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CCG Design Forum / Re: Chosen CCG - A game of hero vs hero combat
« on: May 27, 2012, 10:46:54 AM »
I feel that the amount of strategic decisions you make in a game decides how interesting that game is. Since it's primarity trading blows, there has to be + and - in every decision so it doesn't turn into a button masher (in this case, card masher).
Defences
Defences seem varied enough to keep it interesting. Let's look at the pros and cons of each choice:
Blocking:
(+) Negates a set amount of damage, % to negate the entire damage
(-) Maybe blocks are cheaper or more reliable, safe to use
Dodging:
(+) Negates the entire damage
(-) More costly to use than blocking, maybe even a coin flip to decide a successful dodge
Interrupting:
(+) If I understand correctly, negates the entire damage as well
(-) Returns card to player's hand
I think interrupt can be made even more interesting, maybe something like a counter? Not exactly negating damage but a free small hit. Or maybe something from Digimon World 2's Interrupt moves, like a counter, but you hit first. If you want to keep it purely defensive, perhaps it's a safer dodge in that it negates damage, returns card to the player's hand BUT the energy is refunded, sort of postponing the damage instead of blocking it.
Speed
Speed reminds me of this game: Elemental Duel. His game is similar to yours in that you're trading blows instead of summoning creatures, and an attack's speed will decide who's will hit, though in his system, slower attacks just don't hit at all instead of being second to damage.
Perhaps speed is a nice addition, adds more strategic choices, but different from Elemental Duel it just decides who goes first. A slow block will be useless against a fast attack, and so will a fast weak attack that kills you off before you deal a strong slow attack.
Secondary Resources
How about taking inspiration from Torchlight 3? Where different classes have a different charge bar that fills up as you fight. Berserkers get to deal 100% crits when his bar is full (and ONLY when full), while the Engineer's skills get a buff depending on how full his bar is, but even a 1/4 full bar already has an effect
More here: Torchlight 2's Charge Bar
Maybe each class has a different charge bar. A rogue gets an energy discount, warriors deal extra damage, priests have reduced damage, mage's have magic attacks boosted, etc.
I'll just post this for now, you have a LOT of things to read here.
EDIT: I still haven't read everything, but that last post about Meteors inspired me.
If you decide to implement a Charge Bar, maybe Mage's will be a class that relies on this bar. Instead of charging the spell itself, the Meteor spell can only be used at a certain Charge level and reduces it by a certain amount (the casting cost). That way, you don't need extra stuff like charge counters for the card, just on the mage.
Other than a casting cost, maybe spells become more powerful when you have even more Charge, and so effectively playing the mage means maintaining your Charge Bar, just like you would maintain mana in MMOs
Defences
Defences seem varied enough to keep it interesting. Let's look at the pros and cons of each choice:
Blocking:
(+) Negates a set amount of damage, % to negate the entire damage
(-) Maybe blocks are cheaper or more reliable, safe to use
Dodging:
(+) Negates the entire damage
(-) More costly to use than blocking, maybe even a coin flip to decide a successful dodge
Interrupting:
(+) If I understand correctly, negates the entire damage as well
(-) Returns card to player's hand
I think interrupt can be made even more interesting, maybe something like a counter? Not exactly negating damage but a free small hit. Or maybe something from Digimon World 2's Interrupt moves, like a counter, but you hit first. If you want to keep it purely defensive, perhaps it's a safer dodge in that it negates damage, returns card to the player's hand BUT the energy is refunded, sort of postponing the damage instead of blocking it.
Speed
Speed reminds me of this game: Elemental Duel. His game is similar to yours in that you're trading blows instead of summoning creatures, and an attack's speed will decide who's will hit, though in his system, slower attacks just don't hit at all instead of being second to damage.
Perhaps speed is a nice addition, adds more strategic choices, but different from Elemental Duel it just decides who goes first. A slow block will be useless against a fast attack, and so will a fast weak attack that kills you off before you deal a strong slow attack.
Secondary Resources
How about taking inspiration from Torchlight 3? Where different classes have a different charge bar that fills up as you fight. Berserkers get to deal 100% crits when his bar is full (and ONLY when full), while the Engineer's skills get a buff depending on how full his bar is, but even a 1/4 full bar already has an effect
More here: Torchlight 2's Charge Bar
Maybe each class has a different charge bar. A rogue gets an energy discount, warriors deal extra damage, priests have reduced damage, mage's have magic attacks boosted, etc.
I'll just post this for now, you have a LOT of things to read here.
EDIT: I still haven't read everything, but that last post about Meteors inspired me.
If you decide to implement a Charge Bar, maybe Mage's will be a class that relies on this bar. Instead of charging the spell itself, the Meteor spell can only be used at a certain Charge level and reduces it by a certain amount (the casting cost). That way, you don't need extra stuff like charge counters for the card, just on the mage.
Other than a casting cost, maybe spells become more powerful when you have even more Charge, and so effectively playing the mage means maintaining your Charge Bar, just like you would maintain mana in MMOs