MArcomage

Free multiplayer on-line fantasy card game

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Noak on 16:59, 21. Jun, 2010
in my opinion production from your facilities should be given before your turn instead of after it, as it is now stock reducing cards are strongest when they take away all the enemies resources and thus forces him to discard. By changing when production happens you will always be able to play cards that doesn't cost more than your facilities. Personally i think this would make more sense as cheaper cards would be able to counter desolation decks and resource reduction will be efficient against resource stacking. Also it makes it more important to increase/decrease facilities, something that isn't worthwhile most of the time as for now.

I realise how this might mess up production times x and swift cards but it wouldn't be that hard to work around would it?
DPsycho on 17:41, 21. Jun, 2010
Just so I'm clear on what you're suggesting, you think that production should occur at the end of the opponent's turn rather than at the end of your own? If I end my turn with 5 bricks and 3 Quarry and my opponent then takes his turn, I now have 8 bricks to start my turn?

I feel that this would completely change the math of the game in a way requiring at least a third of existing cards to be retooled, particularly those that compare the amount of resources. It would be such an arduous undertaking that, even if people did want it, I don't think the work involved would ever be worth it. This would have the first player starting Round 1 with more resources than his opponent, for one thing, reversing whether a handful of comparative cards can be used from the start.

Personally, I don't think it should be changed. I can see where it would make sense and where some playstyles would be improved, but it would change the game too drastically and create a Keyword rebalancing nightmare.

Somewhat related, there was a time when production occurred before card effect (but after the cost of the card was paid). This meant that playing a card like Vampire would subtract gems from those given by production if needed. It was decided to change the code so production happened last, and having played both ways myself, I prefer the way it is now to how it was before the change.
Mojko on 19:17, 21. Jun, 2010
I couldn't say it better myself ;)
Progressor on 20:30, 22. Jun, 2010
DPsycho wrote:
Somewhat related, there was a time when production occurred before card effect (but after the cost of the card was paid). This meant that playing a card like Vampire would subtract gems from those given by production if needed. It was decided to change the code so production happened last, and having played both ways myself, I prefer the way it is now to how it was before the change.

For historical interest:
There was a time game limits (for example: no negative resources) where applied after production. The difference with the above is in cards like Acolyte. Was there really a time production was before the card effect, or were you confused with the game limit thing I just mentioned?
Mojko on 20:41, 22. Jun, 2010
Production was never before the card effect.
DPsycho on 23:44, 22. Jun, 2010
I meant what Progressor said, that the card effects would affect the amount given by Production. I didn't mean that Production actually occurred before-hand from a programming standpoint, but effectively since you could be left with zero of a resource after Production was added. Sorry for being vague.