The Continuum

The Continuum is an online strategy game that combines turn-based war gaming with role-playing game-like character development and the collectability of a tabletop miniatures game. It takes place in the Crossworld, a new reality formed from the collapse of several formerly separate worlds that became unhinged in the space/time continuum. The game was developed by Seven Lights and launched on June 25, 2008.

Gameplay
One starts by signing up,and receiving free units to build a squad that you will use to battle other players and find usable equipment on the battlefield.(more on that later)You can also purchase units with real money, whether in starter packs of 40, booster packs of 15, or individually. The developers have indicated that everyone may play for free, receiving one free booster pack upon registration. Once you have purchased your units, you may begin spending their "ability points" to improve the units. Common units have one ability point to spend, Uncommon units have two, Rare units begin with three and Heroic units have four. As you spend these ability points, you choose what abilities your units will have in combat. Each choice becomes important, though you gain additional ability points as your units level up, depending on their rarity.

Next, you must form your units into squads within an army. This is easily accomplished by either a simple click of a button or dragging the units into the squad header. Once an army is built, players can discuss the game in the lobby until you find someone to challenge or are challenged by someone.

After challenging or being challenged by an opponent, you will choose the point value and map for your battle. Having chosen those aspects and the army that you will use to do battle, you then may explore the various sites for equipment before entering combat against your opponent. Once your squad makes contact with another squad, you enter a combat screen. Here you get to make use of those cool abilities that you purchased in the set-up stage. The battle selection screen is very customizable to prevent abuse of new players by more experience characters.

Your individual units make use of their skills, then, you have a squad tactic you choose (default is attack) based on this tactic, you may or may not gain an advantage to your actions in that round of combat. After three such rounds of combat, you return to the map screen and may move about again.

The winner (based on the criteria chosen at the beginning of the scenario) is given a larger chunk of experience points to each of their characters. While the defeated player is given less, so that even in losing, your characters still gain experience and may level up, just not as fast.

After the scenario is finished, you can return to your army screen, outfit your units with equipment you found during the battle, spend ability points gained from leveling, and change the composition of your armies and squads.

Primarily involving turn-based squad combat, the game allows players to improve the individual units in their squadron with power-ups, abilities and equipment. Players will be able to find new equipment scattered throughout the game world, and will be rewarded for accomplishing various objectives. In addition to random finds and trading, players can improve their armies through the purchase of expansion packs, similar to those in collectible card games.

The game is designed in a browser-based format using Adobe Flash. The developers have said the format will allow them to add and change content very quickly in response to the community.

=Story= The Continuum universe is developed through three issues of a comic book in addition to the game itself. The comics, written by the Seven Lights developers, originate various plot lines that will presumably be critical to the game. A fourth issue is in the works for the launch sometime in mid-2009.

The first issue discusses a war between two shape shifting races, the wolf-like Kherr and the bird-like Talon, and then presents a new cat-like enemy that the two races must come together to defend against. Issue two introduces a vampire hunter and the trials he faces in his task. The two story lines begin to merge at the end of the second issue.The Third issue follows the story of a race of elemental wielding humans known as manifests. It also introduces the first hint of player-to-story interaction, as it is popular belief that the final page in the comic shows a location from the role-playing forum.

Continuum developers have said player actions in the game world will influence the direction of the story line. In addition, they currently plan to expand the story's narrative through additional comics, novels, and digital videos.

Realites and Races
The Disruption was a cataclysmic event which caused four separate realities to collide and merge. From these original worlds came a variety of races and species, each with their own unique powers and abilities. They were thrown together in this new place, a world which became known as The Crossworld.

Shapeshifters
A world where all beings can shift from human form to that of a beast. Eternal beings from this world have chosen to stay in their bestial form. These Eternals sometimes form a union or bond with one of their shapeshifting brethren. The Bonded unit and their Eternal partner can utilize devastating coordinated attacks against their unlucky opponents.

Kherr: The Kherr are a fiercely loyal race of beings that can shapeshift between wolf and human form. Living in harmony with the land, the Kherr use their ability to adapt and conceal themselves within their terrain. Kherr are cunning melee warriors, trained from birth in the arts of guerrilla warfare and vicious hand-to-hand combat.

Talon: The Talon are an agile race of beings that can shapeshift between great eagle and human form. With their superior vision and view from above, the Talon can inflict crippling ranged attacks with little risk of taking damage themselves. Talon are adept at civic rule and have great skills at fostering commerce between groups, usually to their own benefit.

