Tweaking BELLEs

Making a few more changes to the hel’s BELLEs prototype before moving on into printing a beta version. Terrain has seen minimal use so far; it’s interesting and fun, but doesn’t quite have the appeal damage-wise. Since the goal of hel’s BELLEs is to destroy your opponent’s BELLE (potentially several times over), there can be a bigger payoff in spenig the time and resources in weapons and armour over terrain. With this in mind, I’ve boosted the collateral damage of terrain significantly. It should make it a more viable option (even more so in games involving more players).
When I first started this project, I knew that balancing would be an important aspect of tweaking the prototype, and it has been, but it’s interesting to note that it hasn’t been in the way that I expected. My expectations were that most tweaks would be cost-to-value ratios on various mecha parts, but a lot of it has been related to card economy. Playtesting has really demonstrated what cards – even if decent value for cost, just aren’t as valuable in terms of gameplay. Some stuff has been cut or pushed back into expansion territory (some ideas are solid, but lack the cohesion you’d get with a larger quantity of similarly-themed cards), but some of the cards, like terrain drops and defensive actions, just need a bit more oomph. Often as not, it’s the cards that I was worried would be overpowered that are lacking (I may have removed their teeth in the early stages without realising it).
All in all, an interesting process.

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