The way shit works round' these parts
The mechanics in this quest are going to be a demented bastard child of Girls Frontline and XCOM 2. They will intersect and smash together to form how you're going to be handling the various clusterfucks you must deal with.
Combat
Fighting here is pretty, kinda, sorta simple. You have a set number of units, 6 can be deployed at once, and they each have certain specializations. I'm going to do this by mixing GFL and XCOM's class systems into a ball of shooty-wooty stuff.
SMGs- These girls are your tanks. They come with pretty solid HP, and high evasion stats, along with abilities that debilitate enemies, or buff themselves. Good scout due to good movement range. These girls are your Rangers.
Sniper Rifles- Pretty obvious, but these girls are your alpha dealers and snipers. They keep at range, and pick things apart with high damage hits that are almost always accurate to a pin-point. Keep these girls in the back. They have bad evasion and not very high HP. These girls are your Marksmen.
HGs- Handguns. These girls are your buff specialists. Possessing fairly average combat skills, their perks are their movement speed and range. But the main perk to them, is that they can passively buff your girls with their proximity to them. Useful to have as support, but, not entirely necessary.
ARs- Assault Rifles. These girls are your DPS. Sustained damage dealers with average defense capabilities. Keep these girls in the middle of your formation. These girls double up as your Specialists.
MGs- Machineguns. These girls fill the odd role of being three things at once. DPS/Alpha/Tank. They fire concentrated bursts of somewhat inaccurate, high damage fire. While possessing virtually no evasion, their HP is pretty good. They can take some hits, but SMGs are still better at this.
Further more, combat will not be determined by dice. It will be determined by the decisions you make. Choose wisely, this will be pretty tactical.
Buffs and Debuffs are divided into tow broad categories. Offensive, and Defensive. Offensive usually has weapon skills; critical hits, general damage, accuracy, rate of fire, etc. Defensive usually relies on armor buffs, and evasion boosts. Debuffs are usually incurred via the action of enemies, or sometimes your own actions. They can throw off aim, damage a weapon so it does less damage, or slow a girl down so she can't dodge. The environment can be as dangerous as the enemy.
Combat will be turn based, similar to XCOM 2, and you will have turn limits for timed missions. However, there is another mechanic. This one is rather important.
Combat Effectiveness, or CE for short.
Combat Effectiveness/CE is how powerful a team is. The higher your CE, the better chances you have of winning a fight. CE can be increased with buffs, or decreased with deubffs. And if your squad takes hits, or losses, then it drops even further. it is very possible for a squad with lower CE to take on a squad that has the higher number if they play smart.
That's about all I'm covering for now as I am
exhausted. I'll handle the votes and everything else come morning.
i'm very happy to have even a handful of voters. Makes me feel proud kind of. Anyway, welcome to the quest, and I hope ya have fun.