By Q_x to snowdrop, 27:th of JulyI think we can talk at just about every moment, but I think we may
want to make a meeting devoted solely to rule development, as I'm not
only to actually have some input.
I can fill my thoughts into forums if that's the case, and we can
announce a single meeting, or whole series of meetings if needed.
Biggest problem for me is that this is a kind of complex set of
changes that play together.
I'm mixing the order of reply completely for the sake of clarity, I
think you will find all your bigger questions answered, even though
some stuff is answered here (I tagged it with [1] to [3] to link it
with your writing in some places, other stuff is entangled within
quotes

I used some of the heaviest weapons in my army to illustrate things:
diagrams! (vertical axis is "power", you may want to scientificize it
with something like smoothed sigma of A and D values of all the
creatures able to attack)
I'll explain once again:
As I see now our model, game cycle (I call this a time from a start to
an end "a game cycle") consists of three parts: development, when
players don't attack each other, middle part where one player
dominates the other, and endgame - boring cutting down other's
creatures and hitting influence. This is fig. 1.
Fig. 2. is a real-life cycle - once one of the players dominates the
table, there is very little both can do to change anything. We've seen
this while testing - basically hitting an opponent makes him weaker.
We may want to patch in many ways, changing the rule system makes same
sense as invinting a dozen of cards at this point. This may be a kind
of behavior 100% logical from reasoning point of view - winners are
getting better, losers are weaker and weaker, but it's a design flaw -
simply because makes winner lazy, loser - bored, and whole game -
unimportant. Pretty much the [2] issue.
[3] What I see instead is that the game should be solved by applying a
wining strategy in the endgame, or slowly increasing advantage through
whole middle part of the game.
Most interesting game model is in fact the one where is possible a
scenario like: stronger side attacks too early and looses - quite
impossible in our current state, I think.
You can of course push taking care for all such features to balancing
and card development, but, as for now, we have significant problem to
even shape factions and developing strategies is really taking a lot
of effort. And rules are not the impeding factor (I think what impedes
us is bizarre enough to avoid being described here).
This is why I was thinking about those various feedback mechanisms.
Resource feedback loop, or suffocating: discard resource cards to play
certain (majority of creatures, some other too) cards - this is how
threshold can work. Cards have to be faction-matching and have to be
discarded from a resource pile. They are discarded to a separate pile
that, once deck ends, is shuffled and used as the deck. You play a
creature - you have to rebuild your resources a bit, so there should
be a point where game speeds up, but active "power" on the table
remains constant, just because all the excess is used actively and
remains marked (compare fig. 1. and 3)
It's maybe not the most brilliant way to deal with feedback, but I
think it will make balancing it really easy.
Immortal creatures. If a creature has been defeated - it has to spent
some time retreating and regrouping, so it is moved to regroup zone,
and later may, but not must, be deployed into any front, marked. [1]
Some creatures may have abilities that are activated in regroup zone.
What this does is to prevent domination (fig. 4.). You lost big battle
due to other player blocking you completely - it's no problem. If you
lost many creatures, he will attack you in the next turn, if he lost -
you will attack him. This is the slow thing I called "small advantage"
on fig. 6. - basically defending with time should be harder with time
for the weaker player, mostly due to bad deck.
The two things play together - one makes growth a little bit slower,
and deploying a big creature may be really very expensive, second is
laking losing battle a bit less painful.
Finally there is this third thing - paying for attack, that comes in
hand with two following.
You have only one source of resources, this are resource piles.
Big creature comes into play - first, second, third... All those not
only "cost gold", but also take some resources for good and trash it.
And in the end, while you played the third one, you can block attacks,
but you can attack with one of those only (you have to wait for more
resources).
All this I invented to achieve certain goals, most important is to
make elastic game length, more fun inside the game cycle, especially
the deadlock before the major strike, and meaningful balancing
options, like when you change cost or threshold, it really can change
a lot.
Of course this is all just plain theory, and the reality may be odd,
as always...
So, how about general team rule-meeting somewhere during next month?
