Table of Contents
3. Non-Functional Requirements
4.8 Miscellaneous
Enhancements
Team
2 is creating a strategy game entitled "Forces of Conquest: A Strategic
Game of Territorial Domination".
It will be similar to a board game but complex enough that computer play
would be more enjoyable. The game is
for two to four players. The "board"
will consist of a grid on which resources will be arranged.
1.1 Object.
Enter
the territory containing the enemy flag with at least one infantry unit, defeat
the opposition (if it exists) and you win the game. To stop your opponent you need to accumulate resources to
improve and maintain your army units and build up walls to protect your
flag. Rogue Armies
are included in this game, acting on their own and adding to the challenge.
1.2 Demand for Game.
Focus
groups conducted by Team 2 show that players of computer games would respond
favorably to a strategy board game incorporating many decisions yet assisted by
a computer to help manage the numerous choices.
The
game initialization consists of 3 steps: player creation, board setup, and
initial resource allocation. Upon
completion of these stages, the game commences.
The
first step in the game initialization is player creation. This is dependent on the number of people
that are going to be playing the game.
The
players are initially created as a blank slate. Attributes will be obtained later in initialization and
throughout the play of the game.
Rationale: Player creation must occur first because
every other step of the game will involve the players in some way.
Once
the number of players has been determined, it is possible to provide an appropriate
board. The user will choose a map from
a list of available options.
Besides
just determining the board to be used for the game, this step also involves
assigning players an initial starting point or base of operations. This is done by giving the player a valid
range on the field of play in which to designate as his or her base. This start location is an important
decision as it determines the location of the players flag and is where all of
the player’s units will originate throughout the course of the game.
Rationale: Board setup cannot occur earlier because
given the nature of the game a board that is appropriate for a two-player game
will not be suitable for the needs of a three or four-player game.
2.1.1.3
Initial Resource Allocation
Players
start with a set amount of each resource at the beginning of each game. This amount is not great enough to perform
any significant operations, but is enough to start the player without the need
to wait for resources to accumulate from the base location.
Rationale: This step will speed up play for the first
few rounds.
Each
player's turn consists of 4 stages in this order -- Resource Stage, Upkeep
Stage, Main Stage, and Rogue stage.
The Resource, Upkeep, and Rogue stages are all handled automatically by
the computer.
All resources provided by territories owned by the
player are automatically calculated and added to the current player's total
resources. The following chart shows
resource production for each type of terrain.
Resource production is variable and is shown as a range.
Territory: |
Resource
per turn: |
Plain |
1-4
food |
Forest |
1-4
wood, 0-1 food |
Mountain |
1-3
stone |
Mine |
0-2
metal, 0-1 stone |
Shallow
Water |
0-1
food |
Deep
Water |
1-2
food |
Barren |
none |
Upkeep costs for all units are automatically
subtracted from the current player's resources. Failing to pay Upkeep Costs for any Unit results in penalties
(see Unit Descriptions section).
The main stage is the main playing stage of each
turn. During this stage, a player may
build or repair structures, build units, and/or perform any unit actions in any
order. The units the player may build
are Soldier , Ranger , Defender , Bridge , Wooden Wall , Stone Wall , Wooden Tower , Stone Tower
, Defense Upgrade , and Catapult
. ( See Unit
Descriptions section).
The rogue stage is specifically for Rogue
Armies to take actions. Rogue
armies that originated from a player will only take actions during that
player's turn. All other rogue armies
will take actions depending on when they were found (See Rogue
Armies section).
There are two main types of Units, Army Units and
Structural Units. Basically, Army
Units are living and Structural Units are not. All units cost resources to create and to maintain, and each one
has different attributes. This section
gives descriptions and a summary of the building costs and other attributes for
each type of unit.
2.1.3.1.1 Building
Army Units:
Army Units can only be built by the current player during the Main Stage
of the turn, and only if that player has enough resources. The primary resource needed for training and
maintaining Army Units is food. Each
Army Unit is created one at a time but may be combined
later to form an Army. An Army may not
exceed a total size of 10.
