General direction
Posted: Sun Dec 18, 2011 10:53
Currently the following is in the Local Design Document:
Feedback is needed on this structure, especially if it's constructive and can show some alternatives instead. The goal is to create faction identities and asymmetry, while at the same time not making factions to narrow. I want factions to feel unique and fresh, but not as if they can only do one single thing.Abilities
When the designing there are two types of abilities: Normal and minor. Minor abilities are the ones that have limited effects, while normal are the rest.
Example: "This creature can't be targeted by Enchantments." vs "This creature can't be targeted." The terminology minor and normal abilities won't be made official to the players via the cards. The wording won't be seen in the game and is primarily there to help us as designers to sort abilities into different tiers.
Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.
Creatures with more than 2 normal abilities are a rare exception. A creature can't have more than three minor abilities in total.
Negative abilities - inabilities - can be used for balancing reasons to give a creature a drawback.
All abilities belong to one of four faction related groups:
Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.
Secondary: Abilities borrowed from a pre-defined "sister faction". About 5% - 10%. Substandard performance.
Tertiary: Abilities borrowed from a pre-defined "cousin faction". About 0% - 3%. Substandard performance.
General: Abilities that any faction could have. 10% - 30%. Example: Flying.