Difference between revisions of "User:Amp"
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* Change "Leader" to "Controller" | * Change "Leader" to "Controller" | ||
* Replace "commander" with "officer" | * Replace "commander" with "officer" | ||
− | * Each faction should have a characteristic energy ratio | + | * Officer can be the source of an "order" and any character can be the source of a "action". Order is a sub class of action. |
+ | * Each faction should have a characteristic energy ratio. Also faction capability list (what kind of thing each faction can and cannot do). | ||
+ | * Cross-faction synergy/anti-synergy | ||
* Energy balance all factions (restore) | * Energy balance all factions (restore) | ||
* Different types for commander and character actions (or maybe a keyword ability for one or the other) | * Different types for commander and character actions (or maybe a keyword ability for one or the other) | ||
* Areas with various sub types (Machine, etc) | * Areas with various sub types (Machine, etc) | ||
− | |||
* Limit of 2 areas of the same name in a deck? | * Limit of 2 areas of the same name in a deck? | ||
* Damage based area capture? | * Damage based area capture? | ||
* NO unlimited X damage. Always either fixed or limited. | * NO unlimited X damage. Always either fixed or limited. | ||
* Area placement restrictions to make placement more tactical? | * Area placement restrictions to make placement more tactical? | ||
− | * | + | ** 6 chosen areas (no wastelands) played face down. Maybe one Wasteland as a seed in the middle of the board. |
Specific cards: | Specific cards: |
Latest revision as of 14:42, 8 January 2010
Todo
General:
- Change "Leader" to "Controller"
- Replace "commander" with "officer"
- Officer can be the source of an "order" and any character can be the source of a "action". Order is a sub class of action.
- Each faction should have a characteristic energy ratio. Also faction capability list (what kind of thing each faction can and cannot do).
- Cross-faction synergy/anti-synergy
- Energy balance all factions (restore)
- Different types for commander and character actions (or maybe a keyword ability for one or the other)
- Areas with various sub types (Machine, etc)
- Limit of 2 areas of the same name in a deck?
- Damage based area capture?
- NO unlimited X damage. Always either fixed or limited.
- Area placement restrictions to make placement more tactical?
- 6 chosen areas (no wastelands) played face down. Maybe one Wasteland as a seed in the middle of the board.
Specific cards:
- Universal Quick Guide: Should duplicate range of card
- Zot staff balance. Ideas:
- Only reduce to 1 hit point
- Limit total damage it can do (to 8 perhaps)
- Lazur too big
FIHC:
- FIHC: init costs +2, restore costs -1
- Combat body draining? (unique)
- Cheaper combat body option (Choices are good)
- Needs small stuff
Card ideas:
- Area with commander
- Installation to Jam commanders
- Jumping units: moves more than 1 area in 1 move action.