Erfworld Mechanics

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Erfworld functions according to the mechanics of a turn-based strategy game (though individual units interact in realtime). In the real world, such mechanics are artificially imposed to create a simulation of reality -- in Erfworld, these mechanics <b>are</b> reality, and govern the world in much the same way the laws of physics govern the real world.
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=Speculation=
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The "physics" of [[Erfworld]] are modeled on a [[Strategy Game|strategy game]] combining [[Turn-Based Movement]] and [[Real-Time Combat]] mechanics.
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The mechanics of Erfworld include:
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The mechanics of [[Erfworld]] include:
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==The Hex Grid==
 
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The geography of Erfworld is laid out as a hexagonal-grid wargaming map. Locations are described by non-cartesian X-Y coordinates (possibly designating a line of hexes and a specific hex within that line).
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==The [[Hex]] Grid==
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The geography of [[Erfworld]] is laid out as a hexagonal-grid wargaming map, with each hexagon commonly called a "[[hex]]". Locations are described by non-cartesian X-Y coordinates (possibly designating a line of hexes and a specific hex within that line).
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==Turn-Based Movement==
 
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The sides of a confict alternate turns. In ''The Battle for Gobwin Knob'', the sequence of turns is: Charlie's turn (early morning) Stanley's turn (late morning), followed by Ansom's turn (afternoon), followed by an interval between turns (night).
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==[[Movement]]==
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See the [[Movement]] page for a detailed examination of these rules.
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Units may only move to another hex during their side's turn. Each unit has a specific amount of "move" which determines how far it may travel during one turn. At the end of the side's turn, its units lose any unused move, and may not leave their current hex until their side's next turn.
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The [[Faction|sides]] of a conflict alternate [[Turn]]s, which is known as a [[Turn-Based Movement]] mechanic. For instance, in ''The Battle for Gobwin Knob'', the sequence of turns is: [[Jillian Zamussels|Jillian's]] Turn ([[barbarian]]s move first), [[Transylvito]]'s Turn, [[Charlescomm]]'s Turn (early morning) [[Gobwin Knob]]'s Turn (late morning), followed by the [[Royal Crown Coalition|RCC's]] Turn (afternoon), followed by dusk, then nighttime and a return to morning. Alliances change the turn order (the turn of the alliance is that of the member which is last in the sequence), so Jillian is never seen moving except on [[Royal Crown Coalition|RCC's]] or [[Transylvito]]'s [[Turn]].
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==Unit Statistics==
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[[Units]] may only move to another [[hex]] during their [[Side]]'s [[Turn]]. Each unit has a specific amount of "[[Movement|Move]]" which determines how far it may travel during one turn. Units' Move is set to their maximum at the beginning of their side's Turn.  At the end of the side's Turn, its [[unit]]s lose any unused Move, and may not leave their current hex until their [[Faction|side's]] next Turn.  Exception: a unit with no remaining Move may leave its hex (on its Turn) by riding atop a Mount, or (on an enemy's Turn) by being captured and transported as a prisoner.
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Erfworld units all have statistics that govern their capabilities.
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===Numerical Stats===
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==[[Unit]]s==
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See the [[Unit]] page for more details on these rules.
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'''''Move''''':
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Units are things that fight. Units may combine to form [[stack]]s or may fight alone.  
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A measure of a unit's ability to travel across the hex grid. Units have their move reset to its full value at the beginning of their side's turn; unused move reverts to zero at the end of the turn.
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'''''Hits''''':
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[[Parson Gotti]] is a special case and should not be used as an example of the abilities of native [[Erfworld]]ers. See the detailed entry on him for a list of his abilities and disabilities.
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A measure of the amount of damage the unit can sustain before it is croaked. Units regain all lost hits at the beginning of their side's turn.
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'''''Combat''''':
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===Unit Statistics===
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Not explicitly described; apparently a measure of the unit's ability to inflict damage. (It is transcribed as "Attack" in one of Parson's Klog entries.)
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''Main Article: [[Stats]]''
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'''''Defense''''':
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Unit Statistics are also known as "Unit Points"{{Erf|1|040}}. Statistics are numerical values that denote the ability of a [[Unit]] relative to other units with that same ability. In general, a higher value is better, but this may not be true in all cases. Every Unit has a minimum of six basic statistics. Depending on its Natural Abilities, it may have more.
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Not explicitly described; apparently a measure of the unit's ability to minimize or avoid damage from an attack.
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===Special Abilities===
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===Natural Abilities===
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Some units have one or more special abilities. Known examples include flight, fire, regeneration, and poison.
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Some [[Unit]]s have one or more natural abilities. Known examples include flight, fire, poison, and even the ability to cast some spells.
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A unit with the "Leadership" ability is called a "warlord" or "commander". A unit with magic-using ability is called a "caster" (more commonly, it is referred to by its specialty, such as Croakamancer, Dirtamancer, etc).
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A [[unit]] with the [[Leadership]] ability is called a [[Warlord]] or [[Commander]]. A [[unit]] with magic-using ability is called a [[Caster]] (more commonly, it is referred to by its specialty, such as [[Croakamancer]], [[Dirtamancer]], etc). [[Warlord]]s and [[Caster]]s can see the stats of a [[unit]] directly; [[Lookamancer]]s can determine the stats of [[unit]]s at a distance.
