@Aleema (and anyone concerning the system):
Yeah, you're right. I should really start thinking more seriously into this if I'm hoping for it to function in any distinct way. Well, to start, healing cards would be an efficient idea. I thought about taking a little from PW since their characters are set to automatically heal at the end of the day. A game like ours couldn't do that since it's more luck while theirs is more strategic, even though you never see the opponent's cards.
Aleema wrote:And if it indeed is like War, no one goes "first", you both go at the same time.
See, this is why it's a good thing I have others to look at the ideas. Some are far-fetched while others are just straying too far off. From all the brainstorming, I must've started to lose my original idea but yes, we'll go with this one where both go at the same time. That would mean that turns using this idea would be both sides playing cards then concluding with damage for that round.
Aleema wrote:Maybe it could based on how much the guys like each other in the story? Like Clubs hates Hearts, so in the game, it beats his suit. =P
It could be. If we put it in that manner, it'll be like this: Spades > Clubs > Hearts > Diamonds > Spades. Spades hates Clubs while Clubs is decent with people. Hearts is everyone's best friend but fathers Diamonds. And Diamonds isn't fond of Spades.
Aleema wrote:If you do do the stats idea, then you wouldn't need to give them terribly custom decks, as their stats would determine how well they play.
I like your suggestion here since it sounds more efficient than individually customizing the decks (the MC would then be the only deck I need to change up a bit). If we go with stats, we're going to need a status screen with some form of leveling up or some way of gaining experience. From battle alone, there's exp. for defeating the monster and exp. for beating the monster within a turn requirement. Also, we'll need stats for both the Ace and the MC so that the player could keep track of who their highest romance is. Would that show too much though in regards to endings? That would only show what their potential Ace at the end is but not any of the endings.
Aleema wrote:f you have a full deck of cards, like around 30 or more (still haven't done the math, lol), then throwing an Ace in there would be awesome IF the ace meant instant win. Like, you instantly win the battle. This would make getting it even more special, and can set the player up for some fun stories about getting one on their first turn.
Haha! I like the way you think. It does sound fun if an Ace was an instant win. It would definitely be a story to tell if you won on the first try of any monster. For the MC though and maybe for the only reason why hers must be custom, instead of an Ace, it would be the Joker. Either way, I also want to draw a CG of them doing a special attack with some code to make the camera view move without me having to draw a bunch of whatnots. Could that be incorporated into battle?
Other things to pick on…
- Healing cards: should they be random or be held? If held, they'll have to be obtainable in some manner or form and there has to be a limit like up to 5 cards.
- In battle, at any given time can two cards be played; one from each player. The resulting difference is subtracted from the person with the lowest number.
- Only three cards can be drawn at a time. If your agility goes higher than a certain point though, you get to draw 4. 5, if the stat is maxed out. If your strength goes higher than a certain point, you draw 2. 1, if the stat is maxed out.
- Your dex determines your likeliness to draw a higher numbered card/Ace. I don't know how you would code that though.
@Chansel (about the system):
Thanks for the input. That is one thing that almost slipped past me: how to utilize the rule of power amongst the suits. I don't know how Trump Suit is played but I do like the idea of giving the participant a hand in combat by allowing the suits to beat each other in a way. So instead of the instant win idea you have here, Chansel, it'll probably be more accurate to just give the person with the dominant suit something like an extra 5 damage with their card. So if one person has Spades 2 and the other has Club 7, the one with the Spades would win that turn because it was the dominant one. (I changed up the rule of power. Check above.)
As for the Aces, I think that's where we're stuck on: how to use the Ace to turn the tides of battle and how far should we turn it? Your idea creates a bit of a harder gameplay but it seems real. And I do also like it since each Ace would have a purpose in helping to turn the tide. Hmm… I'm gonna need to think about the usage of the Aces in battle more.
If I missed something, that's because I've been stalking the maintenance guy on and off. Haha! And no, it's because my dad told me to.