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 -> i actually did it i cant believe it. i want an overworld map graph why would you want to traverse the graph? to get better loot to get to the final boss to evacuate -> i like this one what is in the nodes? battles and loot expansion: who are you? a small army what is the means of transportation? a transport airship a train by foot, they are all vehicles afterall what's the thing? the objective? planetary explosion, evacuate important information dispatching, get to comms facility retreat to safety through a battlefield do everybody know about the thing? no, only you yes, everybody is scrambling to save themself what's the incentive to not blow up the infrastructure? they don't even know they need it i need battles to happen: there is a battlefield everybody walks around with an army there are enemy entities with the same objective as the player raid: you and a small army are dropped in enemy territory the objective is to make a big army by exploring and finding stuff by battleing and scrapping enemy stuff by events get to a spaceship you go around by train, combat troops do not transport themselves every station has events/battles/shops when you have a large enough army, get to a large spaceship and leave the enemy redirects forces to fight you off, so be quick 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