Hey all!
I'm designing a turn-based strategy game with a focus on interesting warfield mechanics and asymmetry between factions. The game also includes base-building and resource collection elements. So far I've been playing with abstracts and general gameplay mechanics and thought it was about time to get detailed so I started creating tech-trees, abilities and units for different factions, but I think I've hit a wall -- I'm not able to think of abilities and mechanical concepts that would encourage the "separation" playstyle for a certain faction.
Now let me elaborate and give some examples of what I mean by that. So each faction has at least 9 units with different characteristics and roles. Let's say faction A is the one I'm struggling with and faction B is kind of the opposite in terms of design which I have successfully fleshed out already.
Faction B's main playstyle revolves around units helping each other: while separated they are quite weak, but in numbers and certain combinations they form a formidable force. I found it quite easy to design the mechanics for this -- I've used abilities that would buff, give defensive auras, bond and shield allies or mark enemies so that other friendly attacks would have additional effects.
For faction A I wanted the complete opposite (the said "separation" playstyle) -- units to be stronger and specialised when fighting alone, units that would have clear weaknesses when fighting together. And that proved to be far more difficult that I thought! To enhance the playstyle I thought about couple of designs that deal directly with the abstract: AOE suicide-type damage ability that deals damage to friendly units as well and is also detonated when the unit is destroyed (means you don't want to have these close to each other because one's death might trigger the other one to explode without reaching the enemy); an assassination ability which deals bonus damage if there are no allies around and gets even more powerful if the enemy is isolated from their allies as well. After these two I could not think of any other interesting abilities that would encourage the "separated" playstyle. I could take a safe (but boring) route and just give a universal passive to every unit which would basically give different bonus effects if the unit has no allies around, but I'm thinking maybe there're some mechanics that I'm missing.
Maybe you guys have got any references from other games where this is used as well? Would love to do any research, just don't really know how to search something like this. Any ideas will be appreciated!
Thank you for your time and looking forward to reading any replies from you guys! If you'd like me to explain something in more detail I'd be happy to, just don't want to overwhelm with too much info, seeing as this post is already pretty long as is.