MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 12:22, 9. Aug, 2010
Current production after turn is displayed as changes in the stock lowered by standard production. For example:

Production x0 is displayed with stock reduction (-B/-G/-R, where B,G and R is the bricks, gems and recruits production, respectively).

Production x1 (standard production) is not displayed.

Production x2 is displayed with stock gain (+B/+G/+R)

Production x3 is displayed with stock gain (+2B/+2G/+2R)

Production x4 is displayed with stock gain (+3B/+3G/+3R)

And so on...

Current system was designed for better readability of changes caused by card effect. However, after analyzing feedback on this system, it seems it's causing more harm than good. Therefore I propose a modification to this system:

Current production after turn will displayed as changes in the stock. For example:

Production x0 is not displayed.

Production x1 is displayed with stock gain (+B/+G/+R)

Production x2 is displayed with stock gain (+2B/+2G/+2R)

Production x3 is displayed with stock gain (+3B/+3G/+3R)

Production x4 is displayed with stock gain (+4B/+4G/+4R)

And so on...

This will mix the changes of production and card effect, but overall it's a more consistent system to read, I think. Please provide me with feedback if you are for or against this change and add a reason why. Thanks ;-)
Noak on 16:51, 9. Aug, 2010
the thing i find most confusing is how quick cards are counted as a round with production x0 in my opinion if you play for example hafling rogue it should say recruits -1 not recruits -4

edit: what i mean is you don't have to change anything but the impact the system have on quick/swift cards
Progressor on 20:37, 9. Aug, 2010
I'm in favor of the change.

The thing I find really ugly about the current system is that you can hide resource gain for cards like Anomaly Sphere. (!Note that this is a game mechanics argument.!)

Aside that I feel it's more insightful to show it the proposed way. The way it is now I often find myself confused when I look at the numbers when I've played a quick card. Tend to correct the numbers in my head. (It still confuses me, even though it is this way for a long time.)
Nix on 21:09, 9. Aug, 2010
For me the only aspect that is somewhat confusing is quick cards. If the zero production values for each quick card played were removed, I think the current system is fine the way it is.
DPsycho on 01:49, 10. Aug, 2010
I don't like this as proposed. Correct me if I'm reading this wrong, but this means that after every turn with standard production, we're going to see +3+3+3? I prefer only seeing the numbers if they give something in addition to standard production.

But then, I also detest seeing negative numbers after Quick cards, and this does seem to be an effective way to counter that. It would be better to have a uniform system than to have both Px0 and Px1 show no change. That is, unless the system could differentiate between Quick cards and other Px0 events such as Dire wolves. I don't mind the way it presently reports a loss of stock if the Px0 is also the end of the round.

What concerns me is how this would affect Anomaly sphere (and other proposed cards with similar effect). Currently, this card does not negate production, and the way it's balanced, I don't believe that it should. If this change occurs as proposed, it's going to seem that Anomaly sphere would reverse the opponent's production as well as whatever else occurred in the previous round.

In short, if the system could instead be modified to stop reporting Quick cards as a loss of stock, I prefer the way that it functions now. Otherwise, we're going to have to look at existing cards for rebalancing or exceptions.
Lord Ornlu on 03:07, 10. Aug, 2010
Perhaps just show what happens to production of each resource by implementing extra boxes? What I mean is: in case of production x0 then to show the "x0" somewhere in the resource boxes, so we know why our resources are -3 for example.
Mojko on 08:11, 10. Aug, 2010
Good point DPsycho. It's true that the proposed system would effect gameplay as well. I could remove production from the stock changes completely and make it a separate standalone information.
Mojko on 10:01, 10. Aug, 2010
I made a prototype of a new system that would display production multipliers separately. In this example you can see empire info before and after Stilshrine of Miriam was played. The production multipliers are displayed after the changes made on facilities (because they are executed in such order).

Since it's not allowed to modify your opponent's production multiplier, it can be displayed during your entire round (unlike changes on other game attributes). Should the production multipliers be displayed the whole time, or should they be hidden after you play your first card during your round?

reason why to have it whole time: you can view it and it can possibly be used by your cards to have some effect

reason why not: it can be a bit confusing, because it's displayed with other changes on game attributes possibly caused by effect of your cards. This may create an illusion that your cards are modifying your opponent's production multiplier.
Lord Ornlu on 12:22, 10. Aug, 2010
What if there's a facility increase and a production increase at the same time??
Progressor on 13:33, 10. Aug, 2010
I kinda agree with DPsycho that the quick production display is the only thing that really sucks about the current system.

As for the proposed system: Will we still be able to 'Anomaly Sphere' an Ancient sage? (It's not that seperate I hope...)
I think this should be possible
Mojko on 14:08, 10. Aug, 2010
After some additional tests, it seems the best solution is the one I proposed as first. This way the stock gained by production will be visible even when multiple turns will be played during one round.

@Progressor: yes, Anomaly Sphere will counter Ancient sage.