Wow, long post.
That's what she said. (hyuk)
More seriously, I was trying to cover all the points, and decided on a different writing approach. Plus, it is a very interesting discussion.
As for costs, I'm pretty sure I have a general idea of all the factors and relative weights being taken into account. I don't know the exact weighting nor measurements you are using. However, I have been playing CCG's since Net...err...something, forgot the full name, that's how long ago it was, lol. Anyway, I feel my experience allows me to more quickly understand relative value within a CCG, and while I'm sure your Elements experience will give you a more precise understanding, I think we are close enough to see each others views. We'll likely disagree on some weighting, but that's not overly important at this moment. So, while my quanta cost example doesn't line up with your converted cost, it wasn't as if we were speaking two completely different languages. I also forgot about Unstable Gas since I so rarely come across that card.
As for dead draws, again, I understand they will exist in almost every CCG (Spectromancer has an interesting approach to eliminating them). My point, which also is the core of this thread, is that the need to fill your deck with multiple copies of weapons/shields (and Nightfalls, and others) is excessive in this game, and that there were some ways to mitigate this. As I also mentioned, even with these changes it is likely that people would include more than one copy, so dead draws would still occur, but at a
lower frequency. I do not believe dead draws are a justifiable mechanic, and it has long been a bane of MtG with regards to land. Other successful CCG's have sought ways to mitigate this notorious issue; for example, the Warcraft CCG allowed you to use any card to generate resources, thereby reducing the need to overstack your deck with lands, while also rewarding you for using the land cards in play by including additional effects on them. This attitude that a bad playing experience is just part of the game is self-defeating, and extremely counter-productive when it exists within those involved in the design of the game. Dead draws are a design
challenge, not a mechanic.
It would make the effort needed to solve this other problem take longer. Remember I believe every element should have a defense against every offense and a counter defense against every defense. However, personally I am board of removal (PC) as suggestions for new defenses and counter defenses. The difference between defense and removal is key. Defense simply means you have the ability to fight. removal is a type of defense. Not all elements need to be able to remove permanents but they all need ways to be able to defeat the opponent that uses the permanents even after the permanents hit the field.
Ok, so:
1) We continue to disagree on the effect of design time, and this goes back to my argument that, by splitting the two, you ease the burden of card design, even if more cards are created overall. This is related to the range discussion.
2) We mostly agree that every element should have a defense against items and artifacts. I have some concern about homogenization, but I'm guessing we have a similar vision of thematic, varied defenses. In my case, it just involves removing a 'one-size-fits-all' approach. We then return to our disagreement in (1), card burden.
Thank you for explaining your focus on range again. I think I understand this time. You were pointing out how small ranges of value stabilizes the average in a similar way to large groups of cards stabilizes the average.
Large groups of card do
not stabilize the average, other than in a purely mathematical sense. An average is not very important when it comes to actual gameplay. In the game, a very direct relationship exists. Because of this specific relationship, a wide range will lead to a wide disparity in card value. To some extent this is fine and expected, but there is a glaring opportunity in this game to improve upon this in a way that will increase balance and provide interesting thematic potential.
You have mostly convinced me however I think the best way to transition the game that direction while maintaining a large metagame in the meantime would be to keep existing PC as PC but make it more expensive and add much more Artifacts and defenses against Items and Artifacts. I would hope that the majority were non removal focused so they would feel newer.
My proposal really doesn't change the size of the metagame very much, if at all. In fact, it may increase it, due to the natural result of more cards, more card relationships, and therefore more decisions, for an equal amount of design time.
At the very least, we do agree that existing PC should be more costly. I made some points about this recently in the Explosion thread on the Nerf forum. Essentially, the idea being to make its cost dependent on the card being destroyed. This helps alleviate the problems with the current range. However, it can only account for quanta cost, and not with the other intrinsic costs that we agree exist with uniqueness, a cost that is always present with items, but very rarely present with artifacts.
Just as a warning, which I touched on earlier: if you begin adding more PC, it will be more difficult to make a change like the one I am proposing down the line. It's a sensible time to implement this distinction. But, I've tried to present this as best I can, and I'm not sure what else I can say to further clarify my stance.