2.1.3.1.2 Upkeep of Army Units:
During the Upkeep Stage of each turn, the current player must pay the
total Upkeep Cost for each of their Armies.
Army Units do not charge an Upkeep Cost during the turn in which they
were created. After the Upkeep Cost is
paid, that Army's Movement Points (MP ) are
replenished, but only if they are not in battle. If a player does not have enough resources to upkeep all of their
Armies, the Armies closest to the Home Base are given their upkeep first, and any
remaining resources are divided among the Armies farthest away from Home
Base. If there is a tie among any
number of Armies, resources go to the smallest Armies first to minimize the
number of Armies that do not receive upkeep.
The remaining resources are then divided evenly among the remaining
Armies.
Each Army that does not receive its full Upkeep Cost will not be able to
perform any actions that turn (besides Defending). If an Army has a Ranger to help hunt, there is less of a chance
that the Army may rebel and go rogue (Rangers can feed themselves and up to 2
other units). That percentage (P) is
calculated as follows:
P
= (100/S)*F*(S-3*R)
F
= total upkeep cost - upkeep paid
total upkeep cost
Where
S is the size of the army, F is the fraction of upkeep unpaid, and R is the
number of Rangers.
Example 1: If an Army contained 2 Defenders, the
total upkeep would be 4 food. If this
Army only received 2 food for its upkeep, then the chance it would go rogue
would be (100/2)* (1/2)*(2-3*0) = 50%.
If a Ranger is added to this Army, the percentage chance would be
(100/3)* (1/2)*(3-3*1) = 0%
Example 2: If an army contained 8 Soldiers and 2
Rangers and they got no food, the chance of going rogue would be
(100/10)*1*(10-3*2)
= 40%
Basically, the percentage chance of going rogue is
directly related to the size of the Army, the number of Rangers, and the
percentage of the upkeep that was not paid.
Larger armies are less affected by small deficiencies of food. (See Rogue Armies below).
During
the Main Stage of a turn, an Army may perform a variety of actions (see table
below). The actions that are available
depend on the amount of MP the Army has left.
If the Army does nothing, or has no MP left, it will automatically
defend. The amount of MP for the Army
is equal to the MP of the slowest Army Unit in the Army (An Army with a
Defender would have a shared MP of 2).
An Army does not need to take over a territory to move through it. All actions can be performed in any order,
but once an Army either takes over a territory, attacks, or uses all of its MP,
it may not perform any other actions (besides defending) until the next
turn. If an army is currently in a
battle that has lasted more than one turn, it may not do anything but continue
fighting or retreat.
Action: |
Cost: |
Ends Army turn? |
Move
into any territory. |
*
MP (see below) |
No |
Take
over neutral territory. |
1
MP |
Yes |
Take
over enemy territory. |
2
MP |
Yes |
Attack
enemy territory/army/structure |
1
MP |
Yes |
Retreat
from battle |
1
MP |
No |
Combine/split
Armies |
*
MP (see below) |
No |
Do
nothing (Defend) |
None |
No |
2.1.3.1.4 Moving into a territory:
An Army is free to move into an adjacent territory,
provided it has enough MP and there are no
obstructions. An Army is unable to move
through enemy walls, but it may pass through any non-enemy walls by paying 1
MP.
2.1.3.1.5 Attacking enemy Armies:
Whenever
an Army moves into an enemy territory, if an enemy unit exists in that
territory, the two units will automatically fight. During a fight, each unit can only attack once per turn and can only
attack one other unit. This means that
a battle can go on for multiple turns.
Each turn, if there are still units left on both sides, the armies
regroup and fight again. When damage is
dealt, it is subtracted from the damaged unit's defense rating. If at any point a unit's defense rating is
reduced to 0, that unit is destroyed.
