Karolis.petrikas;n10126842 said:
A grid would require board indexing
melee - Unit 1 - Unit 2 - Unit 3 - Unit 4 - melee
range - Unit 5 - Unit 6 - Unit 7 - Unit 8 - range
siege - Unie 9 - Unit 10 - Unit 11 - Unit 12 - siege
Why can't it be
melee - M1 - M2 - M3 - M4 - M5 - melee
range - R1 - R2 - R3 - R4 - R5 - melee
siege - S1 - S2 - S3 - S4 - S5 - siege
?
Then you'd just need to change the identification of each card instead of just blanket labeling all units.
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I can tell you've been charged with coming up with an idea to remedy the consequences of making all units agile, unfortunately you're still thinking about the game like it's Gwent. Just because it has the name and there's art from the Witcher, doesn't make it Gwent. You need to make the game revolve around strength of units OR revolve around positioning of units, it can't be both. Every single other card game is focused on strength of units, Gwent used to be about positioning.
Either you want the units to be attacking, buffing, moving, debuffing and interacting to win the game for you.
Or you want positioning to dodge, bluff, surprise, maneuver, act and react to win you the game. I would argue that this is true 'Gwent', and not the direction the game is going. Specifically, the introduction of 'Duel' is a big step in the wrong direction IMO.
You can't have both, and this is why it feels more and more RNG focused. One is an active game, the other is a passive game. The game is turning into Elder Scrolls Legends with an extra row.
IMO In order for your idea to work and truly shine, you need to not have all units agile. Or it will not work and you should abandon the idea completely. But like I said... if you want the position for the units to matter then don't allow them to be placed anywhere, otherwise your interactions are forced to be bland in order to balance.
To fix your idea for the current not-Gwent it would have to be something akin to:
3 NR on a row, gives armor to the row below it.
3 Mon on a row, the one in the middle consumes the two on the side.
3 SK on a row, does 3 damage split randomly to random units on the opposite row.
3 NIL on a row, reveals/hides all units on the this and the opposite row.
It works, it's thematic, it's balanced ... but kinda bland. I think you'd find anything more then, something relatively like, that would feel 1. op and 2. frustrating.