TruePurple
92 posts
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Only allowed to switch out a unit every third turn. Only allowed to intercept every fourth.(with timers for both you and your opponent so you know when the next chance is coming)
Being able to choose to intercept someone after moves are declared. Except it would cost you say, 90 energy and wouldn’t do damage. This requires the forthought of not using the energy so you can block such a move.
Well something along these lines, it becomes so much about guessing whether a person is going to switch out, call your switch out. Maybe a bit too much. It can also make the game longer then it needs to be.
BTW maybe there can be a kongai, suggestion/idea thread? Or is that what the criticism thread has become?
edited in
A different way this could be done, no energy regenerated the next turn for units that try to intercept & switch. This cost includes units switching in. Unless the unit they would replace has died for what ever reason and they would move in anyways. Then no cost for them. |
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Corin
56 posts
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Seems like that would just obviate a lot of the strategy that defines Kongai. I mean, it’s not meant to be a contest of who can get their stun or crit to proc first, as two characters stand in front of each other and trade blows until one is dead. The mindgames of switching and intercepting are one of the things that makes Kongai so unique, and so fun.
Also, if we put intercepts on a timer, it would give players switches without any risk at all, which is kind of dumb. I don’t think we need to make the game more mechanical, and less strategic.
EDIT: Since this is supposed to be an idea thread, here’s my idea <_><
I’ve heard a lot of people complain that they get a bit bored playing the same cards again and again. I think it would be interesting to have the option to play a “Random game”, where both players cards are chosen at random. Of course, players can already play with a random deck if they want, but this puts them at a bit of a disadvantage. Having both players use a random deck would put them on an even playing field.
I think it would be an interesting test of the players’ skills, since they wouldn’t be able to rely on the same strategies they’d been using game after game with their specific three cards. I’m sure there are people with great win/loss records, who haven’t even used half the cards in Kongai. |
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Slipstream
469 posts
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both players cards are chosen at random.
We have that. Where your decks are as you join a game, choose Random All. Your opponent probably won’t, though, so it’s not exactly your suggestion. |
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Corin
56 posts
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Um, yes, I mentioned that.
Of course, players can already play with a random deck if they want, but this puts them at a bit of a disadvantage. Having both players use a random deck would put them on an even playing field.
Both players would opt to play a “random game”, with the knowledge that they and their opponent would be forced to play a random deck. |
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TruePurple
92 posts
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Theres also the stratagy of which attack you use, which range you set, whether you use any attack at all so that you can spend energy to intercept a switch, whether it would be worth it with all that energy used.
And even with every third turn, when you might switch would still be a strong part of the game I think, just not the main part where it nearly eclipes the the rest.
If you don’t like that particular version, there must be other ways we can formulate it. |
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bluefool
56 posts
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I vote no. This just encourges those “heavy blow ftw” stretegies, which are simply bad ones. |
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cokeman
11 posts
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need to have a card shop where u spend the points uve gotten from badges over the years |
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ilikecheese86
2 posts
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TruePurple
92 posts
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FTW? Explain the strategy so it can be discussed please, maybe theres another way around it.
What if it was just that you could block a retreat already announced with no damage for 90 mana? Even 100?
What if you could spend 100 for a retreat that couldn’t be stopped except by the other guy also spending 100 to block you for no damage? The point being, if you really want to change guys because you don’t like the match up..
I like Corins idea of random battle option. I think cokemans idea of a card shop has been suggested a number of times and is good. |
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grza
81 posts
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Yes, FTW.
The idea is this: One of the best counters against high-power, high-cost moves is switching out, or the threat of switching out. If you can’t switch out, then those moves become much more powerful.
About your suggested new moves: You’re saying block a retreat for 100 energy… in addition to a move? I really don’t understand what you’re saying, and I suspect that neither do you. You’re suggesting that intercepts cost 100 energy and deal no damage? Or that there would be new SUPER intercepts and SUPER dodges that can only be caught by their new, super compliment?
Everybody wants a card shop because the drop rate is too low. I’d love a card shop, but I think many of these people would be happy with just a higher drop rate. Of the two, I’m sure a higher drop rate is much easier to implement. |
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matt0202
571 posts
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Have a challange mode in which you can unlock certain cards by completing each challange |
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matt0202
571 posts
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derroe23
11 posts
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It is hard to suggest a method to improve the switching/intercepting concept. I offer these 2 ideas (for discussion) and please leave your feedback:
1) A successful intercept deals less/no damage but leaves the intercepted player stunned for the next turn.
2) A player that switches out has their energy meter set to 0. This would take 5 whole turns for this card then to return to full energy. Or, cards not in play should only gain 10 energy per turn. |
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TruePurple
92 posts
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Lets start with this, what does FTW stand for grza?
Random drop isn’t actually as good as being able to pick that card you’ve been wanting after you’ve earned up enough games.
that there would be new SUPER intercepts and SUPER dodges that can only be caught by their new, super compliment?[/quote]
A number of ways it could be done. Thats one way, but at the cost of all your energy it wouldn’t be something you could do lightly. Especially with the intercept doing no damage. It could even possibly cost energy of the unit switching in too (like maybe 50 energy)
Another way would be if switches have to wait every third turn. (intercepts every fourth) This would be a way to switch or intercept without waiting.(and perhaps not resetting the wait time either) Since it can be done when ever you have 100 energy to spend. Though in this version, perhaps the interception attempt should be cheaper, like 50 energy. Since no damage done. Switching for energy when you normally couldn’t, could be used even as a way of switching with it just being limited to every other turn normally, as the way to do it during the off turn, but some of the point is lost.
