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Endless space review rps
Endless space review rps













endless space review rps

Is there a way to leave cards face-up and out of play until a later point in the round, revealing useful information as a round continues?.Do you have multiple, clear objectives beyond conquest through direct combat?.There are periods of less information or more information, depending on the game state, which I think is a nice touch. Additionally, cards previously played aren't retrieved immediately and are left face-up, allowing players see what possible options remain for their opponent. My point in mentioning this is that in Raptor, the varied objectives are handy in helping players determine their next action, and predict what their opponent will likely do. The player that revealed the lower number uses the card's special ability, and the player with the higher number subtracts their opponent's card number from theirs to determine the number of action points allowed on that turn.

endless space review rps

Long story short: each player plays a card which has either a number for Action Points, as well as a Special Ability. It's a two-player, asymmetric duel game with multiple paths to victory. I watched a video review of Sam Healy as he described it. :)įor feedback of a game I'm designing, it was recommended that I check out Raptor. I'm might only repeating thoughts you've already had. If your opponent's energy and hit points are hidden values but with ways to guesstimate them, all the better. "Ok, my Paper didn't do well against your Scissors but.you're on your last legs so it's worth the cost.maybe." Your Paper beat my Rock, but.can you really afford the energy cost?" or Pyrrhic victories become a thing - which is always a good sign, I reckon. Scissors beats paper in that paper used energy and only got a minimal payoffĪvailable energy and remaining hit points become a factor in determining how far one card can be said to have really bested another. Rock beats scissors in that it did damage at no energy cost Paper will beat Rock in that it does the damage (but at an energy cost) Scissors vs scissors - each gain essential energy, but perhaps not the same amount. Scissors is defensive - it reduces damage from attacks (and gains some energy) Paper always beats a slower attack (but costs energy) Paper attacks are fast but do less damage Rock attacks are slow but do extra damage It could be good to figure out a relationship between R, P and S which isn't simply that one beats t'other, but more that one has certain advantages over the other - and the significance of that advantage might depend on other stuff. But if YOU know that I know what you're powers are, we're just second-guessing each other - and basically back to a RPS situation. They definitely do if I can use some skill in guessing what your powers probably are, AND you don't know what I've managed to figure out.

endless space review rps

I need to work out a lot of stuff but has anyone got any ideas so far?Ī couple of things I encountered while trying to do a similar thing with RPS:ĭo the powers really give a clue as to your opponents likely choice? i know they have no high attacks left so if i play high defence i can stop the combo and counter their attack. again this will give a clue to your opponents move ie if they just successfully defended they might try to attack next to use their combo. It should be easy to track using the top card of your discard pile (orientation could show success or failure). things like " if you attack after you successfully defended deal 1 damage" like powers but reliant on the previous turn. I am thinking these powers will give a clue to your opponents strategy ie if they have given themselves 3 powers that boost offence, they are likely to attack. they will also cost hp to put down so better powers make you a weaker fighter. the powers will either benefit your offence or defence. each player will be given 5 and can choose 3 per fight. Part 2: the next step involves player powers (but i need a better name). I am hoping this gives a little more strategy but it still seems a little too random playing defence is safer but you wont deal damage (only a 1/6 chance). This all means that if you are playing offence your more likely to deal and take damage. Offence vs offence means either one player takes damage or you both take damage.ĭefense vs defence means either a miss or one player gains hp. If offence meets defence the attack either misses (no damage), offence gets past the defence (defence takes damage) or defence counters (offence takes damage) 6 offence and 6 defence each with an rps symbol (i have actually chosen high, mid and low but it works the same). This is fun but the game is still basically a guessing game. most of the approaches i have seen are to add more elements ie. I am toying with making rock paper scissors (rps) more complex.















Endless space review rps