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« on: May 25, 2014, 09:27:01 AM »
So I have been trying to come up with a new way to handle a tie breaker. I have never been a fan of the "Whoever has the most health after a certain amount of time wins" sort of thing because I felt that it didnt give the mages enough credit for how they played throughout the game. It sounds silly, but I didn't like the feeling of looking at the clock, realizing I only had 10 minutes left and have to abandon my strategy that I had been working the whole match for, just to try to dump as much damage as I can onto the other mage.
As I was playing Mario Party last night, I had a thought. What if a tie breaker could be done through a point system? If you don't know what Mario Party is, it is a video game that is centered around party games and the whole object of the game is to get at many stars as possible before the game ends. At the end of the game, stars are given to players who achieved certain goals in the game and that, usually, is what ends up tipping the scales for a person to win.
Essentially, what I was thinking was, what if there were certain categories prescribed at the beginning of a match that were given a point value? At the end of the game, the person who earns the most points wins. (This is strictly for handling tie breakers and not a way to replace how to actually win, which is to kill the opposing mage)A few example categories would be something like:
Most creatures still on the board = 1 point
Least amount of creatures in the dead pile = 1 point
Most health at the end of the game = 2 or 3 points
Most equipment still attached = 1 point
Most conjurations still on the board = 1 point
Those are just a few examples of categories that could be used for points, but you get the gist of what I am saying. Instead of a damage race at the last few minutes of the game, a mage could hold strong on their strategy and aim to try and win certain categories that could tip the scales in their favor. I figured still having the most health at the end of the game would give the most points, but it wouldn't be the only way to win. I'm sure there have been some games out there where a mage executes a decent strategy all game, and yet still loses in the end because the other mage just beat them out by one point of health or at the end of the game, a mage who had been getting beat on the whole game is starting to make an amazing comeback only to have the momentum stopped due to the timer running out.
I don't know; this is just something I thought of last night and I haven't had the chance to see if this would even work as well as I think it would. If I am missing a critical piece or rule to the game, let me know.