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TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
Tirofog
09/13/18 2:28:35 PM
#173:


Lopen posted...
I still don't like that as a generic mechanic much. You'd need to make the exchange rate really low for it to not just feel like recharge has returned.

Maybe have some abilities that can do things like that, but having easily replenished ways to gain more AP undermines the mechanic.

Also I'll say I'm in the camp that thinks triggers should just disappear. Mercs 3 implementation was garbage-- we tried to clean it up in Mercs 4 and it still caused too many headaches. I don't think there's ever going to be a way to make them worth the effort. I'd prefer just being more aggressive with defensive passives/abilities.


I'm on board with this - there were a lot of trigger related rulings and planning around them in Draftmerx was (IMO) more annoying than fun. This does give even more of an advantage to attackers, though, as now you have no way to interact with Mercs/abilities before your ability phase as the defender.

Which brings up another good question - what to do about the declaration order? The M4 solution still needs some work - I think the "easiest" solution would be to have a preset declaration order across the whole game, but that runs into issues with elimination (and the fact that early wins - and thus early high spots in the order - have a lot more value).
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