RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]
Game doesnt have enough players to accommodate for score gap currently. Moreover, if I'd put a +-10 level matching system, how will it behave for future expansions and formats, where a Level 25 player can have the same inventory with a Level 1 player for a particular format?
Some players told me about high level players gaining same bits as low level players is not fair. So I have just thought about a new bit yielding schema where players below level 20 are awarded more bits and players above it less. Attached to this post you can find details about it. "bits modifier" column is the modifier that'll be applied to bits gained. For example when level is 13 (modifier=1.36) and you've got 60 score from a game, you'll gain 82 (60*1.36) bits. (Score is experience, bits are currency).
However this change should set more limits to market trading: players below level X shouldn't be allowed buy or sell in market, because players can open multiple accounts to buy out their stuff on main account. However, with this change, true new players cannot buy singles, is it an acceptable tradeoff? What should be X value? It should also be seperately discussed.
As we can see, changing something could bring up other problems or complexities. I know something isnt quite right about balance, but I expect well thought ideas (esp. with specific formulas).
@Verbatim
About poison disabling powers: This needs different rule schemas, and I'll be thinking about it.
Eevee's tail wag will be fixed with next version.
Curse & Strike Back and Haunter Transparency are the hardest problems currently. Thanks for playing it enough to find those out.
BTW, I'm working on something that'll allow everyone to code cards, following some guidelines. I dont know if anyone would be interested, though. It'll have syntax like the following:
Code:
basic hp:40, retreatCost:1, type:W, {
weakness L
move "Bubble" {
energyCost W
onAttack {
damage 10
flip {
apply paralyzed
}
}
}
move "Withdraw" {
energyCost W,C
onAttack {
flip {
preventDamageNextTurn
}
}
}
}
This was for Squirtle Base Set.