Character design feature: count up tiles

Nabistay
Nabistay Posts: 146 Tile Toppler
Idea for a new power template. Well, probably repeating an old idea. 


Place a "count up N" tile on the board. At the beginning of the turn if one of these tiles exist do {heal 100*x health, deal 100*x damage, remove x special tiles}

The tile is removed after N turns. 



Also repeater, just replacing itself when it reached maximum. 

Comments

  • Sim Mayor
    Sim Mayor Posts: 309 Mover and Shaker
    Interesting! I was wondering where you were going with this based on the title, but the idea of the count up being used as a multiplier for a power has potential.

    The only downside I see is that the current AI isn't smart enough to actively try to get rid of one of these, which means the only way they'll get matched away quickly is if I play it, since RNG hates me.
  • HoundofShadow
    HoundofShadow Posts: 8,004 Chairperson of the Boards
    edited April 2018
    How does it differ from countdown tiles, apart from how certain characters increase or decrease the countdown timers? Using one of your suggestion as an example:

    Place a "count up N" tile on the board. At the beginning of the turn if one of these tiles exist, heal 100*x health. The tile is removed after N turns. 

    Place a "count down N" tile on the board. At the beginning of the turn if one of these tiles exist, heal 100*x health. The tile is removed after N turns. 


  • Nabistay
    Nabistay Posts: 146 Tile Toppler
    Houndofshadow, in my head the idea is that the power would get stronger over time based on the number shown on the count-up tile. In the end the result would be the same as a count down but it would give the most benefit a number of turns after it was placed.

    Example: count up that heals x*100 life per turn for 3 turns:
    Turn 1: heal 100 (1*100, 100 total) 
    Turn 2: heal 200 (2*100, 300 total) 
    Turn 3: heal 300 (3*100, 600 total) 

    Count down that heals x*100 life for 3 turns:
    Turn 1: heal 300 (3*100, 300 total) 
    Turn 2: heal 200 (2*100, 500 total) 
    Turn 3: heal 100 (1*100, 600 total) 

    So it would scale over time and back load the reward a bit, rewarding you more the longer you could keep the tile alive. XFW sort of uses this model with the healing reward at the end of a countdown.. Protect the tile for lots of healing. If you replaced that power with this one he could heal the same amount, you could still have the back loaded payoff for protecting the tile, but you would still get some healing even if the tile died or was matched away. 

    Does that make sense? You could definitely do all this with countdowns, even tie the effect to a (max countdown size - number on countdown + 1) function to get the identical effect. 
  • gottahandittocoulson
    gottahandittocoulson Posts: 7 Just Dropped In
    I like the possibilities this opens up. 
  • DeNappa
    DeNappa Posts: 1,398 Chairperson of the Boards
    The 'Count up' tile idea has been brought up before. I like it as well, although there could be a possible UI confusion issue to distinguish countdowns from countups.

    Now that you mention it, I remember submitting an april fool's character design contest entry once that revolved around Count-Up tiles. Can't be bothered to search my post history, but if I remember correctly it revolved about generating count-up tiles passively, and the sum of all count-up tiles would count as extra match damage, AND (when winning the match) all remaining count-up tiles would be summed (and multiplied based on # of covers) and this would become an ISO bonus.
  • bezzybear1
    bezzybear1 Posts: 4 Just Dropped In
    Makes no difference you can still set it up with a count down tile the same way. The lower the timer the stronger it gets so with your count up you got it like 
    100 x 1
    200 x 2
    300 x3 
    well you just flip it so count down 
    100 x 3 
    200 x 2 
    300 x 1 
    as long the timer is set the same it doesn’t change anything?