A 'base' object exists for each team. Once every 100 tics, it can add a unit adjacent to it (base) for the given team. There is a set number of units that can be deployed in total (Ex: 3 for each team)
Base can be destroyed like any other object.
Some stages will have units start on the field, others will have units come out one by one from the base.
Unless no units from team A are on the field, base A is not required to deploy when it acts.
A team loses if it has no units on the field AND it is not able to deploy units (Because it has reached the deploy limit, or the adjacent spaces are blocked, or base was destroyed)
This means that even if team A has no deployed units, it doesn't lose until its base fails to deploy.
When base acts, list of available units to deploy should be shown.
[ ] A base object exists for each team. Bases can be actors
[ ] When base acts, list of units to deploy appears
[ ] Unit can be deployed on any space adjacent to base
[ ] If base A's turn ends and no units on team A are alive, team A loses
A 'base' object exists for each team. Once every 100 tics, it can add a unit adjacent to it (base) for the given team. There is a set number of units that can be deployed in total (Ex: 3 for each team)
Base can be destroyed like any other object.
Some stages will have units start on the field, others will have units come out one by one from the base.
Unless no units from team A are on the field, base A is not required to deploy when it acts.
A team loses if it has no units on the field AND it is not able to deploy units (Because it has reached the deploy limit, or the adjacent spaces are blocked, or base was destroyed) This means that even if team A has no deployed units, it doesn't lose until its base fails to deploy.
When base acts, list of available units to deploy should be shown.