LogFAQs > #908637097

LurkerFAQs, Active DB, DB1, DB2, DB3, Database 4 ( 07.23.2018-12.31.2018 ), DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
KanzarisKelshen
09/12/18 10:50:32 PM
#52:


Lopen posted...
It's a recharge that costs more, is basically the only difference. I think Chris is correct though that hoarding ability uses is fundamentally a big part of why there isn't more fighting, and with enough fodder mercs to "exhaust" you'd still run into that problem.

I'd rather resources to use more abilities be an up front price rather than just a potential one that needs to be punished. Spending GP as Chris said to do it works, but I think that your counterpoint of there becoming a point where the spending GP to earn a win is foolish and it'd be largely a trap mechanic. Spending AP that you don't auto-replenish works.

Ultimately the problem is that exhausting mercs you aren't necessarily going to use is only potentially a cost, which doesn't actually fix the problem.


Hm. What if you had to exhaust the merc who uses the ability? Would that help any? Like say I want to use Suika's drunkenness to really seal a win but I capped out already - so I can exhaust the merc she's attached to, but it means they don't fight next week. Alternatively, what about having to exhaust mercs preemptively, during Peacetime, to have more AP for this week (and they have to be rosterable so no 'oh we fought in high tier last week and this one's low, I'll tell Dante to sit it out this week and the next')?

Lopen posted...
Rolled crap on the declaration order? Have a bonus AP for the week.

On a really long losing streak? Have a single bonus AP that you can spend as you choose.

Facing a team that has Yumizuru on it? Bonus AP. Just because.

Dante is a genius. I knew I brought him in as the unofficial admin for a reason.


This I agree with BTW. Seems like a solid way to add 'you have a chance' mechanics to the game without really compromising the value in actually being the better player.

Tirofog posted...
Because it hasn't been asked yet - what are your current plans for tiers/paydowns? I know that was probably the most contentious topic of rules discussion last time things were actually discussed.


Fight fire with fire. Paydowns were an extremely good thing for the game, because they let you build your team the way you wanted to - the problem is there was no counter if 'the way you wanted to' was 'I'm buying a ton of low upkeep ability spammers to clinch my matches with hax'. So my thinking is that you can spend GP to counter paydowns by bringing in extra mercs from the unbought pool for a day - think like placing a bounty on a specific paydown's head that makes other mercs temporarily join the hunt for them. If we go with an AP system (which is a pretty great idea and I'm liking it a lot), you could either get 1 AP to use their abilities with (and only theirs), or no AP, as balance dictates. The idea is that it should be possible to make a lowbie heavy team just like it was to make a high heavy one in M4 - I want teambuilding to be an expression of the leader's vision, and not a solved equation where there's one right answer.
---
Shine on, you crazy diamond.
... Copied to Clipboard!
Topic List
Page List: 1