Color schemes for status ailments and how certain weapons, vehicles, etc might look to reflect the status ailments they might be dishing out will help new and old players alike better understand the card's mechanics rather then relying on reading them like a handbook. I'm sure you'll match awesome "paint schemes" so to speak, (a common term in miniature gaming) with the approrpiate status ailments. The status ailments are as follow:
Blindness. Blindness could be justified in many different ways both as an attack on vehicles computer systems or simply wounding a unit/HQ in such a way as to physically blind them. A blinded foe must make a percentage check with their attack, and if they fail, the attack misses it's target completely and is wasted. Coupled with high defense, this could make your army near inpenetrable. === Hack/Confuse. (Only effects vehicles.) Hacking into the encypted systems, it essentially messes with the jet's radars, or in some other way compromises the computer systems the vehicle uses. The end result being there is a percentage chance that when they attack, they'll randomly attack a card you control instead. (Though never a land, or itself. If no other card to attack, the attack is simply wasted.) === Insanity/Stress. Morale was discussed as another HP source, and there was no accurate way to go that route of combat strategy. While some attacks may deal morale damage here and there as a means of reflecting the hardships of war, insanity/stress represents full on post traumatic stress disorder. Like poison, it deals damage at the end of every turn, but this one is morale instead of HP. I discussed how vehicles have no morale in and of themselves, but use the morale of a unit "riding" them. === Poison. (Only effects units and HQ.) Biological weapons can be very detrimental to any living creature. Poison has a percentage chance of being dealt, and deals damage at the end of a turn equal to what is listed. === Shock. Conducting weapons may be a huge possibility for the future as a means to quickly deal with a vehicular as well as human threats. Just as in modern day tazers have become extremely popular among law enforcement, in Century of War, they have evolved to have similar effects on vehicles.
Shock is actually two effective statuses in one. It does a little bit of "shock damage", and paralyzes the foe for a number of their turns keeping them from taking any actions. === Slow. If mobility is differated from defense later on, this could be a great offensive status ailment even though very specific. Heavy wounds, major parts wearing out, so it's a universal status ailment that would reduce the mobility of any card and thereby make it easier to hit in the future.
The attack will give a numeral amount of slow that it will deduct from the target's mobility. (Obviously no card can have less than zero percent.)
Owner: Pvt Andrew Releford
Research: 1.70 Productivity: 0.00 Project: Century of War Role: Game Designer Status: Canceled Term: Requestable: False Public: False Grabable: False Updated: 11/9/2013 2:52:00 PM Created: 11/8/2013 4:59:00 PM