Difference between revisions of "Talk:Magic Unlimited"
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Comments, advice, criticisms??? | Comments, advice, criticisms??? | ||
I sense Magic the Gathering, with blue draw, white healing, red direct damage, green poison (venom counters?) and black being treacherous and "counterspells", so am I correct in guessing you have/do play? If yes then I would like to know exactly to what extent because it would help me understand where you're coming from. (And where you will go once you get some cards in the mix) | |||
A personal preference for me is that destroying MP seems to be a control thing, not an offensive thing. In MTG red is offensive burn and land destruction which is how red controls while black is spot removal and some land destruction so I guess I can see a offense targeting MP. It's pretty hard to make any analysis at this point without providing some kind of parameters and a sense of scale, so I ask these questions: | |||
1)How much HP and MP does each player start with? | |||
1.1) How much HP and MP regenerate each turn or anything like that? | |||
2)How much MP is spent on spells? | |||
2.1) How much on action spells? | |||
2.2) How much on thing spells? | |||
2.3) How much is "a lot" of MP? (The line between a chump spell and a bomb, in Magic the number is about 4/5) | |||
3) How long do things take? | |||
3.1) How long does a game last? (Will influence how good/bad you need to make poison) | |||
3.2) How fast is "fast offense" and how slow is "slow defense"? | |||
Depending on how much offense and defense rely on MP I would adjust the degree that offensive spells hurt MP. For Red in this case however I would probably remove the option because destroying MP does not make you lose so that would be indirectly obtaining victory. | |||
I'm also interested to see how a one spell a turn system works. If that is the case then counterspells will become very powerful stopping nearly all activity on that person's turn but at the expense of your own turn. A winner would only be decided if there were an unusual sequence of events that need to take place to make an offense and take many more steps to undo it or in a simplier fashion create advantage by eliminating more of your opponent's cards than cards that you use. | |||
I'm interested in seeing the cards, how shields work in more detail, the bodies each medium would entail. Defense is often times the hardest thing to set up about a card game because inherently there is some blind luck involved in station TV. | |||
There are a lot of colors... hopefully no one will get too confused... | |||
No matter what this game could have promise and good luck with its development! | |||
[[User:Aetherknight|Aetherknight]] 09:23, 16 November 2009 (UTC) |
Latest revision as of 09:23, 16 November 2009
Talk
Comments, advice, criticisms???
I sense Magic the Gathering, with blue draw, white healing, red direct damage, green poison (venom counters?) and black being treacherous and "counterspells", so am I correct in guessing you have/do play? If yes then I would like to know exactly to what extent because it would help me understand where you're coming from. (And where you will go once you get some cards in the mix)
A personal preference for me is that destroying MP seems to be a control thing, not an offensive thing. In MTG red is offensive burn and land destruction which is how red controls while black is spot removal and some land destruction so I guess I can see a offense targeting MP. It's pretty hard to make any analysis at this point without providing some kind of parameters and a sense of scale, so I ask these questions:
1)How much HP and MP does each player start with? 1.1) How much HP and MP regenerate each turn or anything like that?
2)How much MP is spent on spells? 2.1) How much on action spells? 2.2) How much on thing spells? 2.3) How much is "a lot" of MP? (The line between a chump spell and a bomb, in Magic the number is about 4/5)
3) How long do things take? 3.1) How long does a game last? (Will influence how good/bad you need to make poison) 3.2) How fast is "fast offense" and how slow is "slow defense"?
Depending on how much offense and defense rely on MP I would adjust the degree that offensive spells hurt MP. For Red in this case however I would probably remove the option because destroying MP does not make you lose so that would be indirectly obtaining victory.
I'm also interested to see how a one spell a turn system works. If that is the case then counterspells will become very powerful stopping nearly all activity on that person's turn but at the expense of your own turn. A winner would only be decided if there were an unusual sequence of events that need to take place to make an offense and take many more steps to undo it or in a simplier fashion create advantage by eliminating more of your opponent's cards than cards that you use.
I'm interested in seeing the cards, how shields work in more detail, the bodies each medium would entail. Defense is often times the hardest thing to set up about a card game because inherently there is some blind luck involved in station TV.
There are a lot of colors... hopefully no one will get too confused...
No matter what this game could have promise and good luck with its development!
Aetherknight 09:23, 16 November 2009 (UTC)