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Digi-Poke-Wars-Battle?
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Die4Less
Vampire


Joined: 02 Jul 2008
Posts: 3681

HP: 95 MP: 0 Lives: 2



PostPosted: Sat Dec 27, 2008 5:23 pm   Reply with quote

UltiMario wrote:
Of course balance is an issue. But before we make the cards, we must figure out how the game itself is played. When cards themselves are proposed/made, I'll be sure to monitor very closely any kinds of balance issues.

Also Game & Watch, the status effects could use some improvement.

Quote:
Sleep/Frozen/Stunned/Dizzy: 2-5 Turns of No Action

First off, there should be differences between status effects here. Dizzy should have your attacks "miss" (every other turn or every turn?) so that if you have an attack that can't miss, it still hits, or you can still use an item or Defend. Every other turn while Dizzy, you should also move in a random direction if you want to move. Ice elements shouldn't be frozen, Sleep should have no effect on some cards (listed as an ability/effect on card).

And finally, 2-5 turns sounds excessive to me, but then again there are 5 fighters at a time so it could work if it only affects one and has some severe downside to using it. I think that the amount of time for these effects should be specific to the attack, for instance we could have an attack that causes Stunned for 2 turns with some small downside to using it, and another card could have an attack that causes Stunned for 5 turns with a huge downside to using it.

Quote:
Transparent: 2-5 Turns of Invulnerability

See above. It could work, but only with some big downside to using it, and should be attack-specific. And can't we have 1-5 turns for a lot of these? Because I could see an attack that deals a decent amount of damage and stuns.

Quote:
Shrink: 2-5 Turns of Dealing 1/3 Normal Damage

1/3 seems a bit excessive, but then again if we apply some of the above conditions it could work.


You do know that these would be item/attack specific right? I was just making a list, and possible effects that could be applied to them. It's a skeleton to support a more complicated rule set based around what is shown.
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Die4Less Corp.    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
Posts: 8754

HP: 100 MP: 4 Lives: 1



PostPosted: Sat Dec 27, 2008 5:44 pm   Reply with quote

There should be an "invisible" option, when a fighter goes invisible for 2-5 turns. They can still move and whatnot, but they can't attack, or else they'll become visible. If the opponent thinks he/she knows where the invisible fighter is, they can attack the space and still do damage, also making the victim visible.
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Geno's Tree    
Blue Eyes wins.
Captain Blue



Joined: 21 May 2007
Posts: 15314

HP: 95 MP: 10 Lives: 2



PostPosted: Sat Dec 27, 2008 7:32 pm   Reply with quote

Geno wrote:
There should be an "invisible" option, when a fighter goes invisible for 2-5 turns. They can still move and whatnot, but they can't attack, or else they'll become visible. If the opponent thinks he/she knows where the invisible fighter is, they can attack the space and still do damage, also making the victim visible.


A player could stack invisible items, then be invisible forever and destroy the main unit of another player, effectively screwing them over.
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oar
Super Maiq the Liar



Joined: 23 May 2007
Posts: 17919

HP: 100 MP: 10 Lives: 0



PostPosted: Sat Dec 27, 2008 8:43 pm   Reply with quote

Koushi Inuzuka wrote:
Geno wrote:
There should be an "invisible" option, when a fighter goes invisible for 2-5 turns. They can still move and whatnot, but they can't attack, or else they'll become visible. If the opponent thinks he/she knows where the invisible fighter is, they can attack the space and still do damage, also making the victim visible.


A player could stack invisible items, then be invisible forever and destroy the main unit of another player, effectively screwing them over.


Introduce the magic of cooldown times and that's a thing of the past.

Because I know a mage couldn't sling a simple fireball and summon doomsday in the same amount of time.

It would make it to where you can only repeat invisibility after like 8 turns, which means you had have to go through 3 turns of vulnerability.
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Tamriellic Titles    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
Posts: 8754

HP: 100 MP: 4 Lives: 1



PostPosted: Sat Dec 27, 2008 8:50 pm   Reply with quote

Koushi Inuzuka wrote:
Geno wrote:
There should be an "invisible" option, when a fighter goes invisible for 2-5 turns. They can still move and whatnot, but they can't attack, or else they'll become visible. If the opponent thinks he/she knows where the invisible fighter is, they can attack the space and still do damage, also making the victim visible.


A player could stack invisible items, then be invisible forever and destroy the main unit of another player, effectively screwing them over.
Well, then limit the amount of same items in the game inventory, or make there a disadvantage to using it, like only moving 1 or 2 spaces every time instead of the usual amount of spaces, so guessing where they are is limited to a small cross from where they originally were.

The longer they go without being found, the more complicated it gets, as the potential spots become more and more.

And if it's still unfair, maybe only a certain type of fighter can use invisibility, or maybe only 1 fighter can have a certain effect on them at any given time. This way, only 1 fighter can be invisible per player, until they die, the effect runs out, or if the effect is replaced with another.


I think things through.
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Geno's Tree    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

HP: 100 MP: 10 Lives: 1



PostPosted: Wed Dec 31, 2008 4:21 pm   Reply with quote

So did everyone just totally lose interest in this or what? The group's been dead for a little while now.
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asdf    
Blue Eyes wins.
Captain Blue



Joined: 21 May 2007
Posts: 15314

HP: 95 MP: 10 Lives: 2



PostPosted: Wed Dec 31, 2008 7:01 pm   Reply with quote

Francis' ideas tend to be "Flavor of the Week/Month." His new additions are usually popular for at most 3 months...then they die out due to lack o interest. None of his plans are truly long-term. Just short-term distractions, really.
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TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

HP: 100 MP: 10 Lives: 1



PostPosted: Thu Jan 01, 2009 9:13 pm   Reply with quote

That's the sad truth. I wonder if Francis will keep this going... I'd have liked to see this go places.
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asdf    
Fat Tuper
lovegod703



Joined: 06 May 2008
Posts: 5515

HP: 10 MP: 6 Lives: 0



PostPosted: Thu Jan 01, 2009 9:14 pm   Reply with quote

This would be epic
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Milton Games    
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