Each turn, there are 3 possible situations for a fight, each is done
randomly:
Even
fight:
Each
attacker pairs off with one of the defenders.
Attackers
outnumber defenders:
Attackers
will evenly distribute themselves among the defenders. There may be some fights that are 2 on 1, 3
on 1, or even more, but there must be all 1 on 1 fights before attackers will
double up and all 2 on 1 fights before attackers will triple up. Attackers attack the single defender and
the defender attacks only one of the attackers each turn.
Defenders
outnumber attackers:
Similar
as above, except each attacker first pairs off with a defender. Then the remaining defenders evenly
distribute themselves among the attackers.
2.1.3.1.6 Attacking enemy Structures:
To
attack an enemy structure, an Army must be in the same territory as the
structure. A wall counts as being in
both bordering territories at the same time.
This means that an Army is able to attack a wall if it lies on the edge
of the territory that the Army currently resides in. Each Unit in the Army does X damage each turn, where X is the
attack rating of the Army Unit.
Structures cannot fight back, but any Stationary Units inside the Structure
may defend. If a Structure contains
Stationary Units, the attacking army will always attack them first before
attacking the Structure. However, if
the Structure successfully protects the Stationary Units from an attack, then
the Structure will take the damage. If
any Structure's defense is reduced to 0, it is destroyed.
2.1.3.1.7 Attacking
territories:
An Army may attack the actual territory that it
occupies. If this happens, then the
territory will temporarily not produce any resources. If the territory is a forest, then essentially a path is cleared
through the forest, making it slightly easier to travel through (costs 1 MP
less than normal). Attacked
territories will return to normal within a few turns. This method is useful for not only temporarily disrupting
resource flow, but also making paths for moving units through faster.
2.1.3.1.8 Retreating from battle:
If
a battle lasts more than one turn, a player may choose to have an army retreat
from that battle. An army may only
retreat if it has survived through at least one turn of battle and it has one
more than enough MP to move into an adjacent territory. Since it takes 1 MP to retreat, and MP do
not replenish during battle, it is easier for the army to be caught.
There may be no more than 10 Armies owned by each
player and each Army may not exceed a size of 10, so combining is
essential. An Army can combine with an
adjacent Army as long as it has enough MP to enter the adjacent Army's
territory. If the total size of both
Armies would exceed 10, then the Army must split. The part that splits off would combine with the adjacent
army. When two Armies combine, the
resulting Army's MP will be reduced to match the smaller amount. For example, if one Army has 4 MP, but the
other Army has exhausted all its MP, the movement points for the combined Army will
be dropped to 0 (An Army can only move as fast as its slowest part!).
An Army must have a size greater than 1 in order to
split and the current player must own less than the maximum number of
Armies. When an Army splits, one part
stays in the current area, and the other part will move into an adjacent
territory. The part that stays must
have at least a size of 1 (otherwise the entire Army would move and it wouldn’t
be a split!). All rules for moving
into an adjacent territory apply for the part that moves. This means that if the Army Units that are
moving do not have enough MP to move into the territory, the Army cannot split
into that territory. The MP cost is only deducted from the part that splits
off into an adjacent territory. The
part that stays in the current territory will keep its remaining MP. This allows an Army to split multiple times
in one turn.
2.1.3.1.11 Creating
Stationary Army Units:
A Stationary Army Unit can be created by moving any
single Army Unit (i.e. Army of size 1) into a defensible structure. Stationary Army Units have an Upkeep Cost of 1 food, regardless of what their Upkeep Cost
was before (a Ranger cannot hunt while in a structure, so food must be provided). When an Army Unit is made into a Stationary
Army Unit, it gains any special abilities granted by the structure. Even though the structure may provide
protection for Army Units, when a structure is destroyed, any Army Units in it
are also destroyed. A Stationary Army
Unit can become mobile again by simply moving it outside of the structure.