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===Determining Unit Stats===
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Warlords and casters can see the stats of a unit directly; Lookamancers can determine the stats of units at a distance.
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Parson Gotti is a special case. He is a warlord (albeit with a bonus of only 2), but can only see other units' stats by looking at them through a pair of 3-D glasses that came with his first Stupid Meal. Also, nobody (not even himself looking in the mirror using the glasses) can see Parson's stats (the value "2" was presumably inferred from the effect of his warlord bonus on other allied units).
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==Combat Mechanics==
==Combat Mechanics==
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See the [[Combat]] page for more details on these rules.
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[[Combat]] in [[Erfworld]] occurs inside a single [[hex]] or [[City#City Zones|zone]]. A hex border will stop attacks like it does [[Movement]].{{erf|1|115}} Movement inside a [[hex]] is unrestricted for both [[Side]]s, allowing maneuver warfare on a limited scale. Attacking is simultaneous for all Sides, which makes this a [[Real-Time Combat]] mechanic.
===Stacking===
===Stacking===
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[[Units]] may group into [[stack]]s with allied [[units]]. This provides a combat [[bonus]], which reaches a maximum value when 8 units are combined in a stack.{{erf|1|040a}}
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Units may group into stacks with allied units. This provides a combat bonus, which reaches a maximum value when 8 units are combined in a stack.
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A [[Warlord]] (and sometimes [[Casters]]) provides a bonus to [[unit]]s under its command, as well as providing instructions and other benefits. Warlords also enable units in their stack to make directed attacks against specific enemy units, or to refrain from attacking at all.
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A warlord provides a bonus to units under its command. Warlords also enable units in their stack to make directed attacks against specific enemy targets, or to refrain from attacking at all.
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===Attacking===
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[[Units]] in effective range of enemy Units may attack the enemy, and are sometimes forced to. The determination of which Unit kills its opponent is determined by the [[Combat_(stat)|Combat Statistic]], [[Defense|Defense Statistic]], various bonuses (Stacking bonus, multiple [[Leadership]] bonuses, Dance Fighting bonus, Terrain bonus, etc.), and types of weapons being used by both sides. Damage can only be inflicted when the weapon is capable of reaching the opponent (ie. melee units cannot damage a flying unit with a ranged attack).
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Casters are able to function as warlords with a zero bonus (however, they may provide other bonuses; for example, a [[Croakamancer]] leading [[Uncroaked|uncroaked units]] provides a bonus to their combat ability). This is generally not done, because casters are too valuable to risk.
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===Defending===
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Defenders ([[Sides]] that are not on [[Turn]]) in [[Erfworld]] are limited in their activities. They cannot normally cast [[spell]]s or [[Movement|Move]] out of the [[hex]], although [[movement]] inside the hex is permitted. When a non-allied Side has [[Units]] in the same hex, the defender can reorganize stacks, attack, cast [[spell]]s, and generally do anything it normally would on Turn if it were attacking.
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===Attacking===
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==Miscellanea==
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Units that come into contact with non-allied units (by entering the same hex) must automatically attack if they are not accompanied by a warlord. As noted above, a stack with a warlord can fight more selectively.
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===Relative Time===
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As noted above, the time of day in Erfworld is related to the sequence of [[turn]]s. The fact that the sun sets after [[Prince Ansom]] declares the end of his [[Faction|side]]'s turn may imply that the turn cycle governs the time of day, rather than vice versa.
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===Dance Fighting===
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However, the link between turns and time is variable to some extent. At one point Stanley's turn is seen to start at dawn, rather than beginning later in the day, because there are no nearby units of any side that would act earlier. Later it is shown that [[Jillian]] of Faq is aware they will meet enemy forces because someone took a turn in the morning before they did. More than one Turn can happen simultaneously, as long as the involved Sides do not interact with each other.
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Correctly led units can gain (substantial) bonuses by incorporating dance moves and rhythm into their fighting style. Unled troops generally cannot dance fight, but [[Uncroaked|uncroaked units]] led by a [[Master Level]] [[Croakamancer]] ''can''. Being appropriately dressed for your style of dancing seems to help. Taste seems not to be an issue.
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===Off-time===
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==Miscellanea==
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Units can't walk off the hex when it's not their turn. They may, however, move within it, interact with each other and perform certain actions (such as taming wild creatures in the hex).
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===Relative Time===
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Non-Barbarian units without a side do not take turns, and are frozen in place (either inside their hex, or completely unaware of their surroundings) until captured or mercy-killed.
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As noted above, the time of day in Erfworld is related to the sequence of turns. The fact that the sun sets after Ansom declares the end of his side's turn may imply that the turn cycle governs the time of day, rather than vice versa.
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===Battlespace===
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Each side has an area known as their ''battlespace'', presumably defined as the hexes any of their units can see and/or reach. Units outside other battlespaces move at the start of the day, while those inside two or more battlespaces are bound by turn order.
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A side's entire turn is taken at the same time: therefore, a single unit in another side's battlespace (unless captured or otherwise incapable of action) should bind that side's turn to the order.
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[[Category:Erfworld Mechanics]]
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[[Category:Speculation]]

