Echo Ability
-Will be added to selected enchantment cards.
-Echo ability will have a rating from 0 (no echo ability) to unlimited (we will put a hard limit of 5 as a start).
-For each echo rating, caster is able to extend the original duration of the enchantment by 1 (For example, echo 3 will mean that a 24hour duration will become 72hours).
-Echo duration will be caster triggered, which means that the echo rating will in fact define the maximum number.
-For each selected echo, the caster will pay an additional card plus 1 turn.
For example, lets suppose we add Echo 5 to Pacifism card.
Then, a player tries to cast it.
The player will be prompted to select the echo rating. If the user selects 0, a normal cast will take place:
-It will consume 1 Pacifism Card
-It will cost the player 4 turns
-The enchantment will be valid for 24hours.
Let's suppose that the player decides to make it echo 3 instead. In this case:
-It will consume 3 cards.
-It will cost the player 6 turns.
-The enchantment will be valid for 72hours.
This ability is to encourage the usage of a handful of underused enchantments. It provides pros and cons for both sides (caster and victim) and should improve usability at every card this ability is placed.
We could even consider placing at cards to improve gameplay and fight off repetition moves (ie Mindbar, Emergency Call, Royal Fleet Auxiliary, etc). In fact, most enchantments should get this except the enchantments that have configurable duration already (ie Blacklist). Avenge cards should also get it but with lower echo ratings (ie Maximum 2 or 3).
Feel free to add your input. Your feedback is welcomed. We are mostly interested for your opinion on the ability itself but also at which cards this should be placed or at which cards this must not be placed.
This is a relatively each implementation (about 1 day) and we feel it will drastically improve the game. So the priority on this is very high. Which means that it should make it in our "summer update".
-What is summer update
A little off topic but let me share this as well. We have been working on various features, including plantations. If you are not already aware, we have intentionally slowed down the pace of new implementations coming into the game, for stability reasons. Still, ideas and features are pilling up very fast, so we have thought to make a major game update before July 10. That's the summer update.
We want to do this as fast as possible, so we can have enough time to support any malfunctions that the new features may bring, before our vacation time starts. While we are typically available 24/7 all year long, during vacation time development time stops. This typically takes place in August.
So, the plan is as follows:
-Finalize a few things in the next few days.
-Launch a bunch of new things till early July at worse.
-Use July to fix any issues that come up.
-Pass through August without any new features (and hopefully with no real issues to resolve).
-Resume high-pace development in September.