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Skirmish Mechanics
One square on the world map contains a 15x15 psuedorandomly generated skirmish area.
There are 3 skirmish initiation modes players can select on the world map:
- React/Reaction(standard setting): If one of the squads is in reaction mode, a skirmish will start when the squads are within 2 tiles of each other.
- Avoid/Neglection: A skirmish will not start if both squads are in neglection mode.
- Seek/Aggression: Exactly the same as reaction mode, but if an enemy squad is within sight, the squad will automatically correct their path to intercept said enemy until a skirmish is started.
There are two ways to exit a skirmish: Retreat and Defeat
In order for players to retreat, they must remove their squad leader from "skirmish range" of all enemies. Once the squad leader is 3 world map squares away from the enemy (about 45 skirmish squares), the player will exit skirmish mode and return to the world map. Tiles eligible for retreat will be highlighted in skirmish mode.
In order to win a skirmish, players must eliminate every opposing unit on the field. Losing players will be sent to the nearest allied hospital, where they will stay for a certain number of turns to recover. Victorious players will return to the world map at the location of the skirmish.
Once a players enters skirmish mode, their view screen will switch to a 3x3 world map square display, whereby each world map square will be expanded into a 15x15 skirmish square. The result is a 45x45 complete skirmish map for squads to do battle on. The server will take note of the initiators of each skirmish. Should there be others squads within the initiating radius, they too will join the initiators in their skirmish. However, should the initial squads leave the trigger radius for skirmish before it is initiated, there will be no skirmish unless there is another opposing squad within the trigger radius.
Skirmishes are determined on a squad by squad basis. Squads will always be displayed in the center of their 3x3 skirmish view. If an enemy squad is within trigger range, but outside of their 3x3 view, an indicator will show in what direction the enemy is. Greyed out map squares represent tiles outside of the enemy's trigger radius - moving all of your living units into this grey area will allow you to retreat. (Note that this will move with the closest enemy, so retreating may be harder if you are being pursued!) Allied units that would be in your 3x3 view but outside of the enemy trigger range (i.e. in the grey zone) appear with a default troop distribution, even though that player is not currently in a skirmish view.
Each skirmish turn will be broken down into 15 ticks. These ticks divide up what ponies will do during a skirmish. Moving a step will take Movement Range / 14 time steps. If a pony can move during a tick, it will move one square towards its enemy. All attacks, as well as equipping items, will take one tick to complete. Each attack will also require at least on turn to aim. Every pony will have an aim bar, which will fill up depending on the distance of the enemy. Attacks will not occur unless the aim bar is completely filled up and the enemy is within attack range. However, on the last tick(tick 15), all attacks will automatically be used regardless of aiming was completed, with a penalty of reduced accuracy.
Bucking is the most basic attack in the game: it requires no energy nor weapon, and can be used by any unit within the range of one square. Movement before bucking is allowed.
Ponies will inherently be designated as a ranged weapon user or physical weapon user, and they may not equip weapons that are not of their type. Weapon type designation can be changed at armories. This feature is still unconfirmed, and should be tested.
Physical attacks require a physical weapon to be equipped. All physical weapons have a 10% chance of breaking when used. Movement before using physical weapons are allowed.
Ranged attacks require a ranged weapon to be equipped. All ranged weapons have an ammo counter, starting at 10, that will decrease every time a ranged weapon attack is used. No movement is allowed when using a ranged attack. Ranged attacks also take longer to aim.
Blitzing will be an attack that does more damage than normal, but the unit will not continue to move, or home, towards their opponent, but rather charge in a straight line in the directed direction.
Counter attacking will be an attack that is not aimed at a specific opponent, but will be used against an opposing if the unit is attacked.
Reequipping any item costs one turn. No movement is allowed when reequipping.
An initiative roll, or speed roll, occurs when two or more units attack each other on the same tick. Units will gain initiative bonuses by having higher agility than the unit being attacked. Units will also gain another, small, initiative bonus if they are using a ranged attack. After all the initiative rolls are completed and the bonuses are added, the units with the highest initiative roll will execute their attack first.
There are 5 equipable slots. There will be one slot for a weapon, one slot for an armor, one slot for a hat, one slot for potions, and one slot for barriers. Armors are only equipable at armories, and the whole squad wears the same armor. Special items(books, seeds, etc.) are a possibility.
| Stick | Melee, Breakable | None |
| Axe | Melee, Breakable | Increased damage on spear. Raw damage increase, hit% decrease. |
| Sword | Melee, Breakable | Increased damage on axe. Defense ignore increase, raw damage decrease. |
| Spear | Melee, Breakable | Increased damage on sword. Hit% increase, defense ignore% decrease. |
| Apple | Ranged, Ammo | None |
| Cake | Ranged, Ammo | Increased damage on pie. Raw damage increase, hit% decrease. |
| Cupcake | Ranged, Ammo | Increased damage on cake. Defense ignore increase, raw damage decrease. |
| Pie | Ranged, Ammo | Increased damage on cupcake. Hit% increase, defense ignore% decrease. |
igfod13 ramblings: weapon specials? Upgrades, show confirmed: Double-edged axe, katana, lance. Old ideas: pillows, instrument, bow and arrow, shield.
| Endurance | Increases health by 5 |
| Mentality | Increases energy by 5, energy regen by 1, and skill damage |
| Strength | Increases physical damage by 1.25, increases ranged damage by 1 |
| Physique | Increases physical damage by 2.63 |
| Deflection | Increases ranged damage by 2.11 |
| Agility | Increases movement, hit%, crit%, and initiative% |
If no commands are issued by a player in a turn, units will default to an AI, which he or she would be able to pre-select.
- Standard: Units will attack the nearest unit with a basic attack using the currently equipped weapon.
- Defensive: Units will use counter attack using the currently equipped weapon, and move away from the closest enemy, if possible.
- Aggressive: Units will blitz the nearest unit with a basic attack using the currently equipped weapon.
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