idk, it just, basically i had an idea at first for a card that was really good, but took two turns to play (prolly also change noomlin to removing one turn on any card it's on) and then i thought "hey, maybe it'd be good to ha"- ive just realized you could theme this around time, oddly enough. where did my thought train go? right, -"hey, maybe it'd be good to have a tribe based on counters, manipulating turns,"- (idea for new effect, slow - makes counter take 2 turns to count down, definitely should make a theme for it, maybe dust? rusty clock dont move so good? no, the counter's a star, so maybe lune? lunatic!? that has a load of puns, huh... anyway,) -"that whole shebang." just realizing that with the lune thing ive figured out a theme. maybe there was a something that liked the moon, the calm it brought?
#idea: counter tribe?
1 messages · Page 1 of 1 (latest)
Can you please organize the OP better? It's borderline unreadable. You can separate your ideas for mechanics, ideas for theme, and your inspiration into separate paragraphs instead of jumping between them at random.
With that being said, your ideas are neat and contrast nicely with all the "sun" items that decrement counters.
okay, here's a decrypted...version?
yea.
so, i had an idea for an item that was great but took two turns, and i thought i could do more with this turn management thingy.
so i made a couple of effects.
lune and flare
multiplies or divides how much the counter turns down (lune multiplies, flare divvides)
(clarification, i was thinging maybe the lune'd take the counting down from the thingy, but uhh, that'd be confusing. the flare will still tick down the counter multiple times.)
and i found a theme for it from those.
maybe there was a cult around the moon?
this is one of the actually good ideas from #1096769606124830720 , others are just slight nerfs, stupid ten years' old dreams or full gamechangers. I hope devs will see this post.
A card that takes two turns is a cool idea. Flare counting down the counter multiple times is also a cool idea, I think inevitably we'll see a faction with that mechanic. It's been suggested in many different flavors before.
Is Lune mechanically different from snow?? It sounds the same to me.
Not really. Snow blocks one enemy, Lune speeds up one ally. I would say the difference is very similar to Teeth / Smackback. Plus you could (and if devs add this, they will) come up with new sub-mechanics for counters.
I think you're referring to the Flare effect. In which case, I do see the difference, and do realize all the cool potential synergies/interactions there!
I'm talking about Lune. I thought @.System Fan described Flare as counting down counters faster than 1 tick per turn, whereas Lune seems to slow down counters. I'm trying to understand how the latter is different than Snow, which also slows down counters (or otherwise "absorbs" the countdown ticks).
I think I understand now.
But I thought the Lune tribe would mostly focus on lowering their own counters rather than slowing down others? From the other hand why don't do both?
snow adds, lune multiplies
there probably should be something to complete the four, something that subtracts from the counter
oh right, that's the sun rod
From your first description, I thought you meant that lune and flare would be global effects that affect all cards. The math could work out nicely there. While lune is active, you always get to play two cards per round. While flare is active, counters tick down twice before the fight (or maybe there are even two combat phases).
But I think this wouldn't work as a card effect in Wildfrost. lune would always be better for the player and flare almost always detrimental. I guess we could have an enemy encounter, that switches between these global modes. A 4-phase fight that has lune active in phase 1 & 3 with and flare active in phase 2 & 4 could be interesting.
If you implement lune and flare as single card buffs, I guess they would simply be even more overpowered versions of snow & sun (unless you allow fractional multipliers, but then it will get too weird).
Also, if you simply want strong cards that take multiple turns to play, the game could already do that now:
Card Step 1 : Create a copy of Step 2 in your hand
Card Step 2 : Create a copy of Step 3 in your hand, consume
Card Step 3 : Powerful effect, consume
Even Noomlin would work with this. Well, at least once on step 1. Not stackable though, which might actually be a good thing to not make Step 3 too overpowered.
How would you apply charms on the final one though?
You wouldn't
You can't apply charms to summoned units either.
So you wouldn't be able to COMPLETELY replicate the effect the author of this suggestion is describing