In the original game, there are four types of energy (green, blue, white, and red). At the start of each players turn, that player gains 1 energy for each living character they have (3 total at the start). Each character can use a maximum of one ability per turn, and abilities cost energy (a combination of the four colours plus black which can be payed with any colour). This kind of randomization introduces variation into what a team can do (with players opting for more or less variation by selecting different characters), and also restricts teambuilding (it punishes a team that excessively relies on one or two colours).
I'm making one big change here to start, and that's the introduction of a mechanical pie into the game. This could have big consequences because in the original game all effects were balanced and, in theory, getting white energy meant you could deal damage just as often as getting green energy did. If all damage tends to be tied more strongly to green and blue energy, then it might often be that the team that gets more green/blue energy tends to win, regardless of what the player's comp is, which is obviously undesirable. I think that introducing a pie makes the energy system feel more personal for players though, and will help with identifying what a character does quickly (glancing at a character and seeing a lot of white symbols makes it clear that this is a support-type character). In order to compensate for the lack of balance and amplify the feeling of the system, I'd like to change the way energy is generated, but I'm not sure exactly how to do this yet. The first thought is to put biases into how energy is generated, such that a team which exclusively uses blue energy is many times more likely to get blue energy than a team which uses none (but not enough so that an all blue team would be nearly as consistent as a more varied one). I'm not sure this really solves any of the problems (and could in fact excaberate them), and doesn't feel like something the players would really appreciate either. My second idea is to make "mana-fixing" more available through in game mechanics. The original game used two different models (the first one being replaced later in development by the second one), which were as follows:
1) The player can exchange 5 energy of any colour into an energy of another colour. The player can do this any number of times per turn.
and
2) The player can exchange any 2 energy of the same colour into an energy of another colour. The player can do this only once per turn.
The first system is mild bad luck prevention. By the time a player needs to exchange energy they're already in a pretty bad place, and spending 4 energy to fix for one is brutal. The second system serves a different purpose and gives the player a lot more control over what kind of energy they get, while still allowing for some randomness. I prefer the gameplay generated by the second system. More control excaberates rather than helps the sort of thing i am worried about though, potentially. I guess regular balancing can help the problems I am worried about.
Green - Spirit (technical ability, individualism) Blue - Intelligence (magical power, calculation) White - Wisdom (creativity, tactical thinking) Red - Body (physicality, feats of strength)
Something like a Pie:
Body - Physical Damage, Damage Reduction, Stuns, Debuffs Intelligence - Magical Damage, Damage Bypass, Buffs, Energy Generation Wisdom - Buffs, Energy Generation/Fixing, Debuffs, Stuns, Damage Spirit - Damage Bypass, Buffs/Debuffs, Energy Generation
every colour will potentially have every effect, this is just a loose ideqa of what kind of effects would be prioritized in what colour. Magic damage tends to be harder to avoid than physical damage.
idk i am tempted to scrap everything i just wrote hmm
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"That winter, the fireplace was never without a crackling blaze in its belly. The boiled wine we drank was undoubtedly middling and cheap, but she said, with a smile, "I've never had wine this good before." And though I didn't say anything, I felt the same way."
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