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I once suggested that the cost of bringing a brigaed into play would be paid in cards.The first two brigades would be free.Placing a third brigade in play would cost one card discarded from the top of your deck.Placing a fourth brigade in play would cost two cards discarded from the top of your deck .The idea being two-fold: 1) Random discards is a meaningful cost in Redemption (it could be your SoG that is lost)2) It does not limit a player from playing from playing his/her cards (such as what happens when you draw no lands in MtG)No one liked my idea, however.
I actually like that idea more than a tier system. Seems less arbitrary than a power level rating.
Quote from: EmJayBee83 on August 16, 2018, 11:06:13 AMNo one liked my idea, however. I actually don't remember you proposing this. I'm with Red Wing, it's not a bad idea.
No one liked my idea, however.
Buffy the Vampire CCG did this it was ok And im a Hugh fan of Buffy but it didnt work well. (What if all characters had a 1, 2, or 3 "power rating", and you couldn't use/play a 2 hero until you had a 1 hero in play?)
The problem with introducing costs at this point is you would have to go back and create a cost value for every card ever printed in most scenarios. I think the game would be far more balanced with some sort of cost or restriction system but the closest thing we have currently is Unity. Now if the game were to "reset" at some point "unity" could be expanded or built upon and some sort of a tribute system could be built around thats an identifier clause like Unity but thats all I can see.I expect that unity will be the closest thing to a cost system we will see but that the game will eventually be "reset" to balance the game moving forwards. Bans may become commonplace and there may be limited lists put in place for T2 but for now the game is where it is. If rotation occurs there will likely be a legacy format put in place which I expect will take over the spots of competitive multiplayer since multiplayer formats are pretty bad in a competitive sense. Just my thoughts for moving forward and I could be way off but as long as the community remains actively involved we should have a great game moving forwards for years to come.
Quote from: dstair2002 on August 20, 2018, 03:32:32 PMBuffy the Vampire CCG did this it was ok And im a Hugh fan of Buffy but it didnt work well. (What if all characters had a 1, 2, or 3 "power rating", and you couldn't use/play a 2 hero until you had a 1 hero in play?)I still think how Decipher manged "mana" in their games was brilliant, in particular, what they did in the Lord of the Rings TCG.
I mean I'd definitely be up for a type cost.Quote from: Isildur on August 20, 2018, 06:45:48 PMQuote from: dstair2002 on August 20, 2018, 03:32:32 PMBuffy the Vampire CCG did this it was ok And im a Hugh fan of Buffy but it didnt work well. (What if all characters had a 1, 2, or 3 "power rating", and you couldn't use/play a 2 hero until you had a 1 hero in play?)I still think how Decipher manged "mana" in their games was brilliant, in particular, what they did in the Lord of the Rings TCG.That was genius! I miss playing lotr. troll swarm ftw.
Quote from: TheHobbit on August 20, 2018, 08:30:36 PMI mean I'd definitely be up for a type cost.Quote from: Isildur on August 20, 2018, 06:45:48 PMQuote from: dstair2002 on August 20, 2018, 03:32:32 PMBuffy the Vampire CCG did this it was ok And im a Hugh fan of Buffy but it didnt work well. (What if all characters had a 1, 2, or 3 "power rating", and you couldn't use/play a 2 hero until you had a 1 hero in play?)I still think how Decipher manged "mana" in their games was brilliant, in particular, what they did in the Lord of the Rings TCG.That was genius! I miss playing lotr. troll swarm ftw. I was introduced to the LOTR TCG a few months ago and was very impressed with the cardplay and cost system. I could definitely see an alternate-universe version of Redemption using the same mechanic, and it would be absolutely thematic with Redemption's "some cards are only offense and some cards are only defense" binality.
I do not want to have a cost system introduced at all. I like the game as it is in terms of not having any kind of costs or other drawbacks to be considered when building decks or playing your cards!Unity even gives enough restriction in my opinion.And even more: There is already far too much complexity and interctions going on which make gameplay often very difficult and experts and judges are needed! Very hard resp. unplausibel for beginners and regurlarly players to have all this in mind!So for me gameplay should stay unchanged regarding a cost system!
