Whitepaper
  • ⚔️Welcome to GainHive & GainPad - The Whitepaper
  • Introduction
  • GainPad
  • GainHive
  • Gameplay
    • The Planet
      • Hexagons
    • Player Avatars
      • Factions
        • Faction Based Diplomacy
      • Clans
        • Clan Warfare and Rewards
        • Clan Pages
      • Algocracy and Player Organisation
        • The King/Queen/Leader
        • War and Peace Decisions
    • F2P and Customer Segmentation
      • Mercenary System
        • Mercenary Sub-Game
    • Leveling
    • Reforging Avatars
      • Reforging Bonus
      • Avatar Quality
      • Aspect Trading
    • Equipments
      • Upgrading Equipments
      • Crafting Equipments and Items
    • Action and Energy System
    • Movement System
    • Combat System
      • Combat Phases
      • Melee and Ranged Combat
      • Adjusting and Balancing
      • Combat Outcomes
        • Attacker Victory
        • Defender Victory
        • Tie
    • Respawning System
    • Looting System
      • Items
    • Mining System
      • Items
    • Hiding and Immunity
    • Events
      • Full Loot Night
      • Treasure Hunt
      • Spachip Drops
      • Storms and Volcanos
      • Free Events
      • Monetized Events
      • Sponsored Events
    • Seasons
    • Financial Instruments
      • Market Spread
      • Open Market and Trading
      • Direct Player to Player Trading
      • Renting Avatars
      • Factions and Clans
  • Roadmap & Achievements
    • RoadMap
    • Achievements
  • TOKENOMIC $Ghive
    • $Ghive - The Governance
    • Game Economy
  • TEAM
    • About Us
    • Core Members
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  1. Gameplay
  2. Combat System

Melee and Ranged Combat

There are two types of combat, first is melee where two opposing avatars are adjacent. The second ona e is ranged attack where the two avatars are not adjacent.

Ranged Attack

● An avatar must not be adjacent to the target avatar.

● Ranged attacks also consume 1 energy.

● The defending avatar does not fire back at the attacker.

Allowing ranged counter attacks means defenders can “exceed” their normal range.Ranged attacks has lower damage. Since multiple enemies can attack a single target reduced ranged damage keeps the hit-to-kill count steady.

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Last updated 1 year ago