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Author Topic: Are all superheroes/villians really equal?  (Read 818 times)
UFC_Is_Better


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« on: November 07, 2007, 07:30:13 AM »

So I was wondering why it is that each superhero/villian have stats that equal 18.  It just doesnt make sense to me.  A character like Pheonix, who is one of the most powerful mutants in the Marvel universe, is not equal to Kingpin.  There should be variations amongst the characters.

Also, I was wondering why the superheroes dont have a super power on their card?  It really isnt a big deal since you start the game with one but I was wondering what the rationale behind it was.
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Niki Heber
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« Reply #1 on: November 07, 2007, 11:39:21 AM »

So I was wondering why it is that each superhero/villian have stats that equal 18.  It just doesnt make sense to me.  A character like Pheonix, who is one of the most powerful mutants in the Marvel universe, is not equal to Kingpin.  There should be variations amongst the characters.

I think that's mostly for game balance.  Why would you create a character for a game that couldn't contend with any of the other characters in teh game?

Quote
Also, I was wondering why the superheroes dont have a super power on their card?  It really isnt a big deal since you start the game with one but I was wondering what the rationale behind it was.

the reason that the superpowers are on separate cards is because it allows deck to have more freedom  when you have 2 abilities to choose from.
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« Reply #2 on: November 07, 2007, 12:11:52 PM »

I dont think a range of 17-20 is going to throw off the balance.
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« Reply #3 on: November 07, 2007, 12:22:25 PM »

Then as well down the road in the game u could have different abilities released lets say that u have Spiderman and 2 superpowers, later on he could have another superpower released such as alien symbiote.

And having extra attributes could infact make a character do nastier things, like being able to play 3xhes getting tired before using the characters high damage attack, since they have the extra points to do it, when that big move is intended to use up almost all of the attributes so it cant have things like that done along with it.
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« Reply #4 on: November 07, 2007, 08:01:18 PM »

I dont think a range of 17-20 is going to throw off the balance.

You're probably right, it wouldn't throw it off that much, but when I do it, it will be on a character, probably a promo, that won't get much specific card support.

Raw Deal used a fortitude system for limiting WHICH cards you could play throughout the game.

Secret Wars uses a system that limits HOW MANY cards you can play in a turn.

When I release the silver surfer and galactus, you will get a taste of what having access to the equivilant of let's say 15 strength attributes in 1 turn can do.

I picked 18 as the number basically because 15 wasn't enough to acuarately portray the characters, and 20 was too many.

Seriously think about what Mitch was eluding to in his last post.  In the hands of a good player, a few extra attribute points can be game breaking.
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« Reply #5 on: November 08, 2007, 03:08:52 PM »

If you really want the extra Attributes, play the object or headline (I can't remember which) that boost the attribute points.
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