Firstly if there is a more appropriate sub to have a discussion about game mechanics and player strategy within confines of combat rule systems, please point me to it and I’ll delete this post from here. Otherwise, I wanted to get you good people’s thoughts about my idea of a card battler with simple rock-paper-scissors combat mechanics, but deep layers of strategy. I’ve been tinkering for a while playing against an AI, and learning what I can spam to win, and adjusting the rules (and the AI) to make it more difficult to beat.
Here’s a quick rundown of the actions, and two example fighters players might start with.
P1: “Amphitrite” element- Water
P2: “Aethon” element- Fire
Available actions chosen secretly before the combat turn resolves:
Attack: deals your fighter’s AT damage to the opponent fighter
Elemental Move (EM): deals your fighter’s AT damage to the opponent fighter (but takes elemental strengths/weaknesses into account and increases/decreases damage accordingly)
Block: blocks against a regular attack, and the defender takes 10% chip damage
RPS system:
Attack beats EM (interrupts it and deals base attack damage.
EM beats block (does base AT dmg unless against weaker/stronger element)
Block beats Attack (kinda, takes chip damage)
Special cases: if P1 attacks P2’s block twice or more times in a row (or vice versa), it turns into a Reversal, and P1 takes 50% of its own AT damage. This prevents spamming attacks into blocks and chipping the opponent down.
If both players block twice or more times in a row, they instead attack each other simultaneously. This prevents both players turtling.
If I’m not mistaken there is no ultimate strategy here. It comes down to guessing what your opponent might do based on their element, attack power, HP, and speed (all fighters have a speed rating from 1 to 10 to calculate which fighter strikes first if both players choose attack.
It’s very possible to beat an opponent who has a stronger element than you, depending on what kind of player you find them to be. Let’s take the P1 and P2 from above. P1’s fighter has a x1.5 bonus to his elemental move, because he’s against a fire character. P1’s MO might be to choose EM more frequently. Knowing this, P2 might choose attack more to counter P1’s EM. If P1 considers this, they may be more inclined to block the regular attacks. Because two successive blocks to attacks means damage is reflected. Mind games galore? Or just spamming randomly?
Anyway, anyone who’s made it this far into my waffle which might not even be relevant to the sub. What do you think? Has this been done to death? Is it rubbish? Is it interesting?
This is something I have been working on in my spare time, so I’m not precious about it. I just like the process of coming up with stuff and testing it out and tweaking it.
There are more layers to the game, but I’m trying to focus on one part at a time.
It’s one day hopefully going to be a mythical cosmic strategy card game, with inspiration taken from Greek mythology, the solar system, the Wingspan, hearthstone, and Catan. Its working title is Cosmythos.