I have been working on a war/civilization-building game called Creature Clash – War of the Elements. The board is an island made up of modular hex tiles (think Settlers of Catan or Terra Mystica). During the game, players will take control of different types of terrain and build an army composed of five classical elements and their combinations.
The classical elements are:
Fire
Water
Air
Earth
Aether
The combinations I have in the game are:
Steam
Lava
Lightning
Light
Dust
Ice
Void
Plant
Darkness
Metal
In a previous forum topic, I got some suggestions on what the special powers should be for the base elements. It was suggested that fire can do area damage by attacking two adjacent hexes at the same time, earth can tunnel into and attack other earth spaces on the board, air can fly to any player controlled space, water can attack any space on the coast, and Aether can reroll attacks. Those were the suggestions for the base elements, but I would like to get some suggestions for the combinations. Do you have any suggestions for special abilities for the list of combinations?
The combat system is pretty simple. You just compare the attacker's attack value to the defender's defense value. If the attack value is less than the defense value, the attack fails. If the attack value is equal to or greater than the defense value, the attacker rolls a die. If the roll is a 1 or 2, the attack is a miss. If the roll is a 2 or 4, it is a hit. If the roll is a 5 or 6, the roll is a critical hit. The damage formula is as follows: damage dealt = attack value - defense value + 1. A critical hit doubles the damage. Once a unit's HP reaches zero, the unit is removed from the board.
It may seem that way, but I don't think it is. Air has special movement power, but it doesn't have advanced attacking power. Air can only use its special ability to move to hexes owned by the player. In addition, there has to be a direct line of controlled spaces between one space and the other for air to move there. It's kind of like a free move in Risk. If there is a hex on one side of the board that is surrounded by enemy controlled hexes, air would not be able to move to or from that space.
Also, I believe many of the abilities will be able to be countered by utilizing an element or combination's weakness. If a player is specializing in air and abusing the power, the other player can spawn lots of fire creatures (one of air's weaknesses) to keep the air units in check. Of course, I'll have to playtest this and see what happens.