Ursa: The Ursa are a race of huge beings that can shapeshift between bear and human form. Ursa are intelligent, artistic, methodical and slow to anger, however when family or kin are threatened, the Ursa become the most aggressive of all races, employing an arsenal of punishing melee attacks.

Ferran: The Ferran are a ferocious race of beings that can shapeshift between great cats and human form. The Ferran are dim, impulsive brutes who bite and slash their way to getting what they want. Ferran are not known for their great strength or strategic prowess, but they make up for it with speed, razor sharp teeth, and long claws. Ferran are nomadic by nature and typically overwhelm foes with superior numbers and lightning-quick surprise attacks.

Ancients: Ancients are a noble race of beings that can shapeshift between dragons and human form. The Ancients hadn’t been seen in over a century prior to the Disruption and were thought to be extinct. They had retreated as a race to the highest of mountains- higher than the strongest Talon could reach- to escape the constant conflict and erosion of civility between the other shapeshifting races.

Vampire
A world over-run by voracious vampires that forged together a dwindling resistance of mystical elves and hardened humans who were making their last stand against the vampires at the time of the Disruption.

Vampire: No longer human, these blood-thirsty leeches overtook their entire reality before being brought to The Crossworld.

Elf: Tall and lithe, elves of the Vampire reality revere the sun and harness the light it brings through their magicks.

Human: The most adaptable of all races. Humans are the most proficient race at utilizing social bonds for survival. More than any other race, humans can develop and specialize in many different ways, but have very few natural resistances to attacks.

Unclean: Rather than face death or being turned by the Vampires, the cowardly Unclean tainted themselves with dead Vampire Blood thereby making themselves unappealing to the Leeches but less than human.

Manifested
A world where all people manifest a distinct power (fire, ice, etc..) at some point in their lives. The later in life the power is manifested, the greater the power.

Fire: The Fire race of beings from the Manifested world can create and use fire in offensive and defensive attacks. Fire beings are known for their ambition and will use force as a means to achieving their goals. Once their goals are achieved, the people of Fire typically maintain peace through laws and structure instead of bloodshed. Earth: The Earth race of beings from the Manifested world can use and manipulate the earth and terrain in offensive and defensive attacks. Mercurial and possessing great strength, the Earth race are a simple folk who often are ruled by their hearts instead of their intellect.

Water: The Water race of beings from the Manifested world can create and use water in offensive and defensive attacks. Water beings are typically even-keeled and calculating. They are not known for outright aggression, and prefer to stay as neutral as possible. However, if engaged, the water race will not hesitate to return aggression with decisive force.

Air: The Air race of beings from the Manifested world can use and manipulate the heavens in offensive and defensive attacks. The race of Air beings is generally a mischievous lot who enjoy wielding their power for their own amusement. They tend to be aloof and unconcerned with things that occur in the sea or on the land. Although they lack physical strength, air beings can inflict heavy damage with precise ranged attacks from great distances.

Gypsy: A disdained segment of society in the Manifested reality with strange and mysterious powers.

The Legion
A world that has been dominated by one militaristic society. From the lowliest Legion Squire to the most battle-tested Order Captain—all Legion units can be counted on for fierce discipline and precise execution.

Human: The most adaptable of all races. Humans are the most proficient race at utilizing social bonds for survival. More than any other race, humans can develop and specialize in many different ways, but have very few natural resistances to attacks.

Manoan: The Manoans are a peaceful, island people who possess great size and physical agility. Although docile as a race, Manoans engage in a brutal, physically demanding sport known as Quaila. Quaila matches are fiercely competitive with a loss resulting in the defeated team cutting their hair in shame.

Ravager: Once thought to be extinct, ravagers are a race of beings that was created through alchemical experiments gone horribly wrong. Huge, fast and vicious, Ravagers are almost unbeatable in melee combat. These feral beasts have sharp metal shards fused to their bodies that act as both armor and weapon.

Brynstan: For years, the Brynstans were simply a myth—something to scare children. Their proliferation went beyond their ability to remain clandestine, and eventually their dark alchemy led to the blighting of the Legion reality.

=Characters / Units=

Every unit in The Continuum has individual characteristics and abilities that you can improve by spending Ability Points (AP).

Characteristics
There are 6 core characteristics to pay attention to in The Continuum, as well as a number of additional stats that should be discussed.

Strength (STR) - A measure of innate physical force. It equals starting max Damage for Melee characters and is an Important factor in determining Attack Factor (AF) for melee characters.

