MMOTD Objective: The game's primary objective is to protect your base from raids by developing an arrangement of defensive towers, and to deploy raiding parties of your own - stealing resources from neighbouring bases. World View: ----------------------- | 1 | | 2 3 | | | | 4 | | | | 5 | | 6 7 | | | ----------------------- [not to scale] The world is a square grid, upon which bases are arranged. Each of these bases is either controlled by a player or is of a pre-set pattern. Bases closer to the edge of the world are a bit easier to defend, since they will have at least one edge that is relatively free from attack and fewer bases nearby. Bases closer to the center of the map are a bit more difficult to defend, but have increased opportunities for raiding. In world view a player can look at other bases in order to assess defenses and resources. Once a tempting target has been found, a player can launch a raid. Launching a Raid: After selecting a base to raid, the attacking player spends resources to create a raiding party. For example, a player might spend 250$ to create a raiding party comprised of 50 mechanized infantry for 100$, 5 commandoes for 50$ and two tanks for 100$. Units that successfully return from a raid can be reused in future raids. Raiding incurs a fuel cost per unit per distance travelled. This makes raiding weak bases with few resources to steal unprofitable, particularly at long distance. Base View: --------------- | 0 | | | | 0 + | | | | 0 | --------------- [not to scale] Each base is a square field with a resource cache at its center. The more resources a base has, the greater the diameter of its cache and the more difficult its defense. Raiding forces enter from a point closest to their base or origin, according to the world map. For example, if the raiders' base is 7 spaces east and 1 space south, raiders will enter from a point 14.2% of the way up the east side. Raiders that make it through the towers will grab a resource unit from the cache and begin to bring it back toward their point of entry. If killed before exiting the field, the raider will drop the resource unit, which can be picked up by a nearby raider. At the end of a raid, when all raiders have either escaped or been destroyed, the resource units left on the field are reclaimed by the cache. Raiders: x Raiders have armour and can be killed by towers as they attempt to steal resources. If a raider survives a raid, all of its armour will be repaired. Different raider types exhibit different capabilities, behaviours and resource carrying capacities. Players should become adept at selecting the most efficient contingent of raiders to breach a particular defense and steal the maximum number of resources. Towers: 0 Towers have armour. As raiding forces advance toward the base, they will attack the towers that are attempting to destroy them, depleting armour. Towers repair some of their armour after each raid. Towers that run out of armour are destroyed and need to be rebuilt. Daily Play: Play is designed to be asynchronous in that you don't need to be logged on at the same time as other people in order to raid them or work with them. A daily session might involve logging in, viewing replays of the previous day's raids on your base, rebuilding defenses accordingly, then sending out your own raiding parties and watching the carnage. Some provision for negotiation and alliances is probably possible, either inside or out side of a formal structure. Even without formalized guilds or predefined factions, messaging + trade could be used to launch coordinated attacks that overwhelm a base and destroy critical towers before they can be manually rebuilt, and maximum resources extracted.