So it takes basically +6 turns to the EC to be rentable vs a Quantum Tower. But after that, I think it really owns, I mean, having a Nova at almost every turn is kind of Oo
Yet, it still takes time to setup, so it should be compared to average duration of a game per category (rush/balanced/long setup). Considering it might overall take at least 2-3 turns to be able to get 3
, this thing would seriously heat up around turn 9~10.
How did you calculate the balanced cost? I just put 4/3
cause I had the feeling, but if you got a formula this might help for future designs.
Also, I just had an idea. Couldn't it make an interesting combo with Reverse Time? Here what I though:
-When a EC comes into play, the clock rate is 1. You can speed up the thing, then it'll become 2 (cycle 2 quanta per turn)
- If you RT it, the clock rate becomes -1, meaning the Quanta will be cycled counter clockwise.
So the formula for clock rate is:
- When Speed up => X + sign(X).
Example: Clockrate (2) + Speed up => Clockrate (3) // Clockrate (-4) + Speed up => Clockrate (-5)
- When RT => X - 2 * sign(X).
Example: Clockrate (5) + RT => Clockrate (3) // Clockrate (-3) + RT => Clockrate (-1)
- If clockrate =0 (i.e. the card act as a pillar, generating 1 Quanta of an element depending of the position of the clock), RT will make it -1, and speed up will make it +1
That would make it easier for Elements positioned last on the clock (from 7 to 11), if you need them at the beginning of the game. And it would give your opponent a way to slow down your crazy Quanta generation after turns 10+
Obviously in this case, Nova should be triggered after one full turn, cause if not, RT + RT + RT at position 1 would create a Nova loop
Anyway, thanks about the art, I think that it could still be improved, but it's not the priority now ^^