There
two types of Structural Units: Stationary Structural Units and Mobile
Structural Units. Stationary structures
can contain armies. Whenever an army is
inside of a stationary structure that army is deemed stationary. (All calculations affected by the
stationary flag apply). Most
Structural Units provide protection from attacks. Some provide additional attack bonuses to Army Units. All Structural Units are Stationary unless
otherwise stated (They are mobile if they have an MP value). Stationary Structural Units may not be moved
once they are placed. Walls are placed
on the border between two adjacent territories, and all other types are placed
inside a territory. Some Structural
Units are described as being "defensible." This means that Army Units can occupy the structure for special
abilities. If a structure has a
protection rating, that means that the structure is able to protect its
Stationary Army Units (if it's defensible) as well as protect any units within
or protected by it from projectile attacks.
If a projectile attack is not targeting the structure, but the projectiles
must pass over (or through) the structure to hit their target, there is a
percentage chance P, where P is the protection rating, that the structure will
take the damage instead of the intended target.
This
list gives a complete description of all the Army Units and Structural Units in
this game.
Name: Soldier
Cost: 10 food
Upkeep: 1 food
Attack/Defense: 2/2
MP: 4
Territory
movement costs:
Territory: |
Cost: |
Plain |
1
MP |
Forest |
2
MP |
Mountain/Mine |
4
MP |
Shallow
Water |
3
MP |
Deep
Water |
- |
Barren |
1
MP |
Description: Soldiers are average in everything from
speed to fighting ability. They cannot
cross deep waters without the help of a bridge or boat.
Rationale: Soldiers are not as weighted down by armor as a
defender.
Special
Attributes: None
Name: Ranger
Cost: 25 food
Upkeep: none
Attack/Defense: 1/2
MP: 6
Territory
movement costs:
Territory: |
Cost: |
Plain |
1
MP |
Forest |
1
MP |
Mountain/Mine |
2
MP |
Shallow
Water |
1
MP |
Deep
Water |
2
MP |
Barren |
1
MP |
Description: Rangers are the fastest, but they are not very
powerful fighters. An Army may not
have more than 2 Rangers as they get in each other's way. A ranger is the most proficient at
traversing the different types of terrain.
They are also good swimmers and climbers.
Rationale: Rangers have little or no armor and light
clothing making them fast. They do not
carry a lot of equipment with them allowing them to swim across deep waters.
Special Abilities:
A Ranger is a good
pathfinder, which means that it can find the best route through any
territory. When joined with a slower
Army, that Army receives +1 to their total MP (i.e. an Army of Soldiers and a
Ranger would have an MP of 5). Rangers
are good hunters, so if an Army has a Ranger, they will be able to help the
Army survive off of the land and thus there is less of a chance of them going
Rogue. Rangers are also the best
archers, so whenever a Ranger is made into a Stationary Army Unit, it receives
an attack bonus of +2 (For a total A/D of 3/2).
Name: Defender
Cost: 20 food
Upkeep: 2 food
Attack/Defense: 1/3
MP: 2
Territory
movement costs:
Territory: |
Cost: |
Plain |
1 |
Forest |
2 |
Mountain/Mine |
2 |
Shallow
Water |
- |
Deep
Water |
- |
Barren |
1 |
Description: Defenders are the slowest, but they are the best at
fending off attacks. They cannot cross
any water (not even shallow water) without the help of a bridge or boat.
Rationale: Defeners are the most loaded down with
armor and equipment.
Special Abilities:
Defenders are specialized in
defense, so when they are made into Stationary
Army Units , they receive a defense bonus of +1 (for a total of 1/4).
Name: Bridge
Cost: 5 wood, 5 stone
Repair
Cost: 1 wood and 1 stone per point
Defense: 20
Protection: 0%
Description: A wooden bridge with stone supports that
goes over any water territory. It does
not provide any protection from attacks.
Special Abilities:
A bridge makes easy passage
over water, so the MP cost for any Unit to cross a
bridge is 1.
