User:Liq3/sandbox

The following is a prototype for a Minecraft TBS game.

Flow
1. Move 2. Shoot 3. Melee

Movement phase
During the movement phase, move each unit one at a time, only orthogonally (forward/back, left/right. No diaganols). Moving a square uses up "speed". Moving a square without changing elevation using up 1 "speed". Moving up one elevation uses up 2 "speed". Moving down also uses up one. Moving through shallow water (1 tile deep - most units can't swim), uses up 2 "speed". Moving in any other way is not allowed. A unit can't move if it doesn't have enough "speed" left.

Any unit that is next to an enemy unit - even if it arrived there during the movement phase - may not move.

Units may also not move through any other unit.

Shooting Phase
This is purely for ranged units (e.g archers).

They can get "Attacks" number of attacks. They can be fired at different units. To fire, select a ranged unit, then an enemy unit that is in range (use the attacker's weapon's range). Range is figured out the same way as movement, except you gain a bonus 1 "range" for going downhill. The attacking unit must have line of sight to the enemy unit. This means anything like trees, cave walls, fellow soldiers or the ground will stop ranged attacks. If all the conditions are met, that unit will suffer the attackers "Damage" to it's "HP". If a unit has no HP left, it dies and is removed.

Ranged units may not shoot if they are engaged in melee. They may also not fire on any enemy units engaged in melee, due to fear of hitting their allies.

Melee Phase
During this phase units may charge at enemy units. Charges are all movements of up to 15 speed, that result in the charging unit ending up in melee. A unit that charges always attacks first.

Any unit next to any enemy unit must engage in melee. Units with the highest "initiative" attack first, then the next highest, and so on. If enemy and ally units have the same "initiative", they attack at the same time.

Misc (but important) rules
Damage is represented by certain grades of blocks. E.g. knights start as stone, then rock when they get damaged.

Unit stats
HP - How much damage the unit can take before dying. Attacks - Number of attacks in melee. Damage - Damage done per attack in melee. Initiative - Melee prowess. If you attack first or not. Speed - How far that unit can move per turn.

Units
Swordsman: A master swordsman duel-wielding 2 longswords.  HP A D I S  1 2 1 5 15 

Knight: Heavy knights in full plate. They wield claymores.  HP A D I S  2 1 2 4 12 

Archers: Basic archers with longbows and knives.  HP A D I S  1 1 1 3 15 <BR>

Weapons
Longbow - Basic ranged weapon. <BR> A D R <BR> 1 1 25 <BR>