- Jul 19, 2019
- 11
- 6
There's a seed of something good here.
Like a lot of others in the thread, I think the game needs more reason to favour some cards over others. At the moment there's no reason not to pick the link characters with the biggest attack, 95% of the cardpool is irrelevant and will only be used because the player doesn't have anything better (or because they want to see the animations associated with those cards).
The first step is to use what you've already got. The defence stat isn't doing much at the moment because there's not much of an advantage to successfully defending, if you're going to lose there's no reason to build up a decent defence, you might as well just attack now and restart with no penalty. Have some consequence to a successful defence: Let the defender draw some extra cards or have an extra turn or something.
Then once attack, defence and linking all matter, split them between different characters. At the moment you have cards that have high attack and high defence and can be played linked, the game would be much more interesting if no character had one of those three things. Then there's some legitimate choice between cards, you have to decide what you want. Of course you can still have all-rounders, but a specialist will be better than them. Have some standard like "A specialist has one stat at 80 but the other not above 50" or "A generalist has both stats at at least 50 but never above 70" or "A character with linking has 30 points of stat reductions split between their stats or sometimes entirely on one or the other"
Just having 3 relevant things lets you add a fair chunk of variety to how the cards work.
Once that's working you can look at adding more. A simple thing might be to put icons on cards representing various aspects of the models, put them on finishers, teases, and models and throw a +20 bonus when they match. Then "number of icons" becomes another lever you can use to differentiate characters.
The trick is to have ways to make the characters different to each other in ways that aren't just "This character is always best in all situations"
Like a lot of others in the thread, I think the game needs more reason to favour some cards over others. At the moment there's no reason not to pick the link characters with the biggest attack, 95% of the cardpool is irrelevant and will only be used because the player doesn't have anything better (or because they want to see the animations associated with those cards).
The first step is to use what you've already got. The defence stat isn't doing much at the moment because there's not much of an advantage to successfully defending, if you're going to lose there's no reason to build up a decent defence, you might as well just attack now and restart with no penalty. Have some consequence to a successful defence: Let the defender draw some extra cards or have an extra turn or something.
Then once attack, defence and linking all matter, split them between different characters. At the moment you have cards that have high attack and high defence and can be played linked, the game would be much more interesting if no character had one of those three things. Then there's some legitimate choice between cards, you have to decide what you want. Of course you can still have all-rounders, but a specialist will be better than them. Have some standard like "A specialist has one stat at 80 but the other not above 50" or "A generalist has both stats at at least 50 but never above 70" or "A character with linking has 30 points of stat reductions split between their stats or sometimes entirely on one or the other"
Just having 3 relevant things lets you add a fair chunk of variety to how the cards work.
Once that's working you can look at adding more. A simple thing might be to put icons on cards representing various aspects of the models, put them on finishers, teases, and models and throw a +20 bonus when they match. Then "number of icons" becomes another lever you can use to differentiate characters.
The trick is to have ways to make the characters different to each other in ways that aren't just "This character is always best in all situations"