Name: Wooden Wall
Cost: 10 wood
Repair
Cost: 1 wood per point
Defense: 10
Protection: 25%
Description: A wall made out of wood that serves as a defensible
structure. It can be placed on the
border of any territory except deep water.
It provides a 25% protection from projectile attacks. Since a wall goes on a border it has a
valid border type. Border types
represent all different combinations of valid territory types (can be made up
of two bordering territories).
Special Abilities:
If Stationary Army Units are
added, those Units can attack enemy Units in the two bordering territories of
the wall. A Wooden Wall can hold 1
Stationary Army Unit. It provides a
25% protection from all attacks for its Stationary Army Unit.
Name: Stone Wall
Cost: 10 stone
Repair
Cost: 1 stone per point
Defense: 30
Protection: 50%
Description: Same as a Wooden Wall except that it has a stronger
defense and it provides a 50% protection from projectile attacks.
Special Abilities:
Same as a Wooden Wall except
it can hold up to 2 Stationary Army Units and provides 50% protection from all
attacks for its Stationary Army Units.
Cost: 15 wood
Repair
Cost: 1 wood per point
Defense: 15
Protection: 35%
Description: A tower made out of wood that serves as a
defensible structure. It can be placed
in any empty non-water territory and counts as wall. It provides a 35% protection from projectile attacks.
Special Abilities:
If Stationary Army Units are
added, those Units can attack enemy Units in adjacent territories as well as
their current territory. A Wooden
Tower can hold up to 2 stationary army units.
It provides a 35% protection from all attacks for its Stationary Army
Units.
Cost: 20 stone
Repair
Cost: 1 stone per point
Defense: 60
Protection: 75%
Description: Same as a Wooden Tower except it has a
stronger defense and provides 75% protection from projectile attacks.
Special Abilities:
Same as a Wooden Tower except
it can hold up to 3 Stationary Army Units and provides 75% protection from all
attacks for its Stationary Army Units.
Name: Defense Upgrade
Cost: 10 metal
Repair
Cost: 1 metal per point
Defense: +20
Protection: +10%
Description: A Defense Upgrade adds some defense power to any
Structural Units by reinforcing it with metal.
It must be placed on an existing structure. It provides a +10% protection from projectile attacks. A structure can have only one type of each
upgrade.
Special Abilities:
A Defense Upgrade provides
any Stationary Army Units with a +1 bonus to attack and a +10% protection from
all attacks.
Name: Catapult
Cost: 15 wood, 5 stone, 5 metal
Repair
Cost: 1 wood, 1 stone, and 1 metal
per point
Attack/Defense: */10
MP: 2
Territory movement costs:
Territory: |
Defender: |
Plain |
1 |
Forest |
- |
Mountain/Mine |
- |
Shallow Water |
- |
Deep Water |
- |
Barren |
1 |
Ammo
attack chart:
Ammo: |
Attack: |
Wood |
1 |
Food |
2 (cows can hurt!) |
Army Unit |
2 (incoming!) |
Stone |
5 |
Metal |
10 |
Protection: 0%
Description: A Catapult is a slow moving, defensible mobile unit
similary to an army but is dependent on an infantry unit. It cannot move or perform any actions
without this unit. It flings ammo at
the enemy (projectile weapon). It is
unable to traverse through any rough terrain due to its size and weight, but it
packs a powerful punch. A Catapult is
only able to attack adjacent territories and not the current territory. The amount of damage it does depends on what
ammo is used. The ammo type is chosen
whenever it attacks. There is a limit
of one Catapult per army. If an army
unit is used as ammo, damage to the army unit is based on what it hits (or
misses).
Special Abilities:
A Catapult is a Mobile Structure, but in order to move it must
have a Stationary Army Unit assigned to it.
It does not need to have a Stationary Army Unit to fire. A catapult is the only Unit that is able to
attack over walls. Its accuracy
depends on the protection rating of any Structures that are in the line of
fire.