Cheers,
Luke
---
> a) The problem in for example MtG with those abilities are that you have to
> mark to use them, and that the card becomes unmarked the turn after, and
> then you have to mark it again, and round and round it goes. In MtG it is
> partially solved by custom text like "You don't have to untap x during your
> untap phasa if you don't want to", but I'd rather see it more systemized and
> built upon, which I think we do in:
[1]
Cycle is from start to end of a game. Skill is how good a player is,
same thing named twice.
> This I know that we have mentioned before, without resolution. I get the
> feeling that you imagine that a deck building game can be created where two
> players, almost no matter how they construct their decks, will play a
> so-and-so even game. You believe that the better player will still win, but
> you don't think that there should be a night-and-day difference between the
> two players battling it out. At least that is your preference, if I
> understand you correct(?)
Not quite. Problem is that players who are close to each other in
terms of deck power and skill should be able to play good, long and
demanding game. I think we can easily exclude thinking about really
good vs. really bad player, we are making card game, not a chess-like
thing.
> We fully agree that it is preferable for us to create a game where the
> outcome of the game isn't decided the first 5 minutes. We do of course want
> to avoid creating a game where it is determined the frist 5 - 10 min who
> wins and who loses, and where the rest of the following hour is just some
> strange and needless ritual of how to win/lose a game and, even worse, one
> seeing all that happening in front of your eyes pre-determined without
> giving you any chance at all to change the tides.
> We agree that a game where the leader is exponentially rewarded and/or where
> the loser is exponentially punished is a very bad thing as it really makes
> it impossible to change the tide and also meaning less to play, depriving
> the game of any excitement. We agree on that we don't want a game where the
> gap just grows and grows and can never be catched up.
[2]
> What we don't seem to agree/understand each other in is what we believe
> causes such (as described above just now) situation and perhaps also if it
> can get a perfect fix, or if it could, if it should. I really think we need
> to discuss this "live" for me to understand what you're suggesting, and then
> try to put it into relation of deck building creativity, broadness/possible
> combos in the game, future faction development, etc etc. There is a vast
> majority of topics that all relate to all of this in various ways.
I've tried to explain what may cause such a gap. [3]
>
>> First mechanism makes a kind of resource suffocating - basically "you
>> have feel weak to play strong cards".
>
> I don't understand that part.
Explained above best I could.
I doubt if face up/face down resource piles are really the factor of
any importancy at this stage...
Shuffling can be done once at the deck's end.
MtG deck - how big it was? How long the game? Was it dynamic? If we're
targeting short games - I think my conclusions from this comparison
are not 100% the same as yours. A little bit of luck, like getting the
right cards at start, may change whole game (as it is now). How to
avoid that is to enable player to use and recycle those cards that are
not good at a given moment. Stack onto pile, later discard as a cost,
finally shuffle back to the deck.
There should be no winning strategy, only given possibilities of developing one.
But immortalizing creatures was not about 1/1 creatures. It is to
prevent overpowering of one player, never to get into total
domination.
While fighting slow-to-develop vs. quick-start decks, one of the
problems is that the stronger deck will never dominate quicker one,
just because every creature will be attacked just after deploying by
2-3 other creatures, and even if it survives, there will be little
chances for it to survive it once again.
This of course may be changed by a rule that makes explicit 1 vs. 1
fights (so that a single creature can block a single creature only) -
but this, again, is just unneeded lack of liberty - I want my creature
to attack 2 attackers vs. 1 blocker - it should be perfectly
possible...
> Quick growth always comes at a price. It does so in MtG, and here as well.
> If it doesnt, then the design is flawed and needs to be changed ofc.
>
> Better yet: You can never create a system where the player doesn't mass the
> cheapest shit around and gives it a try. Even if you had a rule that said
> "no attacks the first 10 turns" you would still end up with rushes even then
> - they would just be 10 turns delayed, but still be same in logic. The way
> to solve the rush problem is to create cards that are faction sdpecific and
> that are designed to allow that faction to deal with early rushes in their
> own way.
Lack of such rash is a serious design flaw we have - simply there will
be no chances of spawning many creatures, because you draw one card
per turn (or two), period. You have too many weak creatures - you will
run out of events needed to eliminate serious monsters.