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[Overhaul] Power Mechanic 2 [Finished]
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08-26-2008, 01:43 PM (This post was last modified: 08-26-2008 01:44 PM by Gary Oak.)
Post: #61
RE: [overhaul] Power Up!
Well even though this isn't the strategy and deckbuilding

Has anyone tried a deck with Solar Panels, Messengite Stupa, Diamond Clockworks and Stonehammers?

(09-10-2010 04:54 AM)FIREWORKS EVERYWHERE Wrote:  It's a dick move to play effect d against power and allying but that's only because it's like teasing the retarded kid.
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08-26-2008, 03:11 PM
Post: #62
RE: [overhaul] Power Up!
I don't really get why we're discussing changes to the penalties/benefits of power-requiring cards when that wasn't the issue that got this whole thing started in the first place. The issue was that there's currently very little difference, card strength-wise, between what 1 power gets you and what 2 or 3 power gets you, which is why Ultracell was argued as being balanced despite being only slightly less difficult to use than Power Cell.
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08-26-2008, 03:27 PM
Post: #63
RE: [overhaul] Power Up!
It's kinda addressing the idea of the "whole picture". The idea being to make Power more valuable both in terms of the differences between generators and in what using Power requiring cards gets you.

Here's an example of what I was thinking of for the bonuses Nolder: Deadly Appliance at 10/40 stats with Power 3: gain 37 attack.
Again purely an example but it gets the point across. The monsters would be weaker than normal non-Power monsters without Power but with Power they're at least a little stronger. The trick being to make the Power requirement to be high enough that it isn't just a part of using a Power deck (i.e. requiring 1 Power) but that the regular monster life and the attack boost from the ability are high enough to warrant keeping that much Power in play (at least for the "buff if meet Power" idea).
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08-26-2008, 03:44 PM
Post: #64
RE: [overhaul] Power Up!
Hmm, it actually looks like it may not be possible to code constant abilities that are only 'on' if you have more than a certain amount of power (in the way that it can for Allying cards like Scrap Heap or MX-12 Protectant). All of the Power cards only check power as part of an activated or start-of-phase ability; the Allying cards with constant checks use a specific targetting score restriction. There's so such restriction that's used in the code for Power cards. I'll have to check with webrunner, though; one might exist that just isn't in use (seems possible, as they're similar abilities that he coded as part of the same set).
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08-26-2008, 05:29 PM
Post: #65
RE: [overhaul] Power Up!
Don't forget on attacking. That's another check for power.

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08-26-2008, 05:58 PM
Post: #66
RE: [overhaul] Power Up!
Yeah, sorry. Those are coded the same way as the start-of-phase abilities. There's a code block for ability code to run at the start of resolving combat, just like there's a code block for ability code to run at start of turn.
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08-26-2008, 06:03 PM
Post: #67
RE: [overhaul] Power Up!
(08-26-2008 01:43 PM)Noodle Wrote:  Well even though this isn't the strategy and deckbuilding

Has anyone tried a deck with Solar Panels, Messengite Stupa, Diamond Clockworks and Stonehammers?

I tried it with Magic Woods back when Solar Panels would only fully generate on a light location and still sacked for 3/3. It wasn't very good.

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08-27-2008, 06:57 AM
Post: #68
RE: [overhaul] Power Up!
Just an fyi guys: There's no such thing as constant life.

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08-27-2008, 07:02 AM
Post: #69
RE: [overhaul] Power Up!
why not?
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08-27-2008, 07:06 AM
Post: #70
RE: [overhaul] Power Up!
For the same reason there's no such thing as lime green mana. It's just now how the game works.

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08-27-2008, 07:10 AM
Post: #71
RE: [overhaul] Power Up!
yeah i know
but masa mentions it kind of often (probably because i suggest it kind of often because i forget) so i'm just wondering why it's never been coded into the game
it just seems like it would be since attack already has been
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08-27-2008, 07:24 AM
Post: #72
RE: [overhaul] Power Up!
How would it work? This game isn't like magic or Pokemon. Our monsters have a constant number of life that never naturally resets, and damage is done by decreasing that number, not increasing a separate number until it matches the first one.

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08-27-2008, 08:29 AM (This post was last modified: 08-27-2008 08:30 AM by Tamdrik.)
Post: #73
RE: [overhaul] Power Up!
I prefer a framework in which Power confers major benefits at higher values, but is harder to come by, so I would rather see Ultracell provide 2 Power. It's pointless to argue flavorwise why it should be 2 vs 3 Power, since it's a sci-fi construct. If anything, flavor-wise, it should be something like " [Image: abilitypointer.gif][Image: abilitydizzy.gif] Provides 2 Power until the end of your next turn, remove a counter", like limited emergency backup power. Come to think of it, that would be really interesting. Not sure if it's codeable, though.

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08-27-2008, 08:45 AM
Post: #74
RE: [overhaul] Power Up!
Nah, unfortunately it's not codeable.

A constant life change would work as a change to MaxHP, if HP was a separate number, but that isn't the case for CMC. There's just HP, no MaxHP, so that HP value can go anywhere from 0 up as high as it wants (well actually to 32767, but that's just the cap for that vaariable length).

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08-27-2008, 01:01 PM
Post: #75
RE: [overhaul] Power Up!
My problem with a 2 Power Ultracell is that it is too similar to Power Cell. I doubt we'd get agreement to lower the counters on Ultracell if it becomes so similar and without a reduction of the counters it virtually becomes a clone of Power Cell.

Also about your idea Tamdrik: would it work something like this?:

Deadly Appliance
Power 3: Gain 37 attack
Power 9: Gain 13 attack and Quick Hit
10/40
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08-27-2008, 01:04 PM
Post: #76
RE: [overhaul] Power Up!
That would actually be pretty cool if we could do stuff like that.

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08-27-2008, 02:51 PM
Post: #77
RE: [overhaul] Power Up!
Certainly would give a reason to have 3-5 Power generators in play instead of the typical 1-2 (excluding Plant/Factory/Panel).
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08-27-2008, 07:34 PM
Post: #78
RE: [overhaul] Power Up!
I could dig stuff like that.

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08-27-2008, 07:48 PM
Post: #79
RE: [overhaul] Power Up!
Sounds much cooler then the current system.

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08-28-2008, 04:48 AM
Post: #80
RE: [overhaul] Power Up!
Agreed. Moar power!

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