Post by Dave on Oct 23, 2012 11:16:34 GMT -9
Battles are too easy, and I think it's partly because the mercenaries have the initiative each round. So I'm going to take that away, and have some of the opposition cards act before your crew members act, and some opposition cards act after. (Opposition cards marked with the new hourglass symbol will act after your crew members act.)
I'm trying out an alternate battle formation I'm calling "stand-up fight" for the time being. Basically, your crew stands in a line instead of a "circle". Since there is no clockwise/counterclockwise movement, and because there are "ends" at the top and the bottom of the column, movement has to be handled a little differently. This is a little weird and needs lots of testing, but I think it has potential.
Ideas for longer scenarios are starting to come out of the fog in my brain. There could be some fun ways to link battles, randomizing the next episode or building on achievements, introducing unique opponents, challenges, terrain, battle formations, hiring opportunities and stuff like that. This line of thought includes overarching campaigns that set the tone and conditions for your entire career, as well as mini-campaigns that you play within the arc of your career. Both approaches might work together, or I might want to separate them out, or focus on one or the other. Whatever works best.
But first, I've got to test out the new battle orders of actions, and adjust the opposition deployment numbers for contracts. The challenge posed by the number of opposition cards you face on each contract has always been tricky to gauge, but I'm starting to get a handle on it.
I'm trying out an alternate battle formation I'm calling "stand-up fight" for the time being. Basically, your crew stands in a line instead of a "circle". Since there is no clockwise/counterclockwise movement, and because there are "ends" at the top and the bottom of the column, movement has to be handled a little differently. This is a little weird and needs lots of testing, but I think it has potential.
Ideas for longer scenarios are starting to come out of the fog in my brain. There could be some fun ways to link battles, randomizing the next episode or building on achievements, introducing unique opponents, challenges, terrain, battle formations, hiring opportunities and stuff like that. This line of thought includes overarching campaigns that set the tone and conditions for your entire career, as well as mini-campaigns that you play within the arc of your career. Both approaches might work together, or I might want to separate them out, or focus on one or the other. Whatever works best.
But first, I've got to test out the new battle orders of actions, and adjust the opposition deployment numbers for contracts. The challenge posed by the number of opposition cards you face on each contract has always been tricky to gauge, but I'm starting to get a handle on it.