Post by hasenidal on Dec 21, 2019 2:34:46 GMT -5
All right, at this time, I have not changed the game manual. Believe me, that's a good thing. I'm also still looking for playtesters, which is a bad thing, but that's on me, so yeah. However, I continue to come up with ideas and jot them down. These ideas continue to haunt me, but until I get more playtesting done, they will be kept away from the manual. In the meantime, I'll occasionally share these ideas here so they can haunt you along with me.
For this post, let's take a look at the maginate defense stat. The game manual defines defense as the amount of damage the maginate can block. Blocking happens during the guard substep of the battle stage, and to do so, the attacked maginate's controller needs to pay energy equal to the attacking maginate's energy cost plus 1. As of now, if the blocking maginate's defense is less than the attacking maginate's attack stat, the blocking maginate takes battle damage equal to the difference between the two stats before further modification. Blocking with a defense stat higher than the attack stat will result with no damage. During the end step of the battle stage, the blocking maginate loses 1 defense or 2 if the attacker had a stronger element.
This was a change from the first version of defense, where defense mean the number of attacks a maginate can take before it starts losing health from battle. I changed it to the current version because I noted that gameplay took longer than expected. Considering how high a defense stat can go up, long games are bad. I also wanted to have the player do more work when it came to defense. Since attacking costs energy, so should defense.
However, I've been pondering alternate ways to use the defense stat. They would keep the blocking cost, but would not require that the stat be decreased after blocking. In fact, outside of effects, the defense stat would remain as it is during the game. For the following ideas, Maginate A has a current attack stat of 5 while Maginate B has a current defense stat of 6, and both are energy class 2.
1. If the current defense stat is greater than 1, paying energy equal to the attacking maginate's energy class plus 1 would block battle damage equal to half of the defense stat—you round to the next whole number if the value is a decimal, so 2.1 becomes 2 and 2.5 becomes 3–while paying energy equal to the attacking maginate's energy class plus 2 will block battle damage equal to the defense stat.
Example 1: Maginate A attacks Maginate B. Maginate B's controller pays 3 energy to block 3 battle damage and loses 2 health before further modification.
Example 2: Maginate A attacks Maginate B. Maginate B's controller pays 4 energy to block 6 battle damage and loses no health.
2. When a maginate blocks, pay 1 energy per point of battle damage you want to block. The defense stat is the maximum amount of energy you can pay to block.
Example: Maginate A attacks Maginate B. Maginate B's controller pays 5 energy to block 5 battle damage and loses no health.
So that's it for now. What do you think? Should blocking remain as is for the game manual, or should it be one of the above alternates? Do you have another idea? Can a ninja penguin defeat a pirate polar bear? [Beat] Anyhoo, if you can, feed me feedback. I find the helpful ones delish.