Mechanics - GlowPuff/ImperialCommander2 GitHub Wiki
This section of the documentation is not necessary to use Imperial Commander. It provides you with insight into how the app handles threat, deployment, activation, and events. If you just want to play, simply ignore this.
- The Debug Window
- Difficulty settings
- Creating deployment hands
- Deployment events
- Activation priority
- Cost changes
- Adaptive Difficulty
The Debug Window
At any time during play, hit [Esc] or click / tap the debug window button at the bottom to display the debug window. Here you can see the current threat, the deployment modifier, and the deployment hand.
Difficulty settings
Difficulty | Threat increase | Deployment Modifier | Special |
---|---|---|---|
Easy | x 0.7 | no change | Any time an Elite group is deployed, it has a 15 % chance to be downgraded to a normal group without refunding of threat. (If the respective normal group is still available.) At each activation, there’s a 25 % chance that no bonus effect will be applied. |
Medium | no change | no change | none |
Hard | x 1.3 | starts at 2 | Any time a regular group is deployed, it has a 15 % chance to be upgraded to an Elite group at no additional threat cost. (If the respective Elite group is still available.) |
Creating deployment hands
In Imperial Commander, deployment groups are grouped into tiers, depending on the threat cost (I: up to 5 points; II: 6-9 points, III: 10+ points). At the start of each mission, open groups are chosen based on the threat level of the mission.
Threat Level | Tier I | Tier II | Tier III | Total |
---|---|---|---|---|
2 | 2 | 2 | 0 | 4 |
3 | 2 | 2 | 0 | 4 |
4 | 1 | 2 | 1 | 4 |
5 | 1 | 2 | 2 | 5 |
6+ | 1 | 2 | 2 | 5 |
Earned villains have a 50 % chance of being added to the deployment hand. This is to make sure there is a realistic chance of them showing up. If they are added, they are added as additional cards, not as replacements.
Deployment events
At the end of each round, the deployment behavior of the app is determined by simulating a 2D6 roll. The Deployment Modifier (DM) is then applied to that roll. It starts each mission at 0 (2 if Hard mode is chosen) and increases based on the deployment event rolled.
2D6+DM | Deployment event | Description |
---|---|---|
-2-4 | Calm | - Increase threat by threat level- No deployment- Increase DM by 2 |
5-7 | Reinforcements | - Increase threat by threat level- Reinforce up to 2 groups- Increase DM by 1 |
8-10 | Landing | - Increase threat by threat level +1- Deploy up to 2 new groups- "Fuzzy Deployment" (see below)- Increase DM by 1 |
11+ | Onslaught | - Increase threat by threat level +2- Reinforce up to 2 groups*- Deploy as many groups as possible**- "Fuzzy Deployment" (see below)- Set DM to -2 |
*Reinforcement costs are decreased by 1, to a minimum of 1. **Deployment costs for are decreased by 1 for Tier II groups and 2 for Tier III groups.
Fuzzy Deployment
If the app chooses to deploy a Tier III (=expensive) group, but does not have enough threat by up to 3 points, it still deploys the unit and reduces threat to 0. This way, the deployment of expensive units does not hinge on a tiny amount of missing threat, but doesn’t simply make them cheaper. Example: The app chooses to deploy an AT-ST (threat cost 14). It can deploy it even if there is only 11, 12, or 13 threat left.
Activation priority
Deployment groups are separated into two levels of activation priorities. Most groups are priority 2. However, some groups are sorted into activation priority 1. These are usually groups that benefit from activating early on, like the ISB Infiltrators, or high-profile groups that are often priority targets for the Rebels, like massive groups or villains.
Activation is decided randomly by the app. However, if there are both priority 1 and priority 2 groups present, the app has a 70 % chance to activate a non-exhausted priority 1 group instead of a priority 2 group - enough to ensure that they often act first, but not enough to make it certain.
Cost changes
Some groups have had their threat cost changed.
Group | Original cost | New cost |
---|---|---|
AT-ST | 14 | 11 |
Boba Fett | 13 | 10 |
Chewbacca | 15 | 12 |
Darth Vader | 18 | 13 |
Dengar | 7 | 6 |
Elite-Web Engineer | 6 | 5 |
Elite-Web Engineer Elite | 8 | 7 |
General Sorin | 8 | 5 |
General Weiss | 16 | 12 |
Han Solo | 12 | 9 |
Hired Gun Elite | 6/3 | 5/3 |
HK Assassin Droid | 8/4 | 8/3 |
HK Assassin Droid Elite | 11/6 | 10/5 |
IG-88 | 12 | 10 |
ISB Infiltrator | 5/3 | 5/2 |
ISB Infiltrator Elite | 7/4 | 7/3 |
Kayn Somos | 10 | 8 |
Leia Organa | 8 | 7 |
Luke Skywalker (Hero) | 10 | 7 |
Royal Guard Champion | 15 | 11 |
SC-2M Repulsor Tank | 10 | 8 |
Sentry Droid Elite | 10/5 | 9/5 |
Stormtrooper Elite | 9/3 | 8/3 |
The Grand Inquisitor | 9 | 8 |
Wing Guard | 6/2 | 5/2 |
Wing Guard Elite | 9/3 | 8/3 |
Adaptive Difficulty
When Adaptive Difficulty is switched on, Fame, threat reimbursement and Awards are calculated as follows:
- Defeating a group gives the players Fame equal to the group's threat cost (original cost, not changed cost).
- Defeating a group increases threat by half the group's threat cost, rounded up or down depending on the group (changed cost, not original cost).
- For each 12 Fame gained, the players gain 1 Award.