A base-building, turn-based combat game inspired by the game Moonbase Commander by Humongous Entertainment released in 2002. Opponents build a network of structures that expand across a map with water, mountains, and fuel deposits. The game can be tile-based, coordinate-based, or a combination of the two. Opponents use energy to make weapons, structures, and to power shields. They can gain extra energy per turn by placing collectors on deposits. Opponents can build nodes that branch off their starting node, every structure connects back to this node. These nodes can build more nodes, other structures, or launch weapons. There are a number of different weapons, like the plasma torch which is a short range weapon that cuts connections or the EMP that disables structures and is effective on shields. Shields absorb damage but can be overloaded if it absorbs too much. When a node is destroyed, all nodes and structures branching off that node are destroyed. The goal is to destroy your opponent. If both players remain by the turn limit, the winner is determined by energy collected/score/some other metric.
Weapons:
Laser - Cost: Medium - Medium damage, long range, high accurate weapon
Cluster bomb - Cost: Low - Low damage but wider area of effect
EMP - Cost: Medium - Disables structures and more effective on shields
Plasma Torch - Cost: High - High damage, short range, is the only weapon that can directly cut connections between structures
And more?
Possibly an accuracy system?
Structures:
Hub - Cost: High - Can launch weapons and build any structure
Shield - Cost: High - Negates any launched enemy weapons or structures. Can be overloaded if it absorbs enough damage. Consumes energy
Collector - Cost: High - Adds additional fuel, explodes intensely when destroyed
Bridge - Cost: Low - Allows structures and connections to go over water
Refinery/processing plant structure?
Maps:
Water - Structures and connections cannot go on this
Mountains - Structures and connections cannot go on this. Block lasers and plasma torches
Deposits - Fuel for collectors, opponents will want to fight over these
Anti-Snowballing:
More shields means more energy cost
Collectors make a big explosion when destroyed
Destroying a node destroys all structures branching off that node
Nodes can construct structures around it like a shield or another node. The node that you start with is called the root node.
Nodes can place collectors on deposits for more energy
When a node is destroyed, all the structures connected from it are destroyed
PowerPlay
Build, expand, and battle your opponent
(Screenshot taken from Moonbase Commander)
A base-building, turn-based combat game inspired by the game Moonbase Commander by Humongous Entertainment released in 2002. Opponents build a network of structures that expand across a map with water, mountains, and fuel deposits. The game can be tile-based, coordinate-based, or a combination of the two. Opponents use energy to make weapons, structures, and to power shields. They can gain extra energy per turn by placing collectors on deposits. Opponents can build nodes that branch off their starting node, every structure connects back to this node. These nodes can build more nodes, other structures, or launch weapons. There are a number of different weapons, like the plasma torch which is a short range weapon that cuts connections or the EMP that disables structures and is effective on shields. Shields absorb damage but can be overloaded if it absorbs too much. When a node is destroyed, all nodes and structures branching off that node are destroyed. The goal is to destroy your opponent. If both players remain by the turn limit, the winner is determined by energy collected/score/some other metric.
Weapons:
Structures:
Maps:
Anti-Snowballing:
Nodes can construct structures around it like a shield or another node. The node that you start with is called the root node.
Nodes can place collectors on deposits for more energy
When a node is destroyed, all the structures connected from it are destroyed