Variable resources in missions
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: Variable resources in missions
Here it is, I also included a bit of the background story, showing a choice. Based on the choice, the mission goal changes
As you can see, I could summon the units one after the other without particular issues. Playing in Normal level. It's the 3rd tutorial battle, so isn't supposed to be hard, but just to get players familiar with the cards, like Galina's Mine field which really kick asses
Since might not be clear: whenever there's an opponent target (with HP, not all missions have one), when you click end turn all units who haven't attacked yet, and aren't invisible, will attack the enemy opponent automatically (to save clicking!).
The fight actually last 1 minute or so, but mainly because I've played it so many times that I know by memory and also all animations are missing and I set the timer to go at 0,2 seconds (so super-fast).
- Franka
- Elder Druid
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- Joined: Fri Nov 30, 2012 3:07 pm
Re: Variable resources in missions
That makes things completely different!jack1974 wrote:Yes, once is spent you have to earn back.
So like:
turn1: 1 energy (+1)
turn2: summon card that cost 1 energy = 1 energy left (+1)
turn3: 2 energy (+1)
In that case, you'll need to adjust the card costs carefully, since every card played can have a huge impact on what cards you can play in the future.
Of course if all cards are cheap, resources will be irrelevant, as you say. Ideally, that should definitely not be the case.
Are there cards that damage resources?
- jack1974
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Re: Variable resources in missions
No there are only cards that can give more resources (like an extra +1 each turn, etc). But not many.
Yeah I think I need to raise the costs of higher levels cards and probably should be good!
Yeah I think I need to raise the costs of higher levels cards and probably should be good!
- Franka
- Elder Druid
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- Joined: Fri Nov 30, 2012 3:07 pm
Re: Variable resources in missions
Ok, I just thought of a fiendish AI card that could hit your resources.
*Goes into hiding before giving the developer too many evil ideas*
*Goes into hiding before giving the developer too many evil ideas*
- jack1974
- Pack leader
- Posts: 15474
- Joined: Thu Jun 16, 2005 4:43 pm
Re: Variable resources in missions
Haha could be a very bastard card
Anyway here's an example of one of the most powerful Empire (neutral) cards. Empire cards are always available, no matter which heroes you pick for the mission:
4 population 1 material 2 credit
It's not cheap, but probably should be even higher, since you can summon only one each battle...
Anyway here's an example of one of the most powerful Empire (neutral) cards. Empire cards are always available, no matter which heroes you pick for the mission:
4 population 1 material 2 credit
It's not cheap, but probably should be even higher, since you can summon only one each battle...
- jack1974
- Pack leader
- Posts: 15474
- Joined: Thu Jun 16, 2005 4:43 pm
Re: Variable resources in missions
How about this?Franka wrote:Ok, I just thought of a fiendish AI card that could hit your resources.
*Goes into hiding before giving the developer too many evil ideas*
PSCD players knows who to thank for that one!
- Franka
- Elder Druid
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- Joined: Fri Nov 30, 2012 3:07 pm
Re: Variable resources in missions
Evil, I tell you. What sort of demented mind would think of something like that?
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Re: Variable resources in missions
What sort of cards does each companion have?
- jack1974
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: Variable resources in missions
Each hero has some sort of "theme", like Mizuki is related to hacking, computers, electronics, Xavier mechanics, etc. But I also put some different cards to add a bit more variety