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










