Thursday, April 7, 2022

Titanomachina Development: Next Steps

I've considered some ways to open up the game a bit and also to help people learn the game when they try it for the first time. One way would be adding things like different proportions of systems, and in particular shaking up the nomenclature slightly. In no particular order I want to:

1. Turn the Plasma Capacitor and Plasma Cell into the Capacitor 1 and Capacitor 2. They're the same thing, and sometimes it helps to remind people they're really just iterations of the same thing by being consistent. 

2. Multiple the Plasma Jets and Thrusters into Jump Jets 1, Jump Jets 2, Thrusters 1, and Thrusters 2. 

3. Add Extra Armour 4 and Extra Armour 5. 

4. Perhaps make a change to the capacitor, making Full power a 0 cost card to return a played or discarded card to the top of one's deck for the next round. 

5. Enable Titans to move into objects like they were pushed into them. So a 2x2 cube of buildings from a flat face would cause 4 damage to the closest middle target on a Titan moving into that square. Maybe Titans would need to do something fancy to unlock this.

6. Re-jig some configurations. Like these of Rhea, trading in Sensors 2 & 3 for Extra Armour 4 & 5, and placing the Laser Battery 1 in the same position in the reaper configuration (3 weapons) as the regent (4 weapons). And remembering to keep the Capacitor on the reaper... And maybe putting the crew more centrally, and replacing the plasma jets with Thrusters 1 and Thrusters 2. Also evens out the damage potential in each corner arc.

No comments:

Post a Comment

We appreciate your feedback!