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BattleGrid Details – Gameplay Concepts

As promised, I’m back with more details about BattleGrid. This post describes some of the key concepts behind the gameplay in the game.

Control Areas
This is the basic concept behind BattleGrid and one of the more unique concepts in the game. (I’m sure it’s been done before, but I haven’t seen many games with it.) Each player has a certain area that they control. This area is colored with their player color and it is only within this area that a player can build. Control is spread by outposts, which claim grid cells within a short range around them.

Top-down view of a game in progress, showing the control areas of each player
Top-down view of a game in progress, showing the control areas of each player

If two players both have outposts that claim a cell, that cell becomes “contested”. Contested cells can’t be built on by either player. This makes quick expansion using outposts an effective way to limit another player’s expansion. Any structures built on a cell before it becomes contested remain active.

Contested area between red, blue, and orange players
The grayish area between the orange, red, and blue outposts is contested

If a player loses control of a cell containing one of their structures, that structure becomes neutralized. Neutralized structures don’t function, and can be claimed by the first player to control the cells the structure is built on. Structures in contested areas are particularly vulnerable, since the last player to keep control over the area claims all structures within it.

A neutralized blaster turret
A neutralized blaster turret

Bitstreams
Bitstreams are the resource points in BattleGrid. Controlling these is vital because they provide a constant stream of bits for building new structures.To harvest bits from a bitstream, you have to build an Extractor on them.

A bitstream
A bitstream

Priority Targets
This is a big part of the “no micromanagement” in BattleGrid. Instead of commanding individual turrets or units, the player simply picks out certain targets to prioritize. Any turret or unit that can fire on a prioritized target will do so. Mobile units will immediately change course to get in firing range of any prioritized targets. If no targets are prioritized, units will attack whatever enemy is closest.

A prioritized target
A prioritized target

Factories and Units
Factories build units. Each factory can support 5 units, and will automatically build new units as slots are available. Units are entirely autonomous – the player can’t control them directly. Instead, the units will attack anything designated by the player as a priority target, or will spread out and attack nearby enemies if no targets are prioritized.

A tank factory (building a tank)
A tank factory (building a tank)

The constant flow of units from factories make them a valuable structure, but the factory itself is relatively weak and must be protected. Units are weaker than turrets, but make up for it in numbers. If the factory is destroyed, however, every unit it supports will immediately be destroyed.

A tank fighting a missile turret
A tank fighting a missile turret

In the course of taking these pictures, I have decided that I really need to tone down the pink player color…

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