Squad combat tutorial

Welcome to the Squad Combat Tutorial

This tutorial will guide you through the basics of the mechanics for my squad combat prototype. This prototype is based of the manual squad mode for my game where you manually take control of units actions.



Above is the info display, this displays the current units information.

Below are modifiers. Most of them just modify stats for a set duration, but certain modifiers can perform advanced abilities such as counterattacks or action/modifier nullification.

Active Modifiers

Player Team

Enemy Team

These are units.

Combat Log

These are actions, hovering over one of them (or holding it on mobile) will show more information about the action. Some actions require targeting a unit. After performing an action, it will be logged for reference to see the history of the battle.

Note: When tag is referenced, that just means the action, unit, or modifier has the tag in its name or description.




Advanced Mechanics

These mechanics aren't as clear in normal gameplay, you don't need to read anything below this, but it still useful.

Attributes and Resources

There are 3 different attributes (Physical, Mystic, and Techno) and a resource associated with each attribute (Stamina, Mana, and Energy).

Stats

These are the stats that affect a unit's performance in combat. The exact calculations used for these stats will be displayed at the bottom of the page.

Element system

Units and actions are usually tagged with one or more elemental pairs. There are 9 main elemental pairs and 4 special elemental pairs. Units without an element are rare.

Main Elements: Death/Darkness, Light/Illusion, Knowledge/Memory, Goner/Entropy, Harmonic/Change, Inertia/Cold, Radiance/Purity, Anomaly/Synthetic, and Nature/Life.

Special Elements: Precision/Perfection, Independence/Loneliness, Passion/Hatred, and Ingenuity/Insanity.

Future mechanics

These aren't implemented yet, but will be once I finish programming them.

Passive Skills

Units can have active skills (actions) and passive skills. A passive skill is a modifier that lasts the entire combat.

Unit synergy

Certain unit may have synergies when paired with other units. These synergies may range from stat modifications to new actions to completely changing the unit. Due to the small amount of units and the limitations of the current build, this isn't implemented yet.

Unit Progression

You can upgrade a unit by increasing it's level and power.

Formulas

Roll is a random number from 1-100

To hit (accuracy doubles and auto crits at a roll of 100 and auto miss at a 1, Hit ≤ 0 is a miss):
\[Hit = 10\frac{Accuracy_{Attacker}}{Evasion_{Defender}} + Roll - 85\]

To crit (denominator can't go below 10, minimum of 1 if roll is 100):
\[Critical = \frac{Hit}{3Resist_{Defender}-Focus_{Attacker}}\]

Damage function (HP can't go below 0):

If Critical < 1:

\[Damage_{Normal} = Attack_{Attacker} - Defense_{Defender}\]

(Multiplied by a random number between .75 to 1.25, Minimum of 10% of attack)



If Critical ≥ 1:

\[Damage_{Critical} = \text{ (Previous function, but attack and minimum multiplied by critical + 1)}\]

Debuff (debuff is applied if number is positive, auto apply on 100 and auto fail on 1, denominator can't go below 20):
\[Debuff = Roll\frac{Presence_{Attacker} + Focus_{Attacker}}{(Presence_{Defender} + 2Resist_{Defender})} - DebuffSpecificConstant\]