Wednesday, February 27, 2013

More Card Thoughts

Post for the sake of post. Cause if I don't I don't post anyway.

Got the villain deck card numbers hashed out. One thing I think would be an issue is as more plots are performed, the fewer plots are there to draw from. I also have nothing planned for when a villain deck runs out, nor how fast it would possibly occur. Considering one rule is that the villain's hand is never really discarded, only spent cards would enter some sort of graveyard, and unused cards will show up in the hand eventually, though like solitaire, there can be a sequence of a stack that cannot move given how the type of combinations, which leads to a standstill. Don't want that happening.

Another thought is how do I want social to play out? There were buffs, but buffs don't win fights. I had the idea of "mentor" companions, that during the board phase you build them up by spending actions on them, and you then unlock abilities based on how often you visited them. This gives Social cards a type of attack that's companion based rather than ability based. Of course what kind of disparity should this ability be with others?

Another thought are marking attacks. Basically subsequent attacks on the same target gain some kind of benefit. But that is just a fancy attack. Sync was the other idea. Attach to another ability being played, perform that ability alongside. This all really plays into how do I want decks to be built? If I think in terms of MtG decks, those are usually single color, because you don't want to run into the issue of drawing the energy you don't need at any given time, and homogeneity makes sure that doesn't happen. But if I'm thinking of Fit/Int/Social energy as stats rather than energy, that means a character is rather a mix of these three energies, which for one makes the starting deck awkward. If energy is being cycled into the deck, then that adds the risk of getting cards you don't need. But do I want players to always build a mix of cards from all three types, or allow single color decks to survive? Or do something where all cards have a colorless use and a bonus if the right energy is used.

Anyway more posting to come later so more thoughts can get down.

Just spent the whole day randomly writing this thing. Huh.

Friday, February 8, 2013

Doing Some Combat Revisions.

I just realized I had an idea of combat but no concrete rules. Course this all has to then tie to how cards are designed and played.

This includes what can I do to make the game more deck-buildy and have the player cycle more cards, having some use for Action Energy early game, cause they were originally regulated to special attacks, which were end game cards, and now I want to rethink what does initiative really mean? Originally this was position from monsters, with 6 being the closest, and 1 being the furthest. But then do I really want to separate melee from ranged? I think not, because this is also a randomly generated position, so sucks to find yourself in a place where your abilities don't work.

So far it's this

  1. I can have the energy cards play as a "tap again" general purpose for any ability, namely the basic abilities. This is suppose to work in conjunction with another idea to move cards which was "discard an ability after it has been tapped to play that ability again." Problem is this is a multiplier effect, and multiplier effects do that high curve growth so once stronger cards are out will be a problem to balance for. 
  2. So one of my tier 1 cards is an "attack" fitness card. But one of my tier 1 int card is a "blast" card. As is they're both a basic attack, so I need a way to separate the two. One thing could be "Attack" is a permanent ability while "Blast" is more like a one off spell. Of that then that would put "Attack" at base damage 1 and "Blast" at base damage 2 to compensate. The other idea was they were bother permanent abilities, but Attack required you to adjust your initiative up 2 after you used it, like running up to attack a target and then backing off. 
  3. Still need to expand on the role of Social cards. As is they're support cards, buffs and healing. One thing social energy was suppose to handle were companions. But companions are, or should be, minimum tier 2 (of 3) cards. This turns to the question "How mixed should players make their decks." If a pure social deck can't handle tier 1 combat its not good. 
More stuff to come, we'll see if I remember to post it.