Army
Unit cost chart:
Unit |
Cost |
Upkeep |
A/D |
Stationary A/D |
MP |
Soldier |
10 food |
1 food |
2/2 |
2/2 |
4 |
Ranger |
25 food |
- |
1/2 |
3/2 |
6 |
Defender |
20 food |
2 food |
1/3 |
1/4 |
2 |
Unit |
Plain |
Forest |
Mountain/Mind |
Shallow Water |
Deep Water |
Barren |
Soldier |
1 |
2 |
4 |
3 |
- |
1 |
Ranger |
1 |
1 |
2 |
1 |
2 |
1 |
Defender |
1 |
2 |
2 |
- |
- |
1 |
Stationary
Structure Unit cost chart:
Unit |
Cost |
Repair cost/point |
A/D |
Protection |
Wooden
Wall |
10
wood |
1 wood |
*/10 |
25% |
Stone
Wall |
10
stone |
1 stone |
*/30 |
50% |
Bridge |
5
wood, 5 stone |
1 wood, 1 stone |
0/20 |
0% |
Wood
Tower |
15
wood |
1 wood |
*/15 |
35% |
Stone
Tower |
20
stone |
1 stone |
*/60 |
75% |
Defense
Upgrade |
10
metal |
1 metal |
*/+20 |
+10% |
*
Attack values depend on Stationary Army Units occupying the structures.
Mobile
Structure Unit cost chart:
Unit |
Cost |
Repair
cost/point |
A/D
|
MP |
Protection |
Catapult |
15w, 5s, 5m |
1w, 1s, 1m |
**/10 |
2 |
0% |
**
Attack values depend on what ammo is used.
MP
cost chart:
Unit |
Plain |
Forest |
Mountain/Mind |
Shallow Water |
Deep Water |
Barren |
Catapult |
1 |
- |
- |
- |
- |
1 |
Ammo
attack chart:
Unit |
Wood |
Food |
Army Unit |
Stone |
Metal |
Catapult |
1 |
2 |
2 |
5 |
10 |
Structures
can be repaired by paying their Repair Costs (if damaged during an attack) for
each point of damage. For example, a
Wooden Wall would cost 1 wood to repair 1 point of damage and a Stone Wall
would require 1 stone to repair 1 point of damage. A bridge would cost 1 Stone and 1 Wood for each point of damage.
Rogue
Armies can be created whenever any player starves an army. Rogue armies have learned to live off the
land and they require no upkeep.
Therefore, any territory they are in will not produce its normal
resources. An army of Rogue Armies is
unpredictable – it may go anywhere and choose to attack anything belonging to
any player. Rogue Armies follow the
same rules as regular Armies, including their size and number restrictions.
Rogue
Armies also exist in the wild and may appear in random neutral
territories. These Armies belong to no
player and they perform their actions during the player’s turn in which they
first appeared. A Rogue Army that
appears randomly will have a random size and random attributes.
If
the maximum number of Rogue Armies is already reached, no new ones will
appear. If a regular Army goes Rogue,
and the maximum is already reached, one of the existing Rogue Armies is
destroyed to make room. The only other
way a Rogue Army can be destroyed is by attacking it.
Team
2 will provide an easy-to-use graphical user interface (GUI). The GUI will be
designed to allow the user to fully interact with the game through the use of
the mouse. In order to make the interaction more fluid, the GUI will be set up
to display a large portion of information without the need of many pop-up
windows. By simply navigating the one layout, the user should be able to view
most (if not all) of the information necessary to play the game.
2.2.1
The map will be based on a graphical coordinate system. Territories will have different textures
representing terrain types. Each unit
will have a different image representing the unit type.
2.2.2
The map will be displayed in sections that are scrollable with an overhead
radar.
2.2.3
The program will provide available options for the players for each turn as
well as displaying accumulated resources, movement points and potential
purchases.
2.2.4
Sample screen.
3. Non-functional Requirements
The
system can accommodate up to four users.
The users will be playing on the same computer, taking turns.
