sloth wrote:Yes, that sounds much better. A level one general could have a restriction of say 0M 1R 5U while a level 10 general could have 1M 4R 15U for example. That would have a great effect on the power level of their decks.
I would like the highest generals to have no cap, though. Would kind of suck to have developed a deck based only on rares or somesuch and not be able to use it - especially when you've collected all the necessary cards

Sloth wrote:sliders are a deadly sin in game design.
Oh dear no, they are not a sin, just something you should avoid if you don't know how to design them well. But even with upkeep-per-general, would it make sense not to have colorless generals?
Sloth wrote:This is completely different from designing under restrictions, which is much easier to grog for players.
How are mana-based restrictions different from arbitrary restrictions? If we go by rarity-based-upkeep, then you can add as much as you can pay for with your mana - whereas putting a rarity cap on a commander makes an immutable boundary that the player can't cross no matter how much mana he has to spare, no?
Sloth wrote:Changing the deck to all basic lands whenever there is no chance for a battle and powering up when needed
That is not a loophole, that is the point. If you don't need an army, you could completely disable that army and remove all the upkeep - only to reactivate it when needed. Upkeep is only paid when your army is active. In fact I would even consider having a button to do it for you (activate/deactivate an entire army deck with one click).
Sloth wrote: Having lots of generals with only basic lands, to run around as errants.
I'm assuming that some commanders will actually be hired solely for this purpose. They would be extremely vulnerable, of course, if you don't actually give them a deck. Imagine you send your errant somewhere and he runs into some hidden random encounter fight - even the most harmless fight will result in his immediate defeat. Instead, such "runners" would be outfitted with a small, cheap army made up of your leftover cards - just in case.
Also, I think I mentioned this earlier, but I'll mention it again - we could also charge mana (from the surplus, not on a turn-by-turn basis) for altering any army deck. Every card you put into a deck costs a certain amount of mana (again, basing the cost on rarity could work well here just as it would for upkeep). This is one way to ensure that players willing to micromanage don't find exploits by constantly changing their decks.
Sloth wrote:What flaws do you see with upkeep-per-general?
For one, as mentioned, that the size and strength of your deck does not depend on your progress (though this might be solved with rarity caps, but introduces another problem of strong bias against rare card decks even after all the meticulous collection of cards is done with).
Secondly, if a general can only lead troops of his own color (or any limited set of colors), then the
availability of generals would limit your color selection. I haven't decided on which system to use for recruiting, but in any system generals should overall be pretty rare and costly (even without upkeep), and their appearance tied to some factors of random chance - so until you get the general you want, you'd be screwed, and there is no guarantee you'll ever get him. On the one hand, that's Magic - there's no guarantee to get the rare card you want in a booster pack - but if your strategy is severely handicapped due to bad luck, then that's a problem with the game. If you can't get a general who will support the cards you have, you're screwed! This becomes even more crucial if we want to allow generals to be killed, in one way or another (though my current design does not).
I'm not saying general upkeep is the worse method, though - it certainly is a good idea, but not without its own flaws. I'm just hoping we'll be able to reconcile the flaws, or find a different system that does work. Like I said, I'm keeping the options open on this and still want to hear opinions.