MAD
Overview
The MAD Meter (Move - Attack - Damage) is the core resource system in PXLWARS, regulating player actions and introducing strategic resource management. It balances risk, reward, and tactical depth by requiring players to carefully manage their meter to avoid vulnerabilities or maximize their offensive potential.

In PXLWARS, the MAD Meter serves as the core resource system, eliminating the need for traditional mechanics such as health points, stamina, and mana. Players no longer have to manage separate bars; instead, the game hinges entirely on the MAD Meter, influencing every combat aspect. This versatile resource decreases with movement, skill usage, or taking damage from opponents, while it replenishes through successful attacks, completing arena objectives or consuming MAD Juice. The streamlined design promotes strategic resource management, moving away from conventional RPG systems.
MAD Meter Capacity
Maximum Capacity: 100 MAD Points.
Standardized across all characters to ensure consistency.
Minimum Capacity: 0 MAD Points.
Reaching 0 triggers the Vulnerable State.
MAD Meter Behavior
Refilling the MAD Meter
Passive Regeneration:
The MAD Meter regenerates 5 MAD Points per turn automatically.
Landing Attacks:
Each successful use of attacks or abilities may restore a number of MAD points.
Missed attacks do not restore any MAD Points, emphasizing precision.
Winning a KO:
Upon securing a KO, the victorious player gains +25 MAD Points, rewarding aggression and incentivizing active engagement.
Critical Hits:
Critical strikes restore +5 additional MAD Points on top of normal attack replenishment, rewarding calculated offensive play.
Damage Over Time (DoT) Effects:
DoT effects reduce the victim’s MAD Meter by 2 MAD Points per tick.
This ensures DoT maintains resource pressure without being overwhelming.
Environmental Damage or Hazards:
Environmental damage (e.g., traps, unstable tiles) depletes 5 MAD Points per instance, treating it like standard damage.
Depleting the MAD Meter
Movement Costs:
Each tile of movement costs 2 MAD Points, making positioning decisions critical.
Taking Damage:
Each instance of damage depletes MAD Points, based on the attacking hero & ability.
DoT effects and environmental hazards apply specific depletion rates, as outlined above.
Ability Costs:
Using abilities consumes between 10-20 MAD Points, depending on the ability’s power and impact.
Behavior While at 0 MAD:
When at 0 MAD, the player enters the Vulnerable State, as described below.
Vulnerable State
When the MAD Meter depletes completely (0 MAD Points), the player becomes vulnerable, creating high-stakes gameplay moments.
Instant KO Mechanic:
While vulnerable, taking any damage results in an instant KO.
This mechanic forces the player to respawn at their base.
Respawn Mechanics:
MAD Meter Refill: Players respawn with 100 MAD Points.
Ability Cooldowns Reset: All abilities are refreshed to ensure balance and maintain game flow.
MAD Mode Mechanics
Activating MAD Mode
Prerequisites:
Players must have at least 50 MAD Points to activate MAD Mode.
Main Map Objective Dependency: MAD Mode can only be activated after the main map objective (e.g., switches, resource points) is completed.
Activation Behavior:
MAD Point Freezing: When MAD Mode is activated, 50 MAD Points are frozen for the duration of MAD Mode.
The frozen points cannot be used until MAD Mode ends.
Players with only 50 MAD Points will effectively start their turn with 0 usable MAD Points and cannot move or attack during that turn.
Post-MAD Mode Behavior:
After the 3-turn duration of MAD Mode, the frozen 50 MAD Points are deducted from the player’s meter, regardless of their current level of MAD
MAD Mode Dynamics
Duration:
MAD Mode lasts exactly 3 turns, independent of the MAD Meter’s current state.
The meter is not depleted during MAD Mode, ensuring the player is immune to entering the vulnerable state while in this mode.
Enhancement Effects:
MAD Mode grants significant boosts to a player’s abilities, making it a critical tactical tool during key moments.
Strategic Considerations
For Players:
MAD Resource Management:
Players must balance aggression and conservation to avoid hitting 0 MAD Points and entering the vulnerable state.
Smart use of attacks and abilities can help maintain a steady MAD reserve.
MAD Mode Activation:
Activating MAD Mode requires careful planning:
Ensure enough MAD Points are available to move or attack during the activation turn.
Align activation with key moments, such as contesting the main map objective or countering the opponent’s strategy.
For Opponents:
Exploiting the Vulnerable State:
Forcing an opponent to 0 MAD Points creates opportunities to secure instant KOs and gain a significant advantage.
Countering MAD Mode:
When the opponent enters MAD Mode, focus on evasion and survival for the duration of its effects, aiming to regain control after the mode ends.
Summary of the MAD System
Capacity and Behavior:
100 MAD Points max.
Refilling:
+5 MAD Points per turn regenerated automatically.
+X MAD Points for successfully using abilities/attacks. X varies based on the ability.
+5 MAD Points for critical strikes or passive regeneration.
+25 MAD Points for winning a KO.
Depleting:
Movement, taking damage, and ability use reduce the meter incrementally.
Vulnerable State:
Triggered at 0 MAD Points.
Instant KO on any hit while vulnerable.
Players respawn with 100 MAD Points and reset cooldowns.
MAD Mode:
Requires 50 MAD Points and a completed main map objective.
Lasts 3 turns, freezing 50 MAD Points until the mode ends.
Prevents vulnerable state during its duration.
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