From
the time that a player has chosen a move, the response time must be completed
within two seconds.
The
game is to be played with minimal error after fifteen minutes of training.
Enjoyable
colors, easy to navigate user interface.
The
game should run on any system that supports Java 1.4 , with 16 MB
RAM, 15 MB hard disk space, SVGA monitor supporting 256 colors.
Java
Listed
below are possible evolution/enhancements for Forces of Conquest.
Special Units will be rare and have special
attributes that are better than any other basic unit available.
Drawbridge: Must be placed on a wall that borders a
land territory and a shallow water territory.
It can be opened or closed once per turn. When it is closed, the wall is impassible. When it is open, it allows for easy
crossing of the water (like a bridge).
However, as long as the door is open, the wall is ineffective.
Moat: A moat may be placed in a barren territory that
has a wall. If this territory is not
barren, it may be attacked to make it temporarily barren, but once a moat is
placed, the territory will always be a shallow water territory. This is an easy way to create the conditions
necessary for a drawbridge.
Portcullis:
Must be placed on a wall, but there are no territorial restrictions like
those that the drawbridge has. The
portcullis opens up not out, so it acts as a doorway to allow units through a
wall.
(If these last two are implemented, units should not
be able to cross their own wall at all unless there is at least a drawbridge or
portcullis ... or they use other slower means).
Siege Engine:
This can be thought of as a mobile tower except that it does not give
the same benefits. A siege engine
allows an army to storm up and over a wall without beating it down. It is much better than ladders since it has
a much lower chance of being knocked down, and it can carry more units up to
the wall per turn (perhaps 3 or more).
Water
Structures:
Name:
Dock
Cost:
15 wood
Defense:
10
Description: A Dock can be placed on a shore (shallow
water bordering land). It is required
for loading ships with resources or units.
Name:
Small Transport Ship
Cost:
30 wood
Defense:
5
Description:
Has space for up to 5 army units or resources to be transported across large
water territories without building a bridge all the way across (only useful on
a map with a lot of water). A
Transport may travel in shallow or deep water.
Name:
Large Transport Ship
Cost:
50 wood
Defense:
15
Description:
Same as a Small Transport Ship, except that it has a higher defense and has
space for up to 15 army units or resources.
Name:
Battleship
Cost:
50 wood, 10 metal
Attack/Defense:
5/20
Description:
A Battleship requires one army unit before it can move, and it has space
for up
to 10 army units.
It can attack enemy structures that are in its current territory or any
adjacent territory.
For more possible game combinations, there may be an
addition of a random map generator and/or a map-building tool. This
would allow for endless combinations of play and greatly enhance replay value.
4.4 Accessories
The idea of accessories is that each Army Unit may
carry one accessory (beyond their normal equipment). An accessory can enhance special attributes of a unit:
Bow/Arrow: Pay 1 wood resource to a soldier and they
can use bow/arrow like a ranger does, only they are less effective. This includes attacking adjacent
territories.
Ladder: For
each ladder carried in an army, one unit may go over an enemy wall without
destroying it. Be careful though, if
there are Stationary Units defending the wall, there is a chance the ladders
may be knocked over. If this happens,
any units currently trying to scale them will be damaged.
Battering ram:
Useful against walls and drawbridges (when closed). The more units in the army, the more
powerful the attack.
Boiling Oil Cauldron: Stationary Units are able to better protect a structure (get +1
to attack for example).
Armour: Extra
defense but decreased movement
4.5 New Army Units
Medic:
Another special type of Army Unit that has no attack power and low
defense. However, it has the special
ability of healing one unit per turn.
A medic will always be the last unit targeted for an attack.
Cavalry: A
special type of Army Unit that is created by combining one of the 3 basic types
of Army Units (Soldier, Defender, Ranger) with a horse. A Cavalry Unit has increased MP (in open
territories), increased defense (+2), and increased attack (+2). However, Cavalry Units take up 2 slots in an
Army, and they must pay double the Upkeep Cost of the basic Army Unit.
