flag bearers and commanders, increase the rate of morale gain per kill and lower the rate of morale loss per death. Structures can also do this, like towers and fortresses within an area. The bonuses depend on the rank and type of the unit/structure. Generals give the most bonuses, but losing them will cost the player the game (like the King in chess).
Stamina
Whenever a unit attacks or while a unit is moving, that unit uses up stamina. When a unit hits 0 stamina, they begin to lose morale and their attack/movement speed are lowered by 50% and their damage taken is increased by 50%. While a unit is regenerating stamina, their food consumption is increased. If that unit is out of food, they begin losing stamina and morale. No morale and no stamina will decrease their attack speed and damage by an additional 25% and increase their damage taken by an additional 25%.
Food
Food is produced at the main camp and can be carried to outlying fortresses. Each unit can carry a certain amount of food. Some units act purely as supply units (when in areas without a fortress). These supply units give other units in the area food. If the supply unit is killed, those supplies are taken by the killing force (distributed among units, rest discarded).
Mechanical Units
Mechanical units do not have stamina or food, instead they have power. Mechanical units use a constant amount of power. When they run out of power , they can't attack or move. Mechanical units do not have morale. They give extra morale bonuses to allied units and lower morale bonuses for enemy units. They are rather high ranking, so they can increase enemy morale and lower allied morale when they are destroyed.
Power can be transmitted via Power Towers or by suppliers holding battery packs.
Undead Units
Undead units do not use stamina, food, or morale. They give major morale penalties to both allies and enemies (same amount). Undead units use energy and when they run out of energy, they immediately die. Energy is supplied by undead commanders, undead generals, and energy towers. Undead units do not store energy at all, so if there is no energy source in an area, they will immediately die.
Commanders
When a commander is killed, it will be revived at the main camp after a period of time. If the commander is killed with 0 morale or in an area that is not connected to the main camp, that commander will be lost.
Combat
Combat is highly customized so that unit attacks are based on their gear and stats.
If a unit with a low amount of strength were to wield an extremely heavy weapon, they would take a cooldown penalty and would lose more stamina per attack. When a unit is encumbered (more gear than they can carry), they take a movement speed penalty and stamina penalty based on how encumbered they are (less stamina, less movement speed).
If a unit were to wield two weapons, they would lose stamina for each weapon (two attacks at a time). The weapons actually run their own attacks and the armor run their own defenses.
Combat Experience
As a unit gains combat experience, they get morale bonuses (more morale per kill, less morale lost per death). When they get enough experience, they can become a commander. Experience also increases their stats, allowing them to equip better gear.
Units can gain experience by either killing other units directly (this includes heroes) or by being trained at a fortress/main camp for gold.
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