Finalizing Siege Mechanics (Patreon)
Content
After the earlier post declaring Siege Treads the vote winner that'll be going into the next release, I've spent more time thinking about the design and it's been expanded!
I'm pretty close to finalizing it, so thought I'd share the new iteration here before actual implementation.
A New Stat
Treads will get a new Siege stat (taking the place of the unused Burnout stat in their info page), which can be either N/A, Standard, or High.
All heavy treads are Standard, and a new range of about three different Siege Treads (all heavy) will be High. Non-heavy treads cannot go into siege mode.
Giving siege mechanics to all heavy treads makes this mechanic more accessible, while limiting it to heavy treads is nice since it's a somewhat more involved mechanic and this'll keep it out of the early game.
Siege Mode
Siege mode is toggled like overloading, but takes time to transition. Toggling it on takes 5 turns, you can then remain in the mode for as long as you like, and then toggling it off takes another 5 turns. (Note that as I see it now you can probably still attack and perform other operations during these turns, you just can't move or swap your treads.)
While transitioning and in the mode:
- you cannot move
- enemies have a +10% chance to hit you
While the mode is fully active (i.e. not transitioning on/off):
- +20% accuracy
- doubles coverage of all armor and heavy treads
- 25% damage reduction against all heavy treads
The line of Siege-specific heavy treads are even better at it, giving +30% accuracy and 50% damage reduction against all heavy treads.
Interface
As for the relevant UI elements, the HUD will show a special status next to Movement as mocked up last time, and when any treads have siege mode toggled on, all applicable treads get it toggled on automatically. While entering/exiting siege mode they have a gray SIEGE tag next to them, which turns GREEN while the mode is fully active.
Feedback
Feel free to drop opinions here, and I guess an important question to ask is: given the description in the post, is this a mechanic you'd use? Why or why not?