DezNutz wrote:Option 1:
Reduce Turn Cost. Way too high. Players would have to buy turns for that to be effective.
Option 2:
Reduce Resource increase to to like 20 or 25%. The increase shouldn't overcast the turn offset. Turns to GC Ratio compared to Cost of extra Resources.
Option 3:
Is the 5 turns stored from the 10 turns used to cast?
I would suggest that option 3 can't be purified or serenity'd.
I like the idea of storing turns for ship building, but the card is a negative loss in turns. I would think something like Each card allows you stock up to 25 turns, with it being stackable 20 times for a total of 500 turns.
1. That was the point. It was in a way suppose to be a credit sink. But yea possibly 100 turns would be a bit more reasonable.
2. Turns>resources. To me turns are way more valuable than resources. That's why i choose 50% (Was even thinking 100% before)
3. The idea behind turn loss is that you sacrifice turns now, for fast building later.
A lot of voodoo suggestions i've seen are either way to overpowered or not very useful. So i tried to find a balance. Make the card useful but not making it the best card in game.