Broken Combat + *Wars
I'm not sure why the @drugwars team thought it was okay to change the battle system the way they did. They took what little strategy the game had and completely stripped it away. Zero thought is now required when attacking someone; simply attack them with overwhelming force and you'll simply lose as many rowdies as they have total units (plus 4 more for every bazooka).
It literally doesn't matter what your opponent has. Pick any combination of 1000 units. If your opponent attacks you with 10,000 rowdies you lose quite decisively.
Here is a game I play every once and a while with one of my buddies. It's called Nexus Wars. It's a free-to-play game on Starcraft 2. All "Arcade" games in Starcraft 2 are free-to-play. They were created by random users with the help of the map editor.
If you spool through the video a bit, you can see that the attack range of units actually matters, as they take up 'physical' space on the playing field.
Units with longer range will attack before units with shorter range. If you have too many melee units they will start blocking themselves and not all of them can attack.
It's mechanics like these that obviously need to be in @drugwars, but instead the team just seems to flip flop between several broken battle system models. It's really hard to find an excuse for this behavior, except perhaps the "investors" of the game complained endlessly about losing all the units they purchased; so now the @drugwars team is under pressure to dumb the game down even further than it already was.
*Wars
I'm wasting far too much time with @drugwars, here's my idea for a Nexus Wars clone on the Steem blockchain. *Wars (pronounced StarWars) will be a module that can spawn multiple tug-of-war type strategy games directly on the Steem blockchain.

Why *Wars?
When you want to search for a picture file on your computer you can search for *.jpg. The result will return all JPEG files. The star is shorthand for "anything can go here". If you searched for m*.jpg it would return all JPEG files that start with the letter 'm'.
Similarly, *Wars will be able to provide a foundation for ______ Wars games. The first two I'm looking at are Nexus Wars and a tug-of-war variant of Drug Wars.
Logistics:
To start, the game will be 1v1. Imagine two bases separated by a blockchain. The blockchain is really just a linked-list/array. Each block in the chain can store a certain number of units. As time passes, units automatically move from your base to your opponents base and attempt to kill it. However, this is easier said than done, because you have to kill their units to get to the base and then kill the base (which will have several defenses).
This creates the back and forth "tug-of-war" style play where one side snowballs to the other but then the other side begins to snowball back once base defenses repel the invasion.

Options:
This module will have several options. For example, how fast does one want the game to play? For simplicity, I'll start the game off with one tick of time equal to one block, but this can change. For example, what if action happening once every three seconds was too slow from a player's perspective (probably will be). You could increase a tick of time to once per second. This means three actions would occur in between blocks instead of just one. We could take it even farther and do any number of time ticks per block. The only drawback is that players can only react on the blockchain at most once per block (3 seconds).
Blockchain
How many blocks should be in between the two bases? How many units should one block be able to accommodate? How many nukes should each player have? What are the starting resources and income and how quickly does income increase? These will all be variable options, but I'm getting ahead of myself.

Nexus Wars
Before I get way too far ahead of myself, let me give a cursory overview about how the Starcraft 2 version of Nexus Wars works. Each player starts with 100 minerals. Minerals are the only resource (*Wars will accommodate more than one, if necessary).
Each player starts with 10 income. Every 30 seconds you receive whatever income you have in minerals. If your income is 23, you get 23 minerals at the next 30 second interval.
You increase your income by making buildings. These buildings produce units constantly. For example, you might build a "spawning pool" and this would create 2 "zerglings" every 24 seconds (8 blocks). A spawning pool costs 50 minerals. Normally, for every 25 minerals you spend your income will increase by 1. Therefore, building a spawning pool costs 50 but in turn will provide you with 2 more minerals every 30 seconds for the rest of the game. There is also a special building that doesn't create units but will increase your income with higher efficiency.
Therefore, the economic strategy of the game is to increase your income as much as possible in order to overcome your opponent. However, there is also a lot of strategy about what units should be produced in order to counter your opponent's build. I'm not trying to go down that rabbit hole just yet though.
Units
Troops will have several attributes.
size
Say a block has 30 slots open for units to occupy. That doesn't mean that 30 units will be able to fit inside that block. Small units have a size of 1, in which case you could fit 30, but bigger units will take up more space. This adds some strategy to the game by implementing bottlenecks on the playing field as an exploitable resource.
armor
Mitigates damage taken. A unit with 5 armor will only take 15 damage from a raw attack of 20. Several of the games I've played have two types of armor. In Starcraft 2, there is light and heavy armor. In League of Legends, there is physical/magical mitigation. This binary solution seems to work well, as more types being added tends to overcomplicate game mechanics.
For example, a flamethrower might have a heavy bonus damage against light armored units, but they won't do much against heavily armored troops.
damage/attacks
A unit with 10 damage will 'swing' at their enemy, who will lose 10 minus their armor value. A unit with two attacks would swing twice during that time, hitting for 10 - armor twice instead of once. This variable allows units to be created that are less effective against armored units. For example, against a unit with 3 armor, troops that deal 10 damage and swing three times only do 21 damage (7*3) while they would still do the full 30 to unarmored units. Similarly, if they swung once for 30 they'd do 27 damage to 3 armor rather than the previous 21.
speed
How fast can the unit move down the lane? Speed determines this.
vitality
How much damage the unit can take before dying.
special abilities
There will be other skills available to specific units, but I'll leave that for another time.

