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. 

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