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Old January 9th, 2011, 09:40 PM
fiddlerjones fiddlerjones is offline
 
Join Date: March 25, 2010
Location: USA - NC - Raleigh (Chapel Hill)
Posts: 655
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Re: Project Pokemon: Trainer Cards Thread

I'm not in favor of making trainers in-game figures. They either need to represent your training style or possibly other trainers you've recruited to help you command. They wouldn't have meaningful attacks, and if we did make them figures, would they be able to be attacked and destroyed?

To me the Trainer Card is something strongly distinct from an Army Card. I doubt we need distance-from-starting-area restrictions or anything like that; if we set our minds to it we can find a good way to implement these abilities without making them too strong.

As far as the type preference/specialty/mastery idea goes, I like using it as a template for how we create cards, but we don't actually need to use those terms on the cards. A general rule of thumb is that number of types associated with a trainer is inversely proportional to the strength of the boost that trainer gives. It's a sliding scale between versatility and power.

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"I ended up with forty acres;
I ended up with a broken fiddle --
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And not a single regret."
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