Been thinking about a Fantasy version of OXC for some time, right now i am just toying with the idea, i still havnt even thought about How Geoscape works or even what even type of game that half is, but the Tactical side would be a Blend of X-com and Mordheim ( something i played alot of when i was a Teen).
Project goals:To be revised ( 2019)
Special Requirements:Walk/Run Option: Running can increase Tiles covered with same TU's used but Field of vision is reduce, Stamina used is increased and penalties are applied to both Melee attacks and Ranged attacks after running, the longer you run per turn the greater the penalties applied ( Short runs ( 6 tiles or less) would have only reduce Vision and use up necessary amount of stamina for that distance. A addition, Short run, would just add the numbers together and start adding penalties , this is so you cant cheat
Reaction Melee Charge Attack: Standing away from target, if you select Charge Attack you Charge up to 6 tiles and do a special attack with double damage.
Face your attacker : If you are attacked a target on the Flanks, the AI can decide to face you and get a Cheap retaliation attack ( TU's Permitting) , this should not happen by default as i am sure someone will exploit it
special conditions or random code may need apply.
Parry and Block Rolls (if sword or Shield is equipped, target should have chance to block/deflect the attack, chance of parry/defence should be effected by some unit stats.
2 single hand weapons VS 1 single hand weapon - perhaps some sort of Bonus/penalty system can be conjured up for when a unit has something in second hand ...Not sure how to handle this one yet.
BackStab : If your in close combat with a enemy and you turn to walk away before there dead or unconscious , they get a Free attack into your side or back .
Weight Affects TU's : The more you carry and the more armour you have one, the More TU's every action costs
Warband Leader/Hero: Units within "X" value of the warbands nominated Leader gain increases to Moral + Maybe increase TU's as the are receiving instructions directly and not thinking for them selves.
Weapons Can Wear out and Break : As description
Stat Increase controlled by Player: As Description , random selection of "stats" ( EG: Melee, magic, Tu's, throwing etc) is created by computer on level up allowing the player to pick from these on level up
Skill Increase controlled by Player: As Description, random selection of "stats" ( EG: Sword Skills, Shied Skills, Fire Magic, Dodge etc) is created by computer on level up allowing the player to pick from these on level upPerma-Death: Still in game, just scaled back so its more likely people can be saved after mission. Also Execution of knocked out units should be possible if standing on top of them ( just encase you really want them dead)
Initial Weapons :Sword - Special ability : Parry ( based on Stats and Special Skills developed)
Axe - Special ability : reduces effectiveness of enemy armour ( based on Stats and Special Skills developed), Good vs Terrain
Mace/Club : Special ability : Stun effect ( based on Stats and Special Skills developed), Good vs terrain
Spear : Special ability : Counteracts Charge Bonus , Spear also strikes first( based on Stats and Special Skills developed)
Knife: Backup , no specials i can think off
Sling : Stun Effect
Bow : TBA
Crossbows : TBA
Throwing weapons: TBA
Throwing Cocktales : TBA
Shields: Increased armour rating on Front, Special Ability BLOCK ATTACK( based on Stats and Special Skills developed)
2 Handed weapons: as others, increase damaged , Increased TU's Requires, Increases Stamina used
Potions: Health , Mana , Others TBA
Wizards and Magic : Long term
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