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General Discussion / Is the whole upgrade system just a bad idea to begin with?
« on: December 15, 2009, 10:09:36 pm »Okay, not necessarily every card. If you're playing cards like Sundial, Nova, or any of the dragons, there's a legitimate argument for not upgrading them even if you can. There's also a legitimate argument for upgrading them. If Jon wants to be the absolute best at the game, he'll try both versions of Sundial and see which is better for his deck. On the other hand, if Mike doesn't care enough to hunt Gods all day, he can still play with just the regular Sundial without being at a serious disadvantage. Both Jon and Mike are satisfied with their Sundials.I touched on this in an earlier post, but yes, this is what I was getting at. There's potential in a system that saves developer time by allowing players to "tweak" their cards to serve a slightly different role, and I'd support a system like that if it wasn't tied to god farming (the other bad parts of the current system are the costs of the cards, and the fact that the gods aren't just well-equipped and clever, but actually cheat--so the player is forced to rely on abuse of game mechanics rather than true strategy). But essentially splitting the game into two systems, one of upgrades and one of base cards, while the game is still in its early stages is going to end up making it hell to balance (clearly if a card is balanced before an upgrade, and the upgrade is purely better, it can no longer be balanced) and doesn't really add any more deck combinations other than insofar as it just lowers the cost of everything so Rainbow can do whatever it wants without having quanta issues even more than it already could.
Every card in the game should be like that.
Granted, it'd take a lot of effort to tweak almost half the cards in the game, but it's worth it if you want to appease both the hardcore and casual fans.