@Thomadin wrote
Here is my suggestion:
Vary the requirements for each tower.
Examples:
Money Bin: Money generated from Money Bins is higher than X.
Wolf: Deal X damage with a critical Hit.
Herb Witch: Buff a single tower with X Herb Witches.
(Those are only examples, the actual requirements are up to your imagination :-) )
You could also make community challenges to decide on the requirements for specific foil cards.
This suggestion might be a lot of work, but you could use them to make “mini”-challenges and give an incentive for The player to play with every tower and vary the carry-tower.
@Thomadin wrote Here is my suggestion: Vary the requirements for each tower. Examples: Money Bin: Money generated from Money Bins is higher than X. Wolf: Deal X damage with a critical Hit. Herb Witch: Buff a single tower with X Herb Witches. (Those are only examples, the actual requirements are up to your imagination :-) ) You could also make community challenges to decide on the requirements for specific foil cards. This suggestion might be a lot of work, but you could use them to make “mini”-challenges and give an incentive for The player to play with every tower and vary the carry-tower.I was just going to suggest the same. My suggestions are : Hitman - Critical damage done in one game higher than X; Dandelion - Mass creeps killed in one game higher than X; Cube - Items transmuted in one game higher than X and etc.... Like @Thomadin said you can start mini-challenges to define every tower's foil leveling way.
Hi loupesko, welcome on board :-)
I like the idea with the requirements. Maybe one could even combine them, like do A, B, C in one game and then you get the foil version of this tower..
It's essential that the requirements relate to one game, this way grinding won't happen that easily.
Are there other ideas beside the requirements system? Just for the sake of brainstorming :-)
Btw, @Kad you mailed me a nice list of achievment ideas a few weeks ago. Would you mind if I'd post the excel here for another input?
Its only 53 records. I should give you a full 100 ;) I think though that they should be seperate systems. If you want to post it thats fine but id rather not see it become a list for foil cards. To be honest, the foil card idea doesn't sound appealing to me because im not competing with anyone except myself. Foil cards won't improve my game just offer bragging rights :(
As a point toward brainstorming for foil cards though. The only real option is a requirement system as mentioned. Though if to implement it each requirement should be designed to be challenging that uses only 1 tower type and balanced in such a way that only one foil card can be achieved each game. I think a second requirement should exist for all cards and that is the game must be completed with 100% health. I can't imagine another way to get to your goal with the current limits of game mode. Perhaps itd be easier to implement if there were other game modes such as only fast waves or only armor games... presenting options like complete a game on fast mode with a hitman dealing 50% of the total game kills. Etc etc etc
Great input! I still think the achievement system and the current foil suggestion could fit together. Let's see ...
Main menu
With achievements you would have an overview screen, for every achievement you would have a checklist
With foil cards you would have a "deck" of foil cards. Cards you haven't unlocked the foil version will be grayed out and a checklist for winning the card will be displayed
In game
With achievements I see the point that you'd be a bit more flexible in the checklists. Also the benefit from reaching the achievement could be a bonus to the player stats (Although in most other games you don't benefit from achievements, that's why I always tend to not do them ^^)
With foil cards the you are a bit less flexible with the checklist design. But I think it could be possible to mix "grinding" objectives (reach X in N games) with single game objectives, so you'd have the grinding objectives for motivation and the single game objective as kind of quality gate. In terms of benefit though, right now foil cards are simply an optical reward (but in my opinion still better than 'classic' achievements with no reward at all).
Ladder
I think with both systems (achievements/foil cards) a ladder system could be implemented... But it might be nice to have a list for every player, which foil towers he/she already unlocked. I hope for posts like... how on earth did you unlock the Ganesha foil card??
Ah I see what youre getting at. That could work well. Originally I had not thought you approved of the achievement idea (you were going to get back to me on that) so I thought you had the idea of turning x ideas into foil card card requirements. Your amalgamation of the two systems could indeed work very well!!
I uploaded Kad's spreadsheet as a Google Doc here. Should be some inspiration for further thoughts on this!
Keep in mind it's just a rough draft of an incomplete list lol. It needs tweaking and balancing. Perhaps some better category names too.
Challenge is closed!
The winner is: @Thomadin
Congratulations! I found it quite interesting that all ideas developed in the same direction, so I think we got a nice foil card concept now.
But I fear we must wait for 0.9 to see it in the game.
@Thomadin, your reward however shall make it to 0.8: Card of your choice, yeah!