Intelligence (INT) - A measure of mental prowess. It equals starting Damage for Ranged characters and affects the % chance for a Squad to successfully Target One during Combat (if Character is Leader). It is also an important factor for determining AF for ranged characters

Willpower (WIL) - The force of a character's personality, persistence and beliefs. It affects the % chance for a Squad to Retreat (if Character is Leader) and affects the rate at which Morale drops for a Squad (if Character is Leader). Also, at Ability Level 2, starts to add to character's Morale (2 per Ability level)and factors into the ability to resist/be missed by attacks of all kinds

Constitution (CON) - Hardiness and physical endurance it determines starting HP (HP = 2x starting CON) and affects Defense Factor (DF), which helps the character avoid being affected by attacks of all kinds. Also, at each purchased Ability Level, it increases CON and HP.

Dexterity (DEX) - Agility, accuracy and precision. It affects AF and DF.

Speed (SPD) - Quickness and ability to cover distances. It determines the Movement Points for Characters (Movement is equal to SPD/10) and determines relative bonus/penalty to Initiative/order of action in combat. It also affects DF.

Attack Factor / Defense Factor
The actual numbers used in this process are being kept hidden by the developers, however the relative importance of each factor in contributing to AF and DF can be seen below.

Factors in order of importance for AF: STR/INT & DEX then MOR then the "Roll".

Factors in order of importance for DF: CON & WILL then SPD & DEX then MOR then the "Roll".

The Roll is a random number generated between 1-200, allowing a random element to every attack and defense.

A unit's Initiative (i.e. the order in which it attacks) is its SPD + Roll, meaning that higher SPD on a unit increases the likelihood of attacking first, but does not guarantee it.

This makes each of the stats roughly balanced for usefulness, allowing for multiple builds for each unit.

Equipment
There is a lot of equipment to find in Crossworld. Equipment is found as loot on the battlefield and added permanently to your collection. You can also use the workshop to forge or craft new equipment.

The basic equipment is common and only requires the skill of the type of equipment to be on the Character. The better the equipment [not always better but of higher skill] requires that level of training or ability. At Level 3 and higher of the equipment skill your Character gains bonuses. Higher levels of equipments PV (point value) rise proportional with rarity. Some equipment is so powerful that it can cost more PV then the unit you are equipping it to...

Weapons : Add damage to your basic attacks. Higher levels usually have attack abilities incorporated into them for extra devastation.

Armor : Adds HP to your Character as well as absorbing some damage. Higher levels usually have defensive abilities incorporated into them.

Items : These can be equipped by any unit, regardless of their level or abilities. In this way they are perhaps the most powerful equipment available. They are often used to make up a shortfall in a units build.

Shields : Requires the Shield Skill in order to equip. Usually add HP and DF, but some of the more interesting shields are loaded with an attacking ability or two...

Mounts : Requires the Mount Skill in order to equip. This covers things like war-horses etc. They usually give you an extra attack, plus an extra ability.

Pets : Some units are able to take pets into battle. They are usually expensive, but can be extremely powerful in certain squads.

Devices : Units such as engineers can equip devices. These little gems have all sorts of useful applications.

Environmental : Some units are so large they can use gigantic pieces of terrain as their weapons. The environmental category covers weapons such as these.

Attack Types
Melee : This is the basic Hand to Hand style of Combat. Relies on your Strength and Dexterity.

Ranged : Hit your enemy from a distance. Relies on Intelligence and Dexterity.

What is my unit? You can very easily tell which characters are Melee based characters, and which are Ranged. Each unit has a little symbol next to them. The sword denotes Melee, while the bow denotes Ranged. Eventually there are plans to have each characters choice of attack based on their equipped weapon, but for now it is merely a set standard.

Squad Orders
You may issue your squad with an order in each combat round. The Squad Orders give all of your units direction on how to focus their attack, E.G. selecting “Ranged Attack” can give a buff to your ranged units whereas "Charge" can give a buff to your melee units, however those buffs are not guaranteed.

Depending on what Squad Order you choose in combination with what Squad Order your opponent chooses (think rock, paper, scissors), one or the other Squad Order will get the “Advantage” giving it a buff for that combat round. E.G. A “Charge” order will gain the advantage over a “Ranged Attack” order (giving a buff to the charging squad’s melee units for that combat round), whereas a “Charge” order will lose the advantage to an “Attack” order (giving a buff to the attacking squads melee units for that combat round). Any units not activating a targeteble ability (E.G. Drain) will be assigned a target based on the Squad Order. (Sourced from: -The Continuum Game Instructions).

Attack : Causes your melee troops to target your opponent's melee troops, while your ranged troops attack everyone. If you win advantage with this order your melee units will receive a significant AF (Attack Factor) increase, while your ranged units will receive a slight decrease.