4.6 Saving the Game
A player will have the opportunity to save the game to play at a later time.
4.7 Network Play
Players will be able to play across a network.
4.8 Miscellaneous Enhancements
Rangers should be able to instantly destroy a small
army of other units -- like the equivalent of assassins or commandos.
Catapults should not be able to heavily damage a normal
unit since they are primarily siege works, not army destroyers. They should suffer an attack penalty vs.
soldiers and rangers and you could have less of a penalty vs. defenders because
they are stationary while rangers and soldiers can move around more freely.
Rangers have another special ability: they can scale
walls
Armies have a small percentage chance of setting
wooden structures on fire (flaming arrows, torches, etc.). If a structure is on fire, it and all the
Stationary Units in it receive one point of damage per turn. The fire will continue until the structure
is destroyed or the fire is put out (need to make a way for it to be put
out). If there are any adjacent wooden
structures, they have a small percentage chance of also catching on fire.
Rangers' weapon of choice is the bow & arrow, so
they can attack adjacent territories at +1 attack. If they are defending a structure, they get +2 to attack. They have no bonus if they are caught in
melee combat (hand to hand) since they must use their secondary weapon.
Army: A large body of people organized and trained
for land warfare.
GUI:
Graphical User Interface: Using
pictures instead of word commands.
MP: Movement
Points
Response Time:
The elapsed time between the end of an inquiry or demand on a computer
system and the beginning of a response.
Resource: An
available supply that can be drawn on when needed.
Structure:
Something constructed, such as a building.
Tutorial: A
tutorial is a learning method that provides the reader with procedures and
steps in an orderly fashion to describe how to perform a specific task.
Unit: An
individual, group, structure, or other entity regarded as an elementary
structural or functional constituent of a whole.
Accessories.................................................................................................................... 4.4
Army
Actions:........................................................................................................ 2.1.3.1.3
Army
Units................................................................................................................ 2.1.3.1
Attacking
enemy Armies:..................................................................................... 2.1.3.1.5
Attacking
enemy Structures................................................................................. 2.1.3.1.6
Attacking
territories.............................................................................................. 2.1.3.1.7
Board
Setup............................................................................................................. 2.1.1.2
Building
Army Units: 2.1.3.1.1
Combining Armies............................................................................................... 2.1.3.1.9
Creating Stationary Army Units........................................................................ 2.1.3.1.11
Functional
Requirements.................................................................................................. 2
Game
Play...................................................................................................................... 2.1
Glossary.............................................................................................................................. 5
Graphical
User Interface................................................................................................ 2.2
Initial
Resource Allocation....................................................................................... 2.1.1.3
Initialization.................................................................................................................. 2.1.1
Main
Stage............................................................................................................... 2.1.2.3
Miscellaneous
Enhancements...................................................................................... 4.6
Moving
into a territory........................................................................................... 2.1.3.1.4
New
Army Units.............................................................................................................. 4.5
Non-functional
Requirements........................................................................................... 3
Player
Creation........................................................................................................ 2.1.1.1
Repairing
Structures:.................................................................................................. 2.1.4
Resource
Stage....................................................................................................... 2.1.2.1
Retreating from battle........................................................................................... 2.1.3.1.8
Rogue
Armies............................................................................................................. 2.1.5
Rogue
Stage............................................................................................................ 2.1.2.4
Splitting Armies.................................................................................................. 2.1.3.1.10
Structural
Units......................................................................................................... 2.1.3.2
System
Evolution............................................................................................................... 4
Turns............................................................................................................................. 2.1.2
Unit
Descriptions......................................................................................................... 2.1.3
Unit
List..................................................................................................................... 2.1.3.3
Units
Summary......................................................................................................... 2.1.3.4
Upkeep
of Army Units 2.1.3.1.2
Upkeep
Stage.......................................................................................................... 2.1.2.2