ZSGG Academy of Orion Warfare

Attack-Based Energy System - a combat-driven energy mechanic where units build energy through attacking to power special abilities, encouraging aggressive gameplay.

Overview

ABES (Attack-Based Energy System) is a combat-driven energy mechanic where units build energy through attacking to power special abilities, encouraging aggressive gameplay.

Energy Generation

Standard Generation

  • Rate: +1 ABES energy per attack made
  • Maximum Pool: Usually equals the highest ABES cost of any unit ability
  • Combat Requirement: Energy only generates through actual attacks

Special Cases

  • Behemoth Exception: Some abilities require kills instead of just attacks
  • Pool Variations: Certain units may have custom energy pool sizes
Auto-Fire Attacks
  • Trigger: Automatically fire when energy requirement is met
  • Seamless Integration: Don't interrupt regular attack cooldown cycles
  • Immediate Use: Energy is consumed instantly upon reaching threshold
Spells (Activated Abilities)
  • Manual Cast: Require player input to use
  • Energy Banking: Can save energy for strategic timing
  • Tactical Choice: Player decides when to spend accumulated energy
Aggressive Playstyle
  • Combat Rewards: More attacks = more ability usage
  • Engagement Incentive: Passive units don't generate ABES energy
  • Sustained Combat: Extended fights favor ABES units
Tactical Considerations
  • Target Selection: Attack frequency affects energy generation
  • Ability Timing: Balance auto-fire vs activated ability usage
  • Unit Positioning: Keep ABES units in combat for maximum energy generation

ZeroSpace 101 & Game Mechanics