Rex Does Kongai: Quick Question
Which group would you like to see worked on next?
The scrappy and flexible Gangsters?
The disruptive, mysterious Psychos?
Or the darkly dangerous Necros?
Perhaps you'd rather see me stick it out with the Rockers and work on them some more?
I'll let you know that, at the moment, I'm leaning towards the Gangsters. But I'm open to being convinced otherwise, so let me know what you think.
2 comments:
Hmm. Honestly, I'd like to see the psychos. I'm not exactly sure what you're going for with them, but the idea of characters that REALLY throw the rules out the window are, to me, the most interesting.
Maybe its me, but I just want to see a character that reverses things so the slower move goes first. Or a character who does a 25 damage counter-attack when killed. Or one who randomly disables the opponent's rest, switch, or intercept button. Or someone whose attacks hit the incoming character when switched out against. Or maybe even a character who can do a move that can 100% dodge any attack, only to risk being intercepted for full intercept damage while using it. The kind of thing that makes the new player say "that's so broken" but still gives the advanced player something they have to think about.
But as long as you get to them eventually, I'm cool with seeing anyone first.
Well, as you'll soon see, I'm afraid you're getting the Gangsters first. Just putting the finishing touches on their first post now.
The Necros are the ones you really want for outrageous mechanics, though. I'm talking cards you can't kill and other abilities that make your eyes pop out of your skull. The Psychonauts calling card is disruption. If you want a line where everyone packs Hypnotic Stare or Chi Reflect, that's your group. But I've already got the basics of at least the first three Gangster posts down so that's what we're going with. Just have to put some more commentary in.
I'm planning to get them out and done with over the weekend, then move on to the Psychos, and then into the Necros - who are just going to be a pain because they're so nuts. I am anxious to get into the Psychos, too, but, at the moment, I'm having problems filling out some of their bars. There are a couple who are just missing that last skill and some more who are just complete messes.
As for your ideas, well, I'm well ahead of you.
a character that reverses things so the slower move goes first.
Don't quite have a character who flips priority around but I did dabble with “hits last” skills for a while there. Moves that only work if they're the second move in the round,
Or a character who does a 25 damage counter-attack when killed.
Got that one already. Although I set it at 15 damage when killed. It's not even the nuttiest thing on the back of his card, he's a real suicide bomber.
Or one who randomly disables the opponent's rest, switch, or intercept button.
Not a fan of really random mechanics like that. Too unpredictable and unfair. Instead, I prefer to punish or dissuade the use of the game's systems rather than simply lock them out. You want to change player behavior, not their functions. But, rest, switch, intercept, I've monkeyed around with all of them – like with an item that removes the energy bonus from resting, that's more what I like to do.
Or maybe even a character who can do a move that can 100% dodge any attack, only to risk being intercepted for full intercept damage while using it.
Again, don't quite have something like that. Although I do have a character that gets up to a 50% dodge. The drawback being that when actually hit, the damage is doubled. So, it doesn't change anything on average, it just swings the variance and makes every attack more of a gamble.
Or someone whose attacks hit the incoming character when switched out against.
That's....actually a pretty interesting idea.
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