So not that long ago the Japanese Alteil unveiled Alteil 2, its update to the original Alteil. Although there was a lot of hype coming up to its release, it turned out to be pretty disappointing. Basically it was normal alteil, except with an observer mode and slightly different look to the GUI (Graphical User Interface). Making matters worse the original Alteil sets weren't compatible with it even though the game worked exactly the same way.
The actual Alteil 2 may not have been all we hoped for, but I got to thinking, it might be fun to talk about how, if given the ability to program an update for Alteil and make an "Alteil 2" for the english game, what features you would implement to revamp the game. Here's some of what I would do:
Change 1: Add an Alteil 2 only arena
Reason: First of all, all old cards would transfer to Alteil 2 and still be compatible for the normal arenas. Players invested alot of money in their virtual collections, they shouldn't just go to nothing. That said, there is something to be said for getting to start over fresh in a more limited card environment so there would be an arena for players who would like that experience.
Change 2: Every player who transfers from alteil 1 to 2 gets a free alteil 2 starter.
Reason: Old players shouldn't have to create new accounts to check out the Alteil 2 only arena, this is a small reward for being long time players.
Change 3: All Grimoire now have AGI and all Open Skills now activate in order of fastest AGI first.
Reason: Well first off, from a logical and lore stand point, every grimoire should have a different casting time. This better represents it. Whats more, I don't like unnecessary randomness. Some times randomness needs to occur, such as if both grimoires have the same AGI, but by giving grimoires AGI we dramatically decrease the number of times that luck decides which grimoire goes off first and add another layer of depth to the game in deciding "well this spell WOULD be useful, but if he uses the spell I think he will his will go off first making mine less useful so I think I'll play this instead". This applys to all open skills, which also changes things a tiny bit on old cards too, salamanders open skill for instance will usually go second do to his AGI of 1. Of course there are times when going second can be a good thing so its all about strategy, which I think is a good thing.
Change 4: AGI now goes from 10-59 instead of from 1-5 and all AGI increases are now x10 so +1 agi is +10 AGI.
Reason: Again I like to eliminate unnecessary randomness from my games and make skill and strategy as strong a factor in determining the winner as possible. Even with the greater range of AGI your still going to have units or grimoires with the same AGI force a random roll to decide who goes first, but thats necessary randomness. With the numbers more broken up like this the odds of having 2 units of the same speed are MUCH lower and thus its much easier to plan out how a turn will actually play out. I'd actually rather it go from 1-59, but 10-59 is just easier for converting old cards to the new system, since you can take any old AGI and just add a number between 0-9 onto the end of it. So for example Zagar becomes AGI 28, Blessed Accolyte AGI 25, etc. Obviously some thought would need to go into exactly what values to assign but this is Alteil 2, not Alteil 1.5, I think some real work should be expected for such an upgrade.
(note: We COULD scale AGI back, so 1 AGI becomes 1-10, and 2 becomes 11-20, 5 becomes 41-50 just so we don't start from 10, but I still think having the AGI start with the number they classicly started with would be a bit more elegant for long time players so I'm not sure)
Change 5: There will now be special fields, instead of just the square with 1-9 mini squares in it on a white back ground, you'll have that square and mini squares on a drawing of a land scape. There will be a basic one (probably just grass or something) with no special bonuses like we have now, but there will be many where certain squares give special bonuses. For example on one map field spot 3 might have a picture of a forest and units on it get +5 defense. Spot 5 might have a poison swamp and units on it lose 5 hp at the end of every turn. Another spot might reduce AGI, or decrease range, or a combination of things. Both sides fields will always mirror each other so no player ever has an innate advantage based on the side of the field they are on, but it is possible certain fields might favor certain strategies more then others.
Reason: Its funny, I just said I don't like randomness and here I am adding more randomness by having the game choose a random field for you. The thing is, this is randomness you can prepare for. You should build your file having a plan for every one of the fields that might show up. Both players deal with the same bonuses and negatives, and while there might be some bias with certain fields for certain files, the field bonuses should never be so large as to make a match unwinnable for a certain file. For tournament play we could even change things so that you are told before hand what field you will be playing on so that you can choose your file you feel is best suited to it.
Change 6: Small animations are added for every card. When a grimoire goes off you see a brief animation of the spell going off. Unit attacks, you seem a simple animation of it swinging its weapon at the opposing unit and the unit look hurt.
Reason: I haven't played a yugioh video game in years but I seem to recall atleast one version of the game had unique attack animations for every single card. It makes the cards seem more alive and the battles more intense and it something that would truly upgrade Alteil.
Change 7: Much more character conversations.
Reason: If every unit talked it would probably get annoying really fast, but as things stand it seems like characters don't talk enough. I love seeing them interact but their conversations are too few and with too few people. Heck I think it'd be cool if your character always talked when he took an action even if there wasn't another character out, maybe saying something generic. I really want to get to know my characters.
Change 8: Voice acting <--(Iffy)
Reason: This ones probably a bit unrealistic since this is a game you play on the server, not on your computer, but in theory it would be cool to hear your units grunt when they attack and say their abilities when they use them. It might be a little rushed but it'd be really cool to hear them talk during character conversations too.
Thats just some initial ideas. What kind of stuff would you add or change if you made Alteil 2?
The bunnies of Lavato have special abilities, like 'Action Skill: Make Carrot Disappear.'