major component redesign: every component has a big struct with everything when using the unit, condensate every component's struct into one, which is used in parallel to the army array descript: arena clone + autochess turn: move+attack unit design space: dps ranged dps melee tanks knockback snipers aoe healers slowers stunners kamikazes attrition (battery damage) commanders units composition: component robots, they are made of components basic bot: brain, chassis, weapon, batteries. .brain .chassis .locomotion --motors (what are they needed for? actuators, meeeeh) meeeeeeeh weapons slots battery slots augments slots armor slots .batteries .powergens .armor (set of floats for every damage type) .weapons .augments (sensors, ai enhancers (priority targeting, tactics)) units stats: damage (float) damage type pierce bullet impact spread explosive laser fusion emp armor (set of floats derived from chassis and armor slots and augments) reload (turns in between shots) speed (turn in between movement) further expansion: roguelike (1-3 hrs runs, build an army along the way and fight 50 times to win) rpg (5-30 hrs, long game with map and npcs a story and whatnot) long rogue (1-10 hrs, open ended roguelike, infinite battles, map) ^ those but multiplayer (yikes for devtime but nice for lols) up to 8 ppl tcp