Combat

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Combat in Grow is generally quite simple, with emphasis on tactic and creative use of character capabilities. Most critters attack through a simple, physical action. For example, Growl attacks by biting. For these critters, being near an enemy is necessary to deal damage. Other critters - more specifically those who grow from eating fruit and gaining skill - are capable of ranged attacks. Ranged attacks are aimed and are controlled by the mouse. The direction of the critter will fire is indicated by a small target on screen.


Combat mostly comes down to the critter's statistics. The battle statistics are attack power, attack rate and health. Attack power determines how much damage is dealt when a hit lands on an opposing player. Attack rate determines the pause between attacks and thus how many attacks a critter can land in any period of time. Health, of course, determines the amount of damage a player can take before dying and needing to respawn.


Damage will not cause critters to flinch, but will simply cause the critters to temporarily glow red and make a short sound. Of course, the health meter will also decrease.


As well as physical and ranged attacks there is also a third method of combat: abilities. Abilities are unique talents made available to each critter. These resemble bonuses that players would typically, in other games, receive from pickups. Use of abilities is limited by a 'moxie' meter. Some abilities slowly diminish the moxie meter until it depletes entirely and the ability switches off. An example of this is Dart's camouflage, which will be active for only a short time before needing to replenish or 'cool down'. Other abilities instantly use up the whole meter, like Toot's sharp shoot, using the moxie for a single, powerful attack.