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Posted: Sat May 10, 2008 1:47 am
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Posted: Sat May 10, 2008 2:01 am
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Posted: Sat May 10, 2008 2:09 pm
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Posted: Sat May 10, 2008 9:30 pm
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Posted: Sat May 10, 2008 10:23 pm
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Posted: Sat May 10, 2008 11:36 pm
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Posted: Sun May 11, 2008 7:21 am
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Posted: Sun May 11, 2008 9:44 pm
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Posted: Sun May 11, 2008 9:48 pm
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Posted: Thu May 15, 2008 11:46 pm
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nitnit You can still build about 15 soliders per turn... let's aim for smaller numbers. Hmm, yes...quite...valid point.Also, you are aware that we're using only video game sets, so it might be more productive to try using bowser's forces or something. Actually, this is the Alpha. This is pretty much the testing site where we discuss numbers and balance issues. Once we've figured out the basics, we can work on the beta, which would be pretty much everything else.Aim for something like: - 1 Hero per turn - 3 standard cretures per turn - 5 weak cretures per turn (items/spells will obviously vary according to what it is) - 1 moderate wall per 2 turns - 1 income building per turn (obviously this is along the lines of "choose one of these per turn") I think we should also have a building limit according to leader. How does a summon limit sound? Yeah, it doesn't sound to good to me either. I can see events causing that, but I don't think that would help the game. Structure points, like I suggested earlier, would probably work out, with each carrying an initial cost and the leader having a total. I'll start crunching numbers I suppose. I guess I'll get to work on it.
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Posted: Fri May 16, 2008 1:23 am
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Posted: Thu May 22, 2008 6:30 pm
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Posted: Mon May 26, 2008 9:27 am
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Posted: Tue May 27, 2008 1:44 pm
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Posted: Wed May 28, 2008 2:36 pm
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nitnit It isn't so much that a set is dominant in something, nor is anything generic, it has to do with games. For example, if you have Fire Emblem, you're going to have a good deal of Creatures, Heroes, Item/Equip, and a solid amount of spells/events as well. First, I'm sorry that I lied. I don't have anything relevant to post for the game today. Give me about five days and I'll have something out.
Second, YOU'RE MISSING THE FRIGGEN' POINT! Making everything game based and enjoying the hypothetical match-ups are great, but we need to make sure that the system is balanced so that the game is actually fun and you don't end up playing against the same deck 4 times during a tourney.
Numbers are fun and video games are fun, but in order to not screw up this game, we need to know which numbers are right and which numbers need tweaking. Hence the BETA sets and the test players.
If someone else jumped in and volunteered, they could have gotten a head start on the game by having 1/2-1/5 of their set finished and ready for release. Since it's just me for now, I'm going to make 3 hypothetical sets that can mix-and-match and will have generally different strategies, albeit simple ones, so that way we, (I), can figure out what's balanced as far as costs, events, spells, powers, and abilities are concerned.
Edit:Let me try to simplify this, as you've constantly missed the point and I seem to be failing rather hard when it comes to pointing it out.
These are the alpha and beta sets of the game. The goal is ambitious and the concept a little lofty. It was too unstable for my taste and was litterally laying stagnant, with nothing more than a growing list of names, so I decided to make a few hypothetical sets to make things easier for everyone else. The alpha was designed to act as a frame for the beta, and the beta will be refined to act as a resource and structure for the regular game, if it ever comes out.
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