Comments?
I'm starting to like this whole "discuss proposal ideas" thingy, so here's what I plan to propose next. Comments and suggestions are welcome.
All units and buildings now have a non-negative integer property known as "splash damage", which defaults to 0 for any unit/building that does not have a value given for splash damage.
Whenever a unit with non-zero splash damage attacks another unit/building, then it also automatically attacks all other units/buildings in the same territory as the target unit with an attack strength equal to the attacking units's splash damage.
If a unit has separate splash damage values against units and buildings, the value used in calculating the damage will be the one for the unit that is being attacked with splash damage, not the initial attack target.
Example: A Catapult attacks a Zealot, and an Archer and a Wall occupy the same territory as the Zealot. The Catapult will deliver 12-4 = 8 damage to the Zealot, 8-1 = 7 damage to the Archer, and 20-15 = 5 damage to the Wall.
New units/commands:
Unit: Zealot
Initial hit points: 200
Attack strength: 15
Attack range: 1
Armor: 4
Speed: 15
Unit: Archer
Initial hit points: 100
Attack strength: 18
Attack range: 3
Armor: 1
Speed: 13
Unit: Rocket Buggy
Initial hit points: 150
Attack strength: 15
Attack range: 2
Armor: 2
Speed: 25
Unit: Ram
Initial hit points: 200
Attack strength: 5 against units, 100 against buildings
Attack range: 1
Armor: 5
Speed: 3
Unit: Flamethrower
Initial hit points: 75
Attack strength: 30
Splash damage: 25
Attack range: 1
Armor: 1
Speed: 8
Unit: Catapult
Initial hit points: 100
Attack strength: 12 against units, 60 against buildings
Splash damage: 8 against units, 20 against buildings
Attack range: 4
Armor: 1
Speed: 5
Unit: Cruise Missile
Initial hit points: 5
Attack strength: 35 against units, 250 against buildings
Attack range: 4
Armor: 0
Speed: 2
- A Cruise Missile is destroyed after it attacks
Command: Upgrade to Zealot
Can be issued to: Warrior
Cool down time: 1 day
Effect: The player pays $250 and the Warrior becomes a Zealot
Command: Upgrade to Archer
Can be issued to: Warrior
Cool down time: 1 day
Effect: The player pays $250 and the Warrior becomes a Archer
Command: Upgrade to Rocket Buggy
Can be issued to: Warrior
Cool down time: 2 days
Effect: The player pays $250 and the Warrior becomes a Rocket Buggy
Command: Upgrade to Ram
Can be issued to: Zealot
Cool down time: 2 days
Effect: The player pays $250 and the Zealot becomes a Ram
Command: Upgrade to Flamethrower
Can be issued to: Archer
Cool down time: 3 days
Effect: The player pays $500 and the Archer becomes a Flamethrower
Command: Upgrade to Catapult
Can be issued to: Archer
Cool down time: 3 days
Effect: The player pays $500 and the Archer becomes a Catapult
Command: Upgrade to Cruise Missile
Can be issued to: Rocket Buggy
Cool down time: 5 days
Effect: The player pays $750 and the Rocket Buggy becomes a Cruise Missile
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