Revision as of 00:58, 15 March 2012

Contents

Speculation

The "physics" of Erfworld are modeled on a strategy game combining Turn-Based Movement and Real-Time Combat mechanics.

The mechanics of Erfworld include:


The Hex Grid

The geography of Erfworld is laid out as a hexagonal-grid wargaming map, with each hexagon commonly called a "hex". Locations are described by non-cartesian X-Y coordinates (possibly designating a line of hexes and a specific hex within that line).


Movement

See the Movement page for a detailed examination of these rules.

The sides of a conflict alternate Turns, which is known as a Turn-Based Movement mechanic. For instance, in The Battle for Gobwin Knob, the sequence of turns is: Jillian's Turn (barbarians move first), Transylvito's Turn, Charlescomm's Turn (early morning) Gobwin Knob's Turn (late morning), followed by the RCC's Turn (afternoon), followed by dusk, then nighttime and a return to morning. Alliances change the turn order (the turn of the alliance is that of the member which is last in the sequence), so Jillian is never seen moving except on RCC's or Transylvito's Turn.

Units may only move to another hex during their Side's Turn. Each unit has a specific amount of "Move" which determines how far it may travel during one turn. Units' Move is set to their maximum at the beginning of their side's Turn. At the end of the side's Turn, its units lose any unused Move, and may not leave their current hex until their side's next Turn. Exception: a unit with no remaining Move may leave its hex (on its Turn) by riding atop a Mount, or (on an enemy's Turn) by being captured and transported as a prisoner.

