Sloth wrote:Level 10 wasn't supposed to be the highest level (i was thinking about at least level 50)
Heheh
Sloth wrote:But most players feel bad playing sub-optimal by including a card for fun in their deck that costs more ressources than another card.
I... have no idea what you mean by that.
Sloth wrote: I don't want to check each turn whether i can save some mana by deactivating decks.
Ok, then I'll make a final proposition. What if the upkeep was only paid when the army is outside of any capital?
In this case, you can't finagle an army's deck to reduce upkeep while it is in the field. And if you move the army to a place where the deck CAN be adjusted, you don't need to reduce its upkeep because you're not paying any. An army that cannot meet upkeep requirements simply cannot leave the capital it's in.
This makes it MUCH easier to tell which armies are paying upkeep (in a town? No upkeep. Outside? Upkeep), and prevents exploits through micromanagement. If you want to reduce upkeep in a hurry, just retreat an army to a town and keep it there.
It also gives some advantage when defending territory - since you can use even a very costly rare deck for defense - but still need to pay when going on the offense, which is kind of why I thought upkeep would be a good idea to begin with.
(BTW, this may or may not work with general upkeep as well, depending on what capabilities we give generals when they are in friendly territory and/or capitals)
Sloth wrote:Building and testing decks is fun. Don't punish the player for trying to have fun.
Well, fun with deckbuilding and testing out decks is what casual matches are for, as far as I see it. The strategy layer is about doing what you can with what little you have, and expanding your abilities smartly step-by-step. I don't think the strategy layer should cater to deck-building exercises any more than it caters to its own strengths.
Of course, I only suggested costs for altering decks as a solution to the upkeep exploit issue - which I think would be solved by the suggestion above. I too don't want it if it's not needed.
Xitax wrote:Rather than rarity caps to control level progress, I think access to cards to control progress is better.
That is already in the design, since you gain cards by conquering new territory and improving it or otherwise utilizing its assets, so the repertoire is inexorably linked to progress already. I'm mainly looking for ways to keep the late-game from being boring once you've secured a lot of good cards. Rarity caps for generals are a good way to do so, although they will also become moot as generals go into very high levels. The other method is upkeep, which does not diminish in importance as time moves on (and in fact increases as you utilize more and more cards or more and more rare cards, forcing the player to find ways to compensate).