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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 10-Nov-2003 00:10 Post subject: Blacknight Holdings |
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To get the ball rolling, here is a Custom Card I created for myself some time back. It may need some updating.
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Blacknight Holdings
Base Cost: 2
Armor: 2
Structure: 3
Affiliation: Inner Sphere
Provides Assembly
Command * Resource * Inner Sphere
Tap: 1R
Tap: Repair damage to one of your Units equal to the number of resources you spend. use this ability only during your Repair/Reload phase.
Assembly (Once during your Repair/Reload phase, you may pay 1R to repair 1 damage to one of your Units.)
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Thoughts?
[ This Message was edited by: Mordel on 2003-11-12 19:36 ] _________________ Mordel Blacknight - Site Administrator
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Layton Fog Clan Wolf Point Commander
Joined: 05-Nov-2003 00:00 Posts: 14
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Posted: 12-Nov-2003 19:27 Post subject: RE: Blacknight Holdings |
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Ehm... Did you want to say "to one of your units"?
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 12-Nov-2003 19:36 Post subject: RE: Blacknight Holdings |
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Yeah. I actually had it twice but incorrect the first time. It was correctly listed after the Assembly resource.
_________________ Mordel Blacknight - Site Administrator
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MEX Clan Blood Spirit Star Colonel
Joined: 21-Mar-2002 00:00 Posts: 440 Location: Austria
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Posted: 13-Nov-2003 11:11 Post subject: RE: Blacknight Holdings |
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Quote:
| On 2003-11-10 00:10, Mordel wrote:
Blacknight Holdings
Base Cost: 2
Tap: Repair damage to one of your Units equal to the number of resources you spend. use this ability only during your Repair/Reload phase. |
| For only 2 points of resources to construct, this ability is MUCH to strong !
At least you should only make it availabe for a special faction !
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 13-Nov-2003 13:43 Post subject: RE: Blacknight Holdings |
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Possibly. It's been a while since I played the game. It should be available to all factions as I welcome everyone. Perhaps we could bump the cost up. I'd actually like to get an attack rating as well for defensive purposes. Perhaps a cost of 5 would be more appropriate with a defense of 2?
Or, without any other changes, make it so that for every 2 resources spent, you can repair 1 damage on any one unit. That seems a little better.
_________________ Mordel Blacknight - Site Administrator
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Layton Fog Clan Wolf Point Commander
Joined: 05-Nov-2003 00:00 Posts: 14
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Posted: 14-Nov-2003 18:50 Post subject: RE: Blacknight Holdings |
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That's MUCH better, Mordel. I think, it will play like this, but it still seems a bit too strong. Well, don't mind me, I think it will play anyway and no one will spend 4 resource to repair 2 points of damage to his precious Daishi. Go on.
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MEX Clan Blood Spirit Star Colonel
Joined: 21-Mar-2002 00:00 Posts: 440 Location: Austria
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Posted: 16-Nov-2003 07:28 Post subject: RE: Blacknight Holdings |
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Quote:
| On 2003-11-14 18:50, Layton Fog wrote:... I think it will play anyway and no one will spend 4 resource to repair 2 points of damage to his precious Daishi. ... |
| I can tell you that usually a player has enough cards in play to produce resources after the 4th turn ! Sooner or later he will have more resources available than he can spend on construction in the current turn. Because of this, i prefer a quadratic, and not a linear, increase in the costs !
How about the following:
1*1 resources for 1 point of damage repaired = 1
2*2 resources for 2 points of damage repaired = 4
3*3 resources for 3 points of damage repaired = 9
4*4 resources for 4 points of damage repaired = 16
5*5 resources for 5 poinbts of damage repaired = 25
6*6 resources for 6 points of damage repaired = 36
...
As i usually have up to 10 resources in play at the end of a game, the ability to repair 10 points of damage each turn is too much !
Even 5 points of damage are too much, especialy when you consider that you can repair up to 7 points of damage with Assembly and "Repair Facility" in each turn.
For the first point of damage this solution will work as good as the original solution.
For 2 points of damage this solution will work as good as the linear increase suggested by Mordel.
For 3 and more points of damage the quadratic increase will prefent the abuse of this card in mutiplayer games where each player usually has much more than 10 resources available each round.
AND DONT FORGET TO MAKE SUCH CARDS TO A UNIQUE CARD !
6 of this card would be disastrous as anybody can get any resource card he wants out of his deck with the card "War Fund".
[ This Message was edited by: MEX on 2003-11-16 07:42 ]
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 16-Nov-2003 09:51 Post subject: RE: Blacknight Holdings |
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I admit I haven't played the game in a while, but aren't there other resource cards where you can tap to repair damage? Do any of them allow you to put tokens on them to use at later times? I thought there were some of these.
As for being Unique, I agree. It should be unique.
_________________ Mordel Blacknight - Site Administrator
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MEX Clan Blood Spirit Star Colonel
Joined: 21-Mar-2002 00:00 Posts: 440 Location: Austria
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Posted: 16-Nov-2003 11:49 Post subject: RE: Blacknight Holdings |
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The following cards can repair units in addition to Assembly:
Gearhead, Mech Rotation, Repair Facility, Technician Caste & Vehicle Repair Barn
But only 1 point of damage each round per card in play.
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 16-Nov-2003 12:46 Post subject: RE: Blacknight Holdings |
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Ahhh... ok. So I'll have to consider the damage repair on mine. It does seem pretty powerful now that I know that.
_________________ Mordel Blacknight - Site Administrator
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MEX Clan Blood Spirit Star Colonel
Joined: 21-Mar-2002 00:00 Posts: 440 Location: Austria
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Posted: 16-Nov-2003 13:21 Post subject: RE: Blacknight Holdings |
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Quote:
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On 2003-11-16 12:46, Mordel wrote:
Ahhh... ok. So I'll have to consider the damage repair on mine. It does seem pretty powerful now that I know that.
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| How about storing counters on your card which can later be used to repair damage ?
If you make sure that it would be more expensive to add a additional counter with each counter already on the card, it shouldnt be too powerful to destroy the balance in the game, like some box powers or alliances which are already too powerfull although they look harmless at first.
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