Wow, George Lucas is going to be pissed!
Fun fact: Lucas Arts lost a lawsuit to Wicked Lasers because people were calling the lasers "lightsabers". It wasn't even Wicked Lasers calling their product this. However, once they won the lawsuit they started a marketing campaign to this effect just to troll Lucas.
This project will be open source and public domain.
Freedom of speech, yada yada yada.
I can say whatever I want as long as I'm not selling a product.
Besides, *Wars is just the foundation.
Actual frontends will be called _____ Wars (ie Drug Wars, Nexus Wars, etc.)
Conclusion
It will be interesting if I can pull it off :D
My goal is to create a backend with little/no frontend graphics.
Hopefully I can get more people on board after a proof-of-concept is delivered.
I certainly hope they implement the range property either by a general setting or by special abilities...
as much as I agree that the battle system before was more tricky and therefor more strategy could be implemented, I believe the updated system.. at least IMHO.. is definitely better.. of course still not good but the prior one was just crap.. this grouping thing.. no words for that idea...
Yeah the old system had a lot more tactics but it made no logical sense.
This new system is garbage but it has a lot of room for improvement.
at least is feels as if the physics of this world would apply to the math used in the new battle system... vs. with the old system it was more like borg math...
and another question:
could you elaborate a bit more about that steem.war engine you want to build?
I cant judge this but for me you seem like a pretty decent programmer.. but to create a backbone/middle ware battle system on the back of steem just in your spare time seems a bit of a huge task..
so if you would do it full time, do you have any idea of timeline, budget and resources?
Considering I'm still a super JavaScript novice it's more about just learning right now. There's a good chance that if I create anything useful I'll be tempted to rewrite it later because of all the new tricks and functionality I figure out over time.
Honestly it's impossible to say how long these things will take. Developers are notoriously bad at picking a date that is way too early... just look at Steem development. Soon™
The key to winning in Nexus Wars is two very simple things.
First thing you do is continually make Immortals. They have 100 shield and their special ability allows only a maximum of 10 damage to be dealt to them if they still have a shield up, making them a great unit to tank with right out of the gate. It should win every engagement for awhile. If they don't build any ships don't change anything.
If they do build ships only build Phonixes for awhile, then start adding in Tempests. That will cause Tempests to pile up. Eventually you will have hundreds of Tempests piled up and churn through everything.
In the few hundred games of Nexus Wars I have played nobody has ever beaten this strat. The ones who come close to overcoming it, I just add in some Hellbats + healer and give them insane amounts of armor xd.
So just in my conclusion to this, Nexuas Wars could be a great example if they cut out the Immortals and the Hellbat tanking. Seriously when you get a Hellbat's armor up really high it only takes 1 damage per hit at a certain point they are all but unkillable. As long as you don't have crap like that in the game you should be ok.
protoss is a crutch. My friend and I go double zerg just for fun.
immortals don't have that ability anymore. must be a long time since you've played.
Carriers are the best unit because the attack upgrade is buffed to +2 instead of +1 per interceptor.
My friend and I average a win rate of around 5:1 to 10:1
Lurkers are surprisingly amazing because they have the longest range of any ground unit and they do line damage. It's also easy to manipulate your opponent's ability to detect their stealth. Corrupters pull detection away from immortals and tanks.
I could go on but I think I'll cut it here.
Oh they must have gotten rid of it hehe.
Yeah the immortals were extremely OP. When I played with my friend in duos what we would do is immortal spam or one of us makes Hellbats and upgrades them and the other makes healers and upgrades.
You can force some pretty interesting pile ups by creating lots of Phoenix in the early game because they can't atk ground units they just fly right to the enemy's base, causing enemy ranged units to follow it. Then once they start going backwards you can start piling up your own ground units.
Nexus wars was a lot of fun, almost more fun than the actual real game in my opinion.
Maybe we should play a game or two.
Ambitious,...
is it?
I don't know it feels pretty basic to me.
You make buildings, the buildings make units. The units move toward and attack the enemy. sorted.
It's the potential frontends that will be all the work... graphics and user interfaces and such.
I hope you git r done.
but will your game have Hobos ? lol
The drugwars version will :D
Hobos may be the most important units in the game presently.
yeah but they are risky
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