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Strifeshadow Development Notes -- Issue #1The Development Notes are a semi-periodical feature that we will regularly be posting on the site. They will contain information on various game design issues related to Strifeshadow. If you want to suggest a topic, post it on the forum. We are all ears... So without further ado... Heres the first feature: Strifeshadow units all have an individual purpose within the game, that is distinct from other units of the same race. Units are essentially categorized by their intrinsic play "flavor". The types of units that you will see in Strifeshadow include:
1) Infantry Used for primary assault, force backbone, and sometimes cannon-fodder in most RTSes, infantry in Strifeshadow are capable of pinning down units they engage in combat, effectively allowing them to screen more valuable units like ranged units or artillery from attack. Infantry units fare acceptably well against any unit, except short-ranged artillery and skirmishers. They are extremely good against ranged units (if they can get to them).
2) Ranged Ranged units in Strifeshadow are particularly prone to fast-moving melee troops (strike troops), and somewhat prone to infantry. They are also somewhat prone to long-range artillery and some spells. They are indispensible against short-range artillery, and are a necessary compliment to nearly any possible unit mix, even though they are a poor stand-alone troop.
3) Short-Range Artillery the only examples of this that we know of in other games are the Dwarf in Myth: The Fallen Lords (www.bungie.com), and to a certain extent, the Archon in Starcraft (www.blizzard.com). Short-range artillery are highly succeptable to ranged units, long-range artillery, and skirmishers.
4) Long-Range Artillery Probabaly one of the RTS player's favorites, Strifeshadow sports some rather odd and interesting siege weapons, including a mage that can siege. Nothing is quite as fun as pummeling your opponent from atop a cliff behind their base...
5) Skirmishers
6) Strike Troops
7) Spellcasters
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