There are number of different facets to the units in CryptoAssault. I’ll try to breakdown each of the categories and stats in this article. As always, we’re still in development so this is all subject to change.

Unit Types

There are 5 different unit types: Tank, Truck, Mech, Jet, Helicopter. In general, each type is strong against one type and weak against another. Tanks counter trucks; Trucks counter mechs; Mechs counter jets; Jets counter helicopters; Helicopters counter tanks. Those are general rules, but ultimately, who you can beat is dependent on your stats.

Movement

Currently, a unit can move a certain distance once every 2 hours. Units can move pretty far in one move (maybe 50–100 grid squares) but they need to pathfind. That means that ground units will automatically move around other ground units, mountains, and water. Helicopters can fly over water and ground units but need to fly around other air units and mountains. Jets can fly over water, mountains and ground units but still need to avoid other air units. We’ve balanced jets and helicopters by making them unable to mine resources. Creating blockades and protecting your weaker units will be key to survival. There is also a way to upgrade how far a unit can move that I’ll talk about in another article.

We want this to be an MMO strategy game and not a crazy, chaotic RTS where thousands of people are moving units all the time. We also want wars to play out over the course of hours and days and for players to plan their moves carefully. I think about it as a real-time, MMO Civ.

Stats and Unit Counters

There are 5 different damage types in the game: Ballistic, Explosive, Shrapnel, Concussive, Energy. Every unit has two attack types and all five armor types. They are weak in two of those armor types. For example, a jet counters a helicopter because a jet has explosive and concussive attacks while a helicopter has low explosive and concussive armor. Stats are random within a range depending on their rarity.

Rarity

Every unit type will have common, rare, epic, and legendary versions. We will be limiting the amount we create for each rarity. For example, we could create 10,000 Spider Mechs of which there will be 6000 common, 2000 rare, 1500 epic, 500 legendary. Every unit is unique since their stats are random within a range. However, higher rarity units will have better stats than a lower rarity. Players will be able to see how good their unit is when they look at how close their stats are to the top of their range.

Stats, Battling and Unit Repair

Every unit has a chance to beat another unit based on their stats. We will release the formula for calculating this once we solidify our tuning.

To battle another unit, simply order a unit to move on top of an enemy unit. You’ll be able to see your chance of success before you attack which is based off of both units’ stats. The unit will travel quickly and then the battle will determine who is the winner. The losing unit will be kicked off the map and sent back to the owner’s inventory. A unit currently takes 8 hours to repair.

Next time we’ll talk upgrading…

There are a few ways to upgrade your units, both temporarily and permanently. I’ll talk about those next time.

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