Ok here's a rough outline of a mechanic (really rough):- Absorbs 1 (of your) quanta per turn.
- Builds variable x each turn for each absorbed.
- By clicking it you cash out the quanta and gain 1.5x quanta matching your mark.
- If it's destroyed you lose quanta absorbed. Worse, if it's stolen your opponent gains whatever you put in.
Questions are:-Has anything like this ever been suggested?
-OP or UP?
-What element would this work with. Could it be
?
-If you don't like it, what would you suggest to balance it?
-If it seems too slow, should it take 2 quanta per turn?
EDIT:_________________________________________________________________________Quanta Reactor V2 -redesigned idea based on comments
- When it's played you have an option to choose the type of quanta it will generate.
- Absorbs 2 random quanta per turn.
- Uses these to build x.
- By clicking it you "cash" it out and gain 1.5x quanta matching the element you choose when you played it.
- Lose quanta if destroyed or stolen.
- Destroys itself after use.
Uses and exploits include: multiplying quanta for later use, hiding from quanta denial, having a reserve of quanta available for use after a Miracle, Air Blitz, SoS, etc.
Weakness include: PC, temporarily displaced quanta, it'll usually be slow.
New questions:-Play cost?
-Should it have a cap?
(10, 15, 20...)-Again, should it be tied to one element or be
?
-Should it destroy itself if you fail to "feed" it's 2
(adding another weakness)?