Ranged Attack : Causes your melee troops to target your opponent's melee troops, while your ranged troops will attack only ranged units. If you win advantage with this order your melee units will receive a slightly AF decrease, while your ranged units will receive a significant increase.

Charge : Causes all of your units to attack only melee units. If you win advantage your melee troops will receive a significant AF increase, and both melee and ranged troops will receive a moderate DF (Defense Factor) decrease.

Target One : Causes all of your units to attack one specific target. Your squad leader's Intelligence stat determines how successful this tactic will be. If you win advantage no AF or DF increase or decrease is gained.

Retreat : Causes your units to attempt to evade further battle. Your squad leader's Willpower determines how successful this attempt is. If successful the combat instance will end without further damage to either party.

Ranged Defense : Causes your units to prepare for a storm of arrows (or lightning, or other such ranged attacks) from your enemy. Your melee units will target other melee units, while your ranged will target everyone. If you win advantage your units will receive a slight AF advantage while your opponents units will suffer a significant decrease in their AF.

Defend : Defend causes your units to brace from a general attack from your foe. Your melee units will target other melee units, while your ranged units will target everyone. If you win advantage your units gain a significant DF increase.

Hold The Line : Hold the line forces your units into a stiff, immobile defense. All of your units will target your opponents melee troops. If you win advantage your units receive a significant DF increase and a slight AF decrease.

Gaining Experience
Every battle you fight will generate experience points (XP) for the units involved. XP increases depending on how well your units have done in battle, and how large the battle was. The following will explain how XP generation is broken down.

Winning a battle will generate 100% XP, while Lossing nets 50% XP for each unit.

There are several XP bonus modifiers: - Unit that kills the most chars = 150 XP bonus - Unit that does the most damage = 150 XP bonus - Death of a unit = -50 XP penalty for that unit

Army PV as a factor in XP generation: The XP earned per match is determined by the PV of the match. As you raise in PV, you raise the amount of XP earned. The most you can receive for a win is 950 XP and you hit that somewhere over 20,000 PV.

Army PV in relation to your opponent:

If the PV difference in two armies is greater than 500 and less than 1,001, then the larger army (that wins) will gain 100 XP less than normal per character. If the smaller army manages to pull off a win, their characters will get a 100 XP bonus.

If the PV difference in two armies is greater than 1000 but less than 5,001, then the larger army (that wins) will gain 250 XP less than normal per character. If the smaller army manages to pull off a win, their characters will get a 250 XP bonus.

If the PV difference in two armies is greater than 5000, then the larger army (that wins) will gain 0 XP. If the smaller army manages to pull off a win, their characters will get a 250 XP bonus.

This means that taking into battle significantly more PV then your opponent will penalize your units in XP generation, this was designed to help ensure fairer battles.

Player Skill in relation to your opponent: Anyone Skill 3 or greater that plays a Skill 1 will receive 50% XP. Anyone else can play anyone else and receive normal XP.

Unranked: An unranked game will give your units 25% XP.

Victory Conditions: These only matter during surrenders. Some of them will give 25% XP if the opponent surrenders.

=Glossary=

AP [Ability Points] - What you spend/use to give a unit new abilities, increased stats or allow the use of equipment.

AF [Attack Factor] - Determines your chance to hit another unit in combat minus DF.

Combat Instance - When two opposing Squads meet and you enter Combat.

DF [Defense Factor] - Determines how hard it is for a unit to be hit in combat.

DAM [Damage] - A measure of the physical harm brought to a target character.

MOB [Mobility] - The % chance that the character gets to take action during subsequent combat rounds.

XP [Experience Points] - A measure of the relative increase in skills that the character has attained since starting the game.

PV [Point Value] - A measure of the overall power of the character.

E [Element] - What you use to Buy Characters to use in the game.

MP [Movement Points] - How many tiles you can move on your turn. Divide Speed by ten and round up.

Tile(s) - The spaces on the map you move your Squads into. May have different DF bonus and MP amounts.

MOR - Morale: a measure of the spirit and fatigue of the character. Modifies AF and DF.

STR - Strength: a measure of physical power.

INT - Intelligence: a measure of mental prowess.

WIL - Willpower: the force of a character's personality, persistence and beliefs.

CON - Constitution: hardiness and physical endurance.

DEX - Dexterity: agility, accuracy and precision

SPD - Speed: quickness and ability to cover distances.

HP - Hit Points: a measure of life force.

=Critical reception=

=Notes=

=External links & Reviews=