Alternatively, basic switching and intercepting could just cost energy like changing range does (even if they fail) As it is now, it feels almost rather random sometimes. And games can stretch out with lots of switching/interception attempts. |
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Jabor
2851 posts
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I think you are kind of missing the point here.
The basic gameplay is RPS – Attack beats Intercept beats Switch. For there to be any significant element of Yomi at all, it needs to be uneven payoffs. Winning with Intercept wins you a lot. 35 damage, at no energy cost. Winning with switch is either really good, or fairly minor, depending on the situation. Switching out on a ToD is a big win for you, while dodging a Blood Burn this way is pretty insignificant. It’s this variable RPS, every turn (or near enough) that gives Kongai its strategy.
What you’re basically proposing is eliminating most of that, and turn the game from RPS into Choose-the-best-attack. |
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TruePurple
92 posts
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Your missing some of the point jabor. When that aspect of the game, rock/paper/scissors in the form of switch/intercept/attack becomes most of the game, the game becomes mostly about chance. Which means you might as well sit there throwing rock/paper scissors with a real life friend for nearly the same level of “strategy”. Ok its not quit as bad as that, but I see room for improvement too. Also ganes can really stretch out with lots of intercept/switch attempts.
What about my last suggestion (edited in) about basic switching/intercept attempts costing some energy? Perhaps switching could cost energy of both the outgoing and incoming characters? That way its not done as lightly.
you’re basically proposing is eliminating most of that, and turn the game from RPS into Choose-the-best-attack.[/quote]
Your going to have to justify that statement. I don’t see how it would be anything like that. |
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wolfinthesheep
108 posts
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The fact that you see the game as being mostly about chance shows how little you understand about the game. It’s a game about predicting your opponent’s moves, not randomly clicking and hoping things turn out well.
When people switch out a lot, start intercepting more. When people intercept a lot, stop switching out as much and start hitting/resting on the free turn they just gave you.
Your suggestions basically say that you’re bad at predicting, so you want to have to do it less. It’s like any other strategy game. You have to be far more reactive and much less proactive if you want to succeed. |
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TruePurple
92 posts
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1) A successful intercept deals less/no damage but leaves the intercepted player stunned for the next turn.
2) A player that switches out has their energy meter set to 0. This would take 5 whole turns for this card then to return to full energy. Or, cards not in play should only gain 10 energy per turn.
Interesting ideas. I’m not sure what to think of # 1. |
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cokeman
11 posts
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need to have a card shop where u spend the points uve gotten from badges over the years |
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TruePurple
92 posts
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How is that different then a actual rock/paper/scissors game where you throw hand on hand wolf? How does it not overshadow most of the rest of the game? What would the negative repercussion’s be of switches and intercepts costing some energy, with switches possibly costing a bit of energy from the incoming unit too? I only see positives, quicker game, more thought going into using those moves, more balance between those two moves and the rest of the game. It works for range switches.(not that it needs to be that much) |
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heye
1 post
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So, since this is a suggestion thread, here is mine:
When “hosting” a multiplayer game I have different sets of decks. So I choose my deck from the list and the player denoted to me chooses not to play me. Then the deck switches back to the first deck i ever created and if I hit ready again I am stuck with that.
More a bug report than a suggestion, but plz make deck choices stick. |
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leefnaspleaf
15 posts
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It’s different from paper rock scissors because the game isn’t over just because someone switched or didn’t switch. You can still play the odds.
There are so many other factors involved: risk/reward, energy management, character match-ups…
It’s a game of long-term strategy. Which decision is most likely to have a favorable result? How do I weigh the possible favorable results against eachother? Do I want to save energy, or do I want to the enemy to have less hp than I do? You have to formulate a strategy and then play the odds accordingly. If someone is about to chi blast you, you should probably always switch until you get a read on your opponent that tells you otherwise.
You have to hedge your bets too. The relative certainty of taking 35 damage might be better than the chance of having that character die completely. Does your opponent only have enough mana to deal 20 damage and you think he might try to switch? Attacking is a high risk/reward proposition, whereas resting will have a more certain outcome with slightly less reward.
Going for the best conceivable outcome every time somebody might switch is not a good strategy. |
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TruePurple
92 posts
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From what you said leef, adding a energy cost to switches (a cost that would apply to the unit switching in too) and intercepts would only add positively to that. |
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Garfield1253
1 post
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Ok, I just though i would add something to wat all of these posts have said. I liked some of the ideas.
For Example: I love the idea of a store, where you could buy cards. I would like it if you could spend all of the points that you work soooooo hard for, that are currently useless. Another idea would be that every 20 or so battles won you could get a card.
I would also like to add that i have no problem with the swap/intercept portion of the game. I think it is evenly balanced. Both cost no energy, both have positive and negative effects; intercept does 35 damage, and successful switch dodges attack(possibly a strong one) and makes opponent waste energy.
P.S. like the avatar matt0202 funny thing is i didnt get it from u |
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grza
81 posts
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Adding an energy cost to switches would change the game, and make it a little more predictable than it is. A low energy cost would make it a little more predictable, and a high energy cost would make it much more predictable.
It would be a little more predictable because the low cost of switching/intercepting means that even low-energy characters will always be able to switch, intercept, or rest. If switching and intercepting costed 90 POINTS OF ENERGY, then you’d almost always have to rest before switching, and low-energy characters would frequently have no good options available to them – Rest is all they can do. That’s no fun.
The REAL cost of a switch is the chance that you’ll be intercepted. It’s a fairly large cost, too, as it means 35 damage, and your opponent will have at least as many options to hurt you on the next round.
FTW means For The Win. You should just use google, though, the next time you find an acronym you don’t recognize. |