Dev Log #06 Combat Pt 3
With the recent rework of the UI, I also reworked some game mechanics.
Withhold (Original design)
In the original concept, "withhold" allowed players to keep a selected card in hand for the next round. Card and effect synergies are crucial to the combat design. Unlike other card games, here, players' actions can be interrupted if a foe hits them without the protection of a shield. Seeing a great hand get wasted can be frustrating. "Withhold" was designed to handle this problem.
In addition to keeping cards, "withhold" was an alternative option to reduce RAM usage. Recall that every card that players use costs RAM. I designed security-type cards to reduce RAM. Players will not always have a security-type card when needed, so a limited backup option should be in place to ease the difficulty of resource management.
There is a limit to how many times you can "withhold" (2 times). The limit resets after your hand is empty at the end of a round. Withheld cards cannot be removed from your hand at the end of a round. In other words, you cannot reset the limit at the end of the round when you withhold, since your hand isn't empty. Abusing "withhold" will result in players having too many cards; it may take several rounds to empty their hands.
Problem with the shield economy
Advantages that players/AIs built up at the early stage of a round can have a snowballing effect. Maintaining an interruption streak would stop the opponent from damaging shields (the enemy's shield is getting crushed all the time. Without the protection of a shield, they are interrupted and thus cannot hurt you); this created an edge in the shield economy, which made it harder for the opposing side to overturn the tide.
Though it felt good to be the only one constantly throwing the jabs, the satisfaction of complete dominance over your foe would soon wear off, and what was left was boredom for the lack of challenge. The reverse situation could happen to the players; it would be irritating without measures to even the playing field.
Add additional features to "withhold" to solve the problem, but...
My first attempt to solve the problem was to add shields when withholding. However, there were two glaring problems: 1. If I already had an advantage with the shield economy, this would only worsen the issue; 2. I couldn't attack while withholding. Should the enemy attack, the shield I gain from withholding would easily get destroyed, which wouldn't help to level the playing field.
Adjusting the amount of shield gain was the first thing I thought about. But obviously, this didn't solve the underlying design flaw. If too much, it would worsen problem 1. If too little, it would worsen problem 2. The problem had been a bug in my head until recently.
Withhold -> Defense (reverse thinking, instead of addition, think subtraction)
Instead of adding the shield, why not reflect shield damage to the attacker?
1. No more free shield with the press of a button. If the enemy didn't attack, the gap in shield economy would remain the same.
2. If the enemy attacked, reflected shield damage would help to reduce the gap. Note that the shield damage reflection is not 100%; I don't want the defense to be too overpowered.