resources and buildings

A VN/CCG hybrid game with all romance combos https://www.winterwolves.com/pscd.htm
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jack1974
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resources and buildings

Post by jack1974 »

I thought to make a separate thread about those two topics only. Since it seems to be the main problem in the design/rules so far.
In short I have two problems, and I'm thinking about the possible solutions. The building problem seems to be bigger than the other.

Resources
Having so many resources could be confusing? could be better to have just two? Or it's fine? so far, it doesn't seem to be a major problem from the feedback I got though.

Buildings
The buildings cards (which give +1 resource at end of turn) aren't considered a "worthy card" so far.
1) Should I replace them with other neutral units, so early in the game there are more units that can attack?
2) just keep them as bonus cards in some specific missions like the second tutorial one, when you need to gather X resources quickly?
3) add some other feature to them. Like make them Wall unit, or have them do some other bonus (like mine could reduce costs of robotic units, building of organic units, etc).

I'm currently undecided between option 1 and 3... but if you have other suggestions :)
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Franka
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Re: resources and buildings

Post by Franka »

My opinion: I think you should replace the +3 resource (and possibly 3 repair) cards with units and give buildings additional abilities.

Possibly you could get the resource and repair cards later in the game, where they might make a difference, but in the beginning they're useless.
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jack1974
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Re: resources and buildings

Post by jack1974 »

By replace you mean swap right? :) I can add more cards, but with 10 characters I would need to commission 10 more cards and wasn't planning to do it now. I might swap them with some later cards that give attack or deal damage, or units like you said, so are useful earlier.
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ValHallen
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Re: resources and buildings

Post by ValHallen »

Resources: they are fine, I don't see the need to change it.

Buildings: I think you should do all three sugestion. Buildings take a slot and can't attack, the player can't drag the game for too long because they will be overwhelmed by the enemy's monster (they are stronger than out units).
We need more offensives units to our initial deck.
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jack1974
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Re: resources and buildings

Post by jack1974 »

OK will need to think about it. An idea I had was to give a bonus discount on the next card. Like:
Mine - next Wall card you play costs -X resources less
Building - next organic card you play costs -X resources less
Solar Farm - next robotic card you play costs -X resources less
could be even a big amount, like Mine reduces cost by -2 or something. Maybe early in the game wouldn't be noticeable but later could make a difference ?
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jack1974
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Re: resources and buildings

Post by jack1974 »

Anima suggested by email:
Maybe a more interesting idea would be to have buildings give boosts to adjacent cards? Or to all cards of a given type on the field.
The later is probably better.
For example the Building might grant Invisibility to any organic unit on new_turn. The Solar Farm Force Shield for all robots every turn and the mine could grant a health bonus for every wall each turn.
All unit on field would be too much, especially if is a bonus granted on each turn. But adjacent could work. Granting force shield to the two adjacent unit would be quite powerful though, I need first to do some tests :mrgreen:
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Franka
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Re: resources and buildings

Post by Franka »

jack1974 wrote:By replace you mean swap right? :) I can add more cards, but with 10 characters I would need to commission 10 more cards and wasn't planning to do it now. I might swap them with some later cards that give attack or deal damage, or units like you said, so are useful earlier.
Well, I don't know what cards you get later, or how big they are, so I can't tell if they will ever be useful. :)
kadakithis
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Re: resources and buildings

Post by kadakithis »

If the buildings could weaken our enemies even a bit, that could be the Physical might we need in the early decks (I mean 9 cards of our initial 30 are buildings they need to rock right?) Each of them could do something. Even making them a wall gives them more power and interest. But if they could do 1 random damage to an enemy unit or anything similiar it would be a nice boost in offensive capabilities, without making you add to the roster.
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jack1974
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Re: resources and buildings

Post by jack1974 »

Franka wrote: Well, I don't know what cards you get later, or how big they are, so I can't tell if they will ever be useful. :)
Those are all the neutral Empire cards. Of course I can't swap the building (neutral) with other hero's cards :)
Image
I'm thinking to swap them with some cannons. I made them rare, but in reality they're not THAT powerful.
So my idea is:
Mine<=>Cannon Turret
Solar Farm<=>Laser Turret
Residential<=>Flamethrower
so early in the game you can definitely defend better. Then if I move those cards higher, I'll need to make them more powerful somehow, maybe like Anima suggested. Anyway, will need to do some tests :)
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Franka
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Re: resources and buildings

Post by Franka »

Yeah, the cannons you do get to play with are not very powerful, but they at least do something, unlike buildings. ;) The ones I saw were a bit expensive though, better make sure we can play them.

I'm not sure I understand why the Legendary Walls are worse than nearly all the Epic cards, but the deck restriction is the same, so I guess it doesn't matter. You can't even increase attack on walls, so that damage will always be max 2.

Does Missile Turret even make sense? Why would flying units attack it when they don't have to attack walls?
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