Got the idea from a concept that a certain chess grandmaster used in a lecture. He suggested that chess could be looked at according to five elements: tempo (or time, ex: your pieces get into position quicker, or your attack hits before your opponents’ attack), material (ex: having more pieces than your opponent), structure (the configuration of the pawns is actually very powerful in directing the flow of play; many high-level games are won or lost on whether a pawn moves one square forward or doesn’t), and the last two were something like piece placement and king safety or piece placement and space or king safety and space.
Anyways, I thought, maybe there’s a similar way to understand how to build units. I came up with the following, and I’m wondering if anyone sees ways to improve the concept.
- Unit specifics: statline, colour, move type, weapon type, prf abilities including weapon, place in the legendary-mythic system (gives or can receive extra stats)
- Teammates: for covering different opponents, and also for support functions such as stat boosts (and we can count blessing stats here), healing, refreshing, positioning
- Opponents: what kinds of opponents you’re facing - inflated stats in general PvE? Hordes of inflated stats in reinforcement maps? Highly merged bold fighters and dragons? Ward-stacked fliers and infantry pulse mages with L.Azura? Røkkr, AKA dummies that hit back?
- Objective: territorial objective like in GC? Are you autobattling TT? Special “kill this with that” for quests or Allegiance Battles? Are you trying to spam scoring mechanisms for arena/AA/AB/AR?
- Budget: determines stuff like merges and fodder, and in some cases, rarity (I’m thinking 4* merges)
- Style and aesthetics: something like steady breath + spiral might be objectively a little less sound than steady stance 4 + QR, but it is interesting in its own way. In another stream, @Sir_of_Coffee seems to have an interest in mixed bulk. @Krazytre has a thing against atk refines. A lot of people have an unnecessary (but not necessarily bad) interest in using their grails for merging. Style also has a lot to do with decisions like hypertanking in AR vs playing around it using galeforce/vantage all-ins or hit-and-run with B.Fjorm.
I thought about somehow condensing opponents and objectives into “context” or something like that, make it five elements instead of six, but it feels more organized this way.