No.219 / 280Strategy & systems · Unit command

Focus Fire

Concentrated damage beats spread damage: one dead enemy is one less threat.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Optimization
Age of Empires II: Definitive EditionNo.219Age of Empires II: Definitive Edition

01The core loop

Action → feedback → next choice
  1. 01Identify the top threat
  2. 02Everyone targets it
  3. 03It goes down
  4. 04Shift to the next

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    An 8-HP sniper deals 6 per turn and a 14-HP trooper deals 3; your three soldiers hit for 5 each.

  2. T2

    Turn 2 · The player chooses

    Two shoot the sniper, the third hits the trooper.

  3. T3

    Turn 3 · The feedback

    The sniper drops with 2 overkill; the trooper is at 9.

  4. T4

    Turn 4 · The next decision

    You take only 3 next turn and finish the trooper.

How it plays

Enemies deal full damage until they die, so concentrating fire cuts incoming damage fastest. Players judge who’s most dangerous or easiest to kill and manage overkill waste. Enemy health bars and remaining count are the feedback.

What the player weighs

  • Hit the biggest threat vs the easiest kill
  • Focus efficiency vs overkill waste

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Age of Empires II: Definitive Edition
A

Age of Empires II: Definitive Edition

P1

Massed archers manually focusing single targets thin enemy numbers fast, and skilled players micro to reduce overkill.

XCOM 2
X

XCOM 2

P2

You aim to kill before enemies act; finishing one threat beats wounding several, since wounded aliens still fire back at full strength.

The difference worth noticing

In AoE2 focus fire is real-time micro; in XCOM 2 it’s turn-based planning around hit chances.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Focus FireUnit command+

Large enemies have breakable parts; focusing one can strip a weapon, so players choose between disarming and going for the core.

Prototype this combo in Yoroll

→Follow the next idea

Unit commandNew

Synergy Breakpoints

Gather enough distinct members of a type to cross a threshold and buff the team.

Prototype complexity
Who plays
Solo decisions
  1. 01Collect tagged units
  2. 02Count distinct tags
  3. 03Cross a threshold
  4. 04Push for the next tier
Teamfight Tactics · Dota Underlords
Combat & tactics

Draw–Discard Combat Cycle

Draw a hand, play it, discard it; the deck's cycle is the fight's heartbeat.

Prototype complexity
Who plays
Solo decisions
  1. 01Draw a hand
  2. 02Spend energy to play
  3. 03Discard at turn end
  4. 04Reshuffle and repeat
Slay the Spire · Monster Train
Unit commandNew

Hold the Front Line

Put tough units up front to soak hits so fragile damage dealers survive behind them.

Prototype complexity
Who plays
Solo decisions
  1. 01Arrange positions
  2. 02Enemies hit the front
  3. 03Backline deals damage
  4. 04Refill when the front falls
Monster Train · Wildfrost
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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