Units

See the Unit page for more details on these rules.

Units are things that fight. Units may combine to form stacks or may fight alone.

Parson Gotti is a special case and should not be used as an example of the abilities of native Erfworlders. See the detailed entry on him for a list of his abilities and disabilities.

Unit Statistics

Main Article: Stats

Unit Statistics are also known as "Unit Points"Erf-b1-p040Same-site.PNG. Statistics are numerical values that denote the ability of a Unit relative to other units with that same ability. In general, a higher value is better, but this may not be true in all cases. Every Unit has a minimum of six basic statistics. Depending on its Natural Abilities, it may have more.

Natural Abilities

Some Units have one or more natural abilities. Known examples include flight, fire, poison, and even the ability to cast some spells.

A unit with the Leadership ability is called a Warlord or Commander. A unit with magic-using ability is called a Caster (more commonly, it is referred to by its specialty, such as Croakamancer, Dirtamancer, etc). Warlords and Casters can see the stats of a unit directly; Lookamancers can determine the stats of units at a distance.

Combat Mechanics

See the Combat page for more details on these rules.

Combat in Erfworld occurs inside a single hex or zone. A hex border will stop attacks like it does Movement.Erf-b1-p115Same-site.PNG Movement inside a hex is unrestricted for both Sides, allowing maneuver warfare on a limited scale. Attacking is simultaneous for all Sides, which makes this a Real-Time Combat mechanic.

Stacking

Units may group into stacks with allied units. This provides a combat bonus, which reaches a maximum value when 8 units are combined in a stack.Erf-b1-p040aSame-site.PNG

A Warlord (and sometimes Casters) provides a bonus to units under its command, as well as providing instructions and other benefits. Warlords also enable units in their stack to make directed attacks against specific enemy units, or to refrain from attacking at all.

Attacking

Units in effective range of enemy Units may attack the enemy, and are sometimes forced to. The determination of which Unit kills its opponent is determined by the Combat Statistic, Defense Statistic, various bonuses (Stacking bonus, multiple Leadership bonuses, Dance Fighting bonus, Terrain bonus, etc.), and types of weapons being used by both sides. Damage can only be inflicted when the weapon is capable of reaching the opponent (ie. melee units cannot damage a flying unit with a ranged attack).

Defending

Defenders (Sides that are not on Turn) in Erfworld are limited in their activities. They cannot normally cast spells or Move out of the hex, although movement inside the hex is permitted. When a non-allied Side has Units in the same hex, the defender can reorganize stacks, attack, cast spells, and generally do anything it normally would on Turn if it were attacking.

Miscellanea

Relative Time

As noted above, the time of day in Erfworld is related to the sequence of turns. The fact that the sun sets after Prince Ansom declares the end of his side's turn may imply that the turn cycle governs the time of day, rather than vice versa.

However, the link between turns and time is variable to some extent. At one point Stanley's turn is seen to start at dawn, rather than beginning later in the day, because there are no nearby units of any side that would act earlier. Later it is shown that Jillian of Faq is aware they will meet enemy forces because someone took a turn in the morning before they did. More than one Turn can happen simultaneously, as long as the involved Sides do not interact with each other.

Off-time

Units can't walk off the hex when it's not their turn. They may, however, move within it, interact with each other and perform certain actions (such as taming wild creatures in the hex).

Non-Barbarian units without a side do not take turns, and are frozen in place (either inside their hex, or completely unaware of their surroundings) until captured or mercy-killed.

Battlespace

Each side has an area known as their battlespace, presumably defined as the hexes any of their units can see and/or reach. Units outside other battlespaces move at the start of the day, while those inside two or more battlespaces are bound by turn order.

A side's entire turn is taken at the same time: therefore, a single unit in another side's battlespace (unless captured or otherwise incapable of action) should bind that side's turn to the order.

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