@Igor Sandman, thanks!
@PrimeVest, good point. As for enemies(and units) - the current ones are from the other game as placeholders.
@Octopus Tophat, first one, - only chance to hit increases.
It's a bit more similar to Fire Emblem mechanics, than advance wars.
* Units have move points(blue overlay tiles). Going up the hill cost more than moving on the same height or going down
* If you're above your target you'll get significant hit bonus against unit health
* If you're below your target you'll get significant hit penalty against unit health
* Hit chance against armor is always successful
* Actual damage = damage - target's armor.
* And actual damage against armor = damage against armor.
So, in long shot you need to try to get as little health damage as possible.
Will there also be different terrain types? You could make different terrain types have a different amount of defense
Height difference between tiles already a little similar to that. You need to take good position, etc. to get a better hit or lower hit chance of the enemy instead.
But yeah, I thought of different terrain types, which can affect movement cost for example.
I'm trying to think of ways you could get away from the random chance stuff, but I need to understand more of the mechanics first.
I wanted to make it deterministic at first, but it was a bit dull.
Also, it's not the only random stuff in there.
There's also poison, that hurts unit as the turns go, and acid(or better corrosion?) that destroys armor points. Chance of applying those effects are random.
I'm just super excited about this game, so I'm coming up with a lot of ideas. One of my ideas for a game to make was a roguelike advance wars, and this is pretty close to that.
Really glad to hear that! And I would love to hear them.