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TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
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09/13/18 3:12:13 PM
#177:


I would never use fatigue for that. Fatigue literally is just a retooled version of recharge that has some more broad applications and streamlining, so it serves no purpose there. The main reason I'd want to use fatigue is for 1. To help prevent ability phases from being "solved" aka you never need a #2 best ability because you have the #1 you'll use every time. 2. The broad applications. Like I used it as an additional paydown cost on the gimmick upkeep abilities (which I notice you didn't address-- digesting or discarding?) which is cool. Making abilities cause fatigue to the target is a clean way to do stuff like Snake's Controller Port swap. Making abilities that work only on fatigued guys is a good way to have anti-paydown tech and such without it explicitly being noted for that.

Your idea of exhaustion is a more extreme version of recharge. Main reason I don't like it is everything you can say that applies to it could apply to ability recharge. A guy who spends a bunch of abilities in theory has a target on them, but how often did that actually come to pass? How often was the window of vulnerability high enough that it mattered? Making them MORE vulnerable is going to have the same core issue of the vulnerability window being small and not a sure thing to be punished-- actively undermined by the mechanics and politics of the game with declaration orders and alliances and such.

On AP/fatigue/etc. Offhand I was thinking abilities would cost 1-3 AP (standard ones that are worth using being 2) and you'd passively generate 3-5 AP. I don't like making most abilities cost 1 because it doesn't give you enough granularity in how strong or weak you can make abilities.
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