Based on the complexity of the game IMO I don't think we need to introduce a cost system.I think it is fine the way it is.
Quote from: redemption collector 777 on August 21, 2018, 10:40:18 PMBased on the complexity of the game IMO I don't think we need to introduce a cost system.I think it is fine the way it is.To play Devil's advocate and maybe give this discussion a shot in the arm... How would Redemption have developed had it actually had a cost system implemented?Games with no cost system or very little cost system seem to have significant power creep throughout their life cycles... Both Redemption and Yu-Gi-Oh are good examples of this. Games with a cost system seem to have a much slower power creep, MTG is a good example of this. I'd like to point out I'm thinking more recent MTG and not early MTG. Early MTG was the wild wild west when it came to power level for cards.One of my favorite games ever made, Middle Earth CCG, had no cost system. ICE games would literally introduce expansions that were broken and then fix the balance of the game with the next expansion... then rinse and repeat the process. This actually wasn't that bad of a process but it did the leave the game incredibly unbalanced every other expansion.Redemption has gotten significantly better at this but for a number of years Redemption had a similar policy where broken or incredibly powerful cards would be released and then balanced in the next set. FBTN cards in Warriors, Holy of Holies to counter in C/D... Garden Tomb, slew of anti ignore and anti fort cards to counter in the next two expansions... ect. ect. Redemption still has power creep though... Is that a good thing or a bad thing?
Quote from: Reth on August 21, 2018, 11:49:06 AMI do not want to have a cost system introduced at all. I like the game as it is in terms of not having any kind of costs or other drawbacks to be considered when building decks or playing your cards!Unity even gives enough restriction in my opinion.And even more: There is already far too much complexity and interctions going on which make gameplay often very difficult and experts and judges are needed! Very hard resp. unplausibel for beginners and regurlarly players to have all this in mind!So for me gameplay should stay unchanged regarding a cost system!Based on the complexity of the game IMO I don't think we need to introduce a cost system.I think it is fine the way it is.
Quote from: Isildur on August 22, 2018, 01:41:31 AMQuote from: redemption collector 777 on August 21, 2018, 10:40:18 PMBased on the complexity of the game IMO I don't think we need to introduce a cost system.I think it is fine the way it is.To play Devil's advocate and maybe give this discussion a shot in the arm... How would Redemption have developed had it actually had a cost system implemented?Games with no cost system or very little cost system seem to have significant power creep throughout their life cycles... Both Redemption and Yu-Gi-Oh are good examples of this. Games with a cost system seem to have a much slower power creep, MTG is a good example of this. I'd like to point out I'm thinking more recent MTG and not early MTG. Early MTG was the wild wild west when it came to power level for cards.One of my favorite games ever made, Middle Earth CCG, had no cost system. ICE games would literally introduce expansions that were broken and then fix the balance of the game with the next expansion... then rinse and repeat the process. This actually wasn't that bad of a process but it did the leave the game incredibly unbalanced every other expansion.Redemption has gotten significantly better at this but for a number of years Redemption had a similar policy where broken or incredibly powerful cards would be released and then balanced in the next set. FBTN cards in Warriors, Holy of Holies to counter in C/D... Garden Tomb, slew of anti ignore and anti fort cards to counter in the next two expansions... ect. ect. Redemption still has power creep though... Is that a good thing or a bad thing?I don't think that MTG's power creep is slower because of the cost system really...I would say the slow down of the power creep in that game has more to do with emphasizing a rotating Standard format - so that every few sets they get a 'reset' on the power creep - and not really printing many cards that are expected to be playable in the older, non-rotating formats. The non-rotating formats (at least Legacy and Vintage) have the opposite problem of Redemption in that at the beginning they made cards that were far too strong FOR THE COST, and not far too weak.You see that is the reason that cost doesn't really slow power creep very much. You will very quickly just get into a state where you have strong cards for all of the playable costs, say 0-2 in Vintage, 0-3 in Legacy, 0-4 in Modern, so if you were printing new cards for these sets, to make an impact in Vintage (which is pretty much what Redemption is), you would have to print better 0, 1 or 2 cost cards every set. That doesn't really spread out or give that much more design space, especially considering how easy it is to play multiple colors, so every new card could potentially be played by almost any deck.