Qx wrote:If MtG for 11k cards has only 150 equipment, I'd say it's not much. Keeping this proportions, we'll have 1/2 card per faction
Yes & no: Equipment as a card (sub)type has not been around since the beginning of the 11k+ production of cards. It was probably introduced in Magic in recent years. I think perhaps in the expansion called
Mirrodin(?) which would be 2003. (A pretty nice expansion actually, although token/counter heavy and also replaces fantasy theme with sci-fi to make it even more frakked up thematically in MtG)
If so, then the real proportion should be measured as a share of cards produced 2003 and onwards. Even in that case though you are absolutely correct that there won't rain equipment

On the other hand, we will probably have more of it in our game than MtG has since MtG focuses much on other things we won't have as much of, for example counter-spells.
Qx wrote:If you want to differentiate +2/0 card with 33% accuracy - that is one has to have it's cost at least 2, and the other - 3. How much would plain 2/0 creature cost then? 4? How much resources should one accumulate to play a creature like 4/3 + ability? 6? 7?
My suggestion is, with my exact example where the equipment and enchantment are equal in all but price and cardtype, that the Equipment
must be more expensive, due to it having inherent advantages which the Enchantment lacks. I don't know how much more expensive it should be, but my out of the blue guesstimate is between 33% to 50%, no more, no less, rounded properly or upwards.
In my example the user got +2/+0. If that's an enchantment and it would be priced perhaps as 1G to be cheap enough to be worth including in a deck. If it's an Equipment it would cost 2G instead.
Qx wrote:How much would plain 2/0 creature cost then? 4? How much resources should one accumulate to play a creature like 4/3 + ability? 6? 7?
Costs "formula" for creature can
be seen here, at least in a crude attempt made by me and what little work has been spent on it this far.
A plain 2/0 creature with no abilities would cost exactly 1G. That said, I'm not sure 0 DEF creatures should exist if reaching a DEF of 0 kills a creature, which it seems to do as it is now.
asp wrote:In differentiating enchantments from equipment, you could make equipment have some sort of physical penalty. The logic being that carrying physical equipment tends to hamper its user in some degree, where as the very nature of enchantments don't. For example:
Yups, agree. Although I don't think it should be a
general rule that all equipment has these drawbacks since it can be regulated by price. Some could though.
asp wrote:- Such weapons also tend to grow dull, so you could add an upkeep requirement that, for example, decreases the effectiveness of the weapon over time or requires the player to discard it if they can't.
Could, on some. Only problem is it requires admin of counters, else it's nice. I really think we should have a few weapons that work that way.
- I imagine certain factions would be against the use of magic, or too weak to carry equipment, so it may make sense to have a limited number of either in these kinds of factions, which would prevent such conflict.
- Certain equipment can be made disposable in order to limit its lifetime - for example, rations, first aid kits, etc.
Yes, certain factions are more geared towards magic while others are towards equipment and so on. Disposable equipment is a nice idea and something we can have around, medikit as the example you give is a good one.
Maybe this should all be added to the LDD.... =P