[Favor Chess] New Token: Bullet Time

작년

Think Fast

In the upcoming 1.04 patch there are already two new pieces, Zebra and Safari, which can be found on the Favor Chess discord server. This is (possibly) the final new piece for 1.04:

Bullet_Time.png

Bonus time is the time added for each move. In Favor Chess standard ranked play, it's 6 minutes of clock time and 10 seconds of bonus time each move. If you complete a move before your bonus time is over, half of it is added to your clock time. A player loses when they reach 0 on their clock time, as in regular chess.

How many points do you think this token is worth to include in your army? Is Bullet Time a sin against humanity?

For those unfamiliar, Favor Chess uses a points system similar to CEO. Tokens are added to your army like pieces except they change the rules or give you additional abilities.

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The fact that this token isn't Unique scares me

I'd cost it at like 6ish if it were Unique

Reference:
https://i.gyazo.com/ec15b846ec1a287f0376fbe158e778e6.png

Each of these costs 3,
so use that as a baseline to argue if bullet time should be higher, lower, or equal to these, and for what reason.

Seems unfitting to not say with FC's point values of Pawn/Knight/Bishop/Rook/Queen at 2/6/8/10/19.

You could argue this effect should cost 0 as it "doesn't affect gameplay", wink wink. Basically taking 8 seconds of theirs per turn, but it's more likely to eat into their time bank.

+3 minutes
+1.2 minutes for you, -1.2 minutes for opponent

At (8*23/60), it takes 23 turns for this to have the same effect in 'minutes gained' as Borrowed Time, but it's probably better than that. So this should probably cost 2, because Epic tokens ought to be better than Common tokens.

-main_gi

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  ·  작년

Rarity measures moreso how unique the abilities of said pieces are as well as how boring their abilities are rather then just power level I think. Its like how knight is a better piece then siren even though one is common and one is a legendary, or how legionary is better then taurus.

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But in Favor Chess and Chess Evolved Online, higher rarity pieces have a very strong correlation to strength. Rarity makes sense because it gives new players a sense of progression and a signpost to upgrade their pieces directly, making them feel a sense of pride and accomplishment upon their entirely Legendary +++ upgraded army. It would be a shame to lose it for the mistaken ideal of "balance", and it would also be a noob player trap for them to obtain a high rarity unit and lose to it, in your hypothetical in which a high rarity unit is complex. Plus, if they realize high rarity units are complex and not overpowered, they may intentionally not use them. It's more fun for new players to finally obtain an overpowered unit, and removing this would be very misguided.

plz dont take this seriously

-main_gi

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Epic tokens ought to be better than Common tokens.

In my opinion this kind of reasoning has send countless games to their doom (in terms of fun-to-play-ness). You should be trying to make everything balanced independent of rarity. I think that if a piece is more rare, it should correlate to being hard to use/having a complicated explanation/requiring to be comboed with something else to be effective. Since rare pieces are for experienced players. Making rare pieces 'better' just makes your game have bad balance, which is unfun for new players in general, and really horrible for a chess based game.

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But in Favor Chess and Chess Evolved Online, higher rarity pieces have a very strong correlation to strength. Rarity makes sense because it gives new players a sense of progression and a signpost to upgrade their pieces directly, making them feel a sense of pride and accomplishment upon their entirely Legendary +++ upgraded army. It would be a shame to lose it for the mistaken ideal of "balance", and it would also be a noob player trap for them to obtain a high rarity unit and lose to it, in your hypothetical in which a high rarity unit is complex. Plus, if they realize high rarity units are complex and not overpowered, they may intentionally not use them. It's more fun for new players to finally obtain an overpowered unit, and removing this would be very misguided.

plz dont take this seriously

-main_gi

I would expect / assume time controls are option to select before match, and only / preferably search for opponents with same time option. I know blitz in CEO isn't turned on whenever player wants it, but it carries reward bonus, so that is a bit different story.

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