I will entertain this discussion some more, but please do not hit the reply button before you finish reading.
MPQ is a primarily a match-3 game, with some elements of a collectable card game, and a splash of RPG leveling. In terms of the story, de-leveling could easily be rebranded and explained away as a process that reverses or drains off the effects of iso-8 on your heroes. It is also intuitive in terms of game mechanics because its effects are clear. Players are already familiar with the benefits brought by leveling a hero up, and will therefore be able to understand the implications of de-leveling a hero without having to learn a new system.
It may be simple for the game to understand once it is implemented, but how much developer time and effort will it require? Will the system be easy to understand by the players? More specifically, will it be easy to understand for players other than you?
In line clears for match-4/5’s, the damage for each tile cleared by the “line splash” is calculated as if it were destroyed by the character owning the tiles in the match 4/5. In your example, if Captain America made a match-4 in yellow and the line clear destroyed blue tiles, will those blue tiles deal 61 damage, or 61 damage nerfed?
Don’t bother answering that by the way. In case it is not apparent yet, these are all rhetorical questions I am posing to you to point out that a priority system still needs more design work, work that you should pursue in a separate thread if you so desire.
Speaking of which, thank you for restraining yourself, Salgy.
I don’t see how this is relevant to if you have different levels and covers, but you don’t have to explain that.
This is another detailed that you did not explain in your original post. What will you say to complaints that this gives players who use the priority system no penalty in defense, while they can reap all the benefits in offense? No, don’t answer that here.
But will Falcon still have his blue damage nerfed now that no one else has a primary blue color? No, don’t answer that either.
Please remember to include these details when you formally propose the priority system in your own thread.
There will always be players who will feel pressured to fiddle with the priorities before every battle. Game systems also have to accommodate the future growth of the game. While only X-Force currently has an ability that targets the strongest color, there could easily be new characters introduced next week that also have powers that interact with match damage. A character could just as well have an ability that targets enemies/colors that are weakest for example, or one that boosts or reduces match damage from a specific color, etc. etc. All of these would be increasingly difficult to program if they much also interact with a priority system.
Let me summarize my objection to a priority system concisely one last time:
- The devil is in the details, and the details have not been sorted out yet.
- Due to the many details, the design and programming costs are high, both for the initial implementation of the system and to keep it updated with new characters.
- Extra details make the system harder to learn for players.
- The ability to freely gain an advantage in battle will add an undesirable micromanagement burden.
I do not think the developers will be receptive to your idea given these concerns, but you are welcome to try, just in your own thread thank you.