Post by mana on Jan 21, 2012 17:36:22 GMT -5
Well to get this board going im going to introduce one of my 1000 ideas :
"Berserk" is another ability like "fierce", "cunning","recovery",etc... but very unique.
Actually berserk is designed to be a nerf for too strong agents ( for those who dont know what a nerf is: it makes the unit weaker )
berserk should work as following:
when you play out an agent it resolves normaly. after that the berserk effect starts immediately. the unit goes berserk and randomly starts a fight! you as player can not decide on which field the agent will be fighting and it will be completely random. after the fight resolves it needs to rest like every other unit for half a day and then it is launched immediately again by that berserk ability. so when you have a berserk agent you have no control over him and he will always fight automatically and completely random.
As you will agree having no control is a huge disadvantage so any agent which has that ability must have some good abilities or stats to compensate it.
this ability is not in the sense of the actual tactical game since it nullifies tactical use of that agent nearly completely but still it would add some aspects to the game of course there shouldnt be alot agents with that ability (actually this should rather be unique)
you can also transfer that berserk ability onto action cards:
berserk on an action card would force the enemy unit it is cast upon to instantly attack (again choosing the slot which it attacks randomly). so you could force defensive agents out of the headquarter in order to kill them with agents...
this thread is just about the ability itself but i think i will open a new one with a carddesign which will be balanced out then since a action card which forces the enemy to attack in order to destroy the agent seems rather weak. any neutralizing card can do that better^^. but lets say it gives a +2 +2 bonus to the target and is a quick action then the card can be used in many cases.
hope you like it and share your thoughts. this is just a scrap and not final
"Berserk" is another ability like "fierce", "cunning","recovery",etc... but very unique.
Actually berserk is designed to be a nerf for too strong agents ( for those who dont know what a nerf is: it makes the unit weaker )
berserk should work as following:
when you play out an agent it resolves normaly. after that the berserk effect starts immediately. the unit goes berserk and randomly starts a fight! you as player can not decide on which field the agent will be fighting and it will be completely random. after the fight resolves it needs to rest like every other unit for half a day and then it is launched immediately again by that berserk ability. so when you have a berserk agent you have no control over him and he will always fight automatically and completely random.
As you will agree having no control is a huge disadvantage so any agent which has that ability must have some good abilities or stats to compensate it.
this ability is not in the sense of the actual tactical game since it nullifies tactical use of that agent nearly completely but still it would add some aspects to the game of course there shouldnt be alot agents with that ability (actually this should rather be unique)
you can also transfer that berserk ability onto action cards:
berserk on an action card would force the enemy unit it is cast upon to instantly attack (again choosing the slot which it attacks randomly). so you could force defensive agents out of the headquarter in order to kill them with agents...
this thread is just about the ability itself but i think i will open a new one with a carddesign which will be balanced out then since a action card which forces the enemy to attack in order to destroy the agent seems rather weak. any neutralizing card can do that better^^. but lets say it gives a +2 +2 bonus to the target and is a quick action then the card can be used in many cases.
hope you like it and share your thoughts. this is just a scrap and not final