Movement and Shooting
From Battle Dex
Contents |
Overview
Movement and shooting in Battledex is based on so called "ticks" and cooldowns.
Turns
A turn is broken into 100 ticks. Every movement or shooting you see in the game is scheduled and done on another tick, no actions will happen in the same tick.
Movement
A unit has a movement based on its basic movement and all applied buffs. For example, a Heavy Tank has a movement of three. This means he can move up to 3 times in a single turn. In between each movement there has to be a delay of 33 ticks (100 ticks / 3 movement). This means, that if you place him in your base, he will move at ticks 33, 66 and 99. He will start "loading" his movement from ticks 0-32 to move at 33. After the movement he will charge his movement again to move at tick 66. If he is blocked, he will move on the next possible tick. For example, your heavy can't move on tick 33 because he is blocked by a fighter. The fighter will move away on tick 36, resulting in your heavy to move on tick 37. However, he will start charging his new movement only if his old was done, so he will from this time on move on tick 4, 37 and 70. This movement cooldown is also applied to the next turn, resulting in your heavy moving in tick 70 from now on every turn, then charging and then moving on tick 4 in the upcoming turn. A new placed unit will always start with cooldown on 0, having it charge from the beginning. Also, if you move a unit only two hexes in a turn, the movement will be charged for the next turn, resulting in it trying to move on tick 1.
IF FOR WHATEVER REASON TWO UNITS WANT TO MOVE ON THE SAME TICK, THE COINTOSS DECIDES WHICH MOVES FIRST!
Shooting
The same as with movement is also applied to shooting. For instance, you artillery has two shots each turn. So after its placed it will charge its shooting for 49 ticks, so it can fire on tick 50. If no unit is in range at that time, it will fire on the next possible occasion. For example, if your artillery hasn't fire in the last turn, it is of course loaded for the next one and fire on whatever gets in range from tick 1 on. If now on tick 20 a Recon gets into range, it will fire on the recon and charge its shooting for another 50 ticks, so it will fire again on tick 70. This continues for all upcomming turns, but of course, if nothing is in range on tick 20, it will wait again.
Combinations of both of them
For example, a Light Tank has 4 movement and shoots five times each turn. So he will from the very beginning try to move on tick 25, 50, 75, 100. It will also try to shoot on ticks 20, 40, 60, 80, 100. As you can tell from this, it will shoot 3 times before it moves the third time.
Additional Info
If you move and you have something in range ( and can shoot ) you will shoot at the same tick. But if something moves into your range, you can shoot at it in the next tick. So the unit which moves shoots first. Also, it can sometimes happen that a unit moves in the last tick and the enemy unit does not shoot at it.

