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Dev yapping - weapon design

So this week, I've been tinkering with the different categories of weapons that players can utilize. I wasn't happy with the original setup, so I'm completely redesigning... all of them, lol. And honestly, they feel better, at least conceptually. Nothing I have here is particularly revolutionary, but I feel like they now each have defined playstyles.

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Melee

High damage, but typically can only hit enemies adjacent to your miniature. Since you will often spend a turn closing the distance to your target, all Melee Weapons have a built-in reaction mechanic, similar to D&D's Opportunity Attack or Heroscape's Disengagement Attack. If an enemy attempts to leave that adjacent tile, you get to swing on them for free. Lends to a high-mobility playstyle where you can bully ranged enemies, smacking them as they attempt to retreat.

Firearms

Low damage, but high range- potentially unlimited range, if you're willing to gamble a bit. All Firearm Weapons can target outside their maximum range, but they are disadvantaged when doing so- which significantly reduces your accuracy. Since most Firearms also inflict the Bleeding status, this lends to a camping playstyle where you take shots from across the map, using damage over time to wear down enemies.

Spells

Sporting better stats than the other two Weapon classes (high damage and range), but cause you to build up Void every time you use them. Once your Void meter fills, you start losing 10% of your Health with each cast. So a dedicated caster build becomes a high-risk, high-reward playstyle.

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