LET'S TALK ABOUT CARDS, GUYS.

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Has it been asked what maker you'll be using or what the level of completion is at? The barebones seem pretty detailed, I would love to play a demo even if it was just a single battle. Probably would also help everyone else come up with ideas to tweak the system.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=97834
post=97594
AUTO-ABILITIES

Player Suggestion - This auto-ability made it to the list because the person who though it up wasn't a retard.
That line seems to be suggesting me to do this...

Here's a bunch of cliche auto-abilities(too lazy to think of a name for all of them):

Lower MP Cost (by 50%? activates based on chance? lower damage output/effects?)
Raise MP Cost (deal more damage to make up for higher mp cost?)
Nullify/weaken damage above or below a certain threshold based on something (take more damage when not nullified/weakened?)
Adrenaline: Raise Dmg/Def/Accuracy/Evasion depending on how low (or high) current HP : max HP is
Auto-Regen (10%/turn isn't as much as Sano; both sides get this?)
Auto-Degen (both sides get this?)
Every hit is a critical on the first turn (like Battlefield & Ambus;, maybe only the first combo?)
Increase critical hits' damage (affects both?)
Slightly reduce critical hits' damage taken (both sides?)
Slightly increase damage even further when hitting opponent's weakness
Slightly decrease damage taken when weak to it
Tiny Vampire-like effect from all attacks (activation based on chance?)
Anger?: Stat(s)/dmg output increase when hit by a critical hit
Prevent/migitate critical activation/damage of opponent (maybe both sides?)
Always go first/last (both sides having these would cancel each other out?)
All attacks have a chance to inflict degen
When inflicted with degen/debuff, increase stats/dmg
Cannot be inflicted with degen/regen (affects both?)
Fair/Honorable Fight?: No buff/debuff/regen/degen will work
100% hit rate or increased accuracy or ignore/lessen opponent's evade (for both sides?)
Undead?: Opponent receives damage when attempting a vampire-like effect instead of being healed
Prevent/migitate effects of healing from both sides
Counter/Reflect?: Return portion of physical and/or magical damage taken back to opponent
If one is inflicted with degen/regen, both get it
If one has a buff/debuff, both get it (combine this and the above together?)
Bypass drain resistances or less is healed (2nd version seems useless)
Reverse weaknesses/resistances


This guy's awesome, guys.

Also d'oh Counter, how could I miss that?
Hmmm...

It sounds like one of those anime....
I just can't remember what the title is.....

I'll be keeping an eye (and probably fingers for this one)

Sorry,
But I can't help you with the enemy setups...
Sorry....
Alright, I came up with a deck, not sure how effective it is.

Ventus X 13
Alumni X 8
Atra X 4

Combos: Ventyte, Air Conduct, Draw

Hand Plus
Hand Plus
MP + 30

Strategy: Point is to use Draw a lot to attack lots in one turn, debuff foe with Air Conduct, Ventyte for combo damage. Favors MP and MAG. Doesn't work if foe drains wind, of course.

Also, no idea if these are too powerful or not powerful enough or whatever, but I came up with a few abilities too.

High Pressure: Both players must discard a card from their hand to play a combo.
Consecutive Blows: Hitting the foe with the same attack successively in one turn causes each successive attack to deal 10% more damage then the previous.
Calculative: Users stats except HP/MP are halved at the start of battle. After three turns, stats become double.
Level Fake: Level+10 for damage calculation.
Amplifier: Buffs last two more turns.
Delayed Magic: Magical attacks strike a turn after they are cast.
Crisis: When users HP is below 25%, obtains Attaugeo, Defaugeo and Magaugeo.
Efficient: Non combo attacks deal 25% more damage. Combo attacks deal 25% less damage.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=97997
Alright, I came up with a deck, not sure how effective it is.

Ventus X 13
Alumni X 8
Atra X 4

Combos: Ventyte, Air Conduct, Draw

Hand Plus
Hand Plus
MP + 30

Strategy: Point is to use Draw a lot to attack lots in one turn, debuff foe with Air Conduct, Ventyte for combo damage. Favors MP and MAG. Doesn't work if foe drains wind, of course.


Not bad, although MP+30 is a bit powerful for such a simple deck. I'd probaby end up playing the Ventus cards rather than the Draw, since the same effect also occurs at the start of the turn. You have to have a LOT of MP to make Draw worth anything.

Also, no idea if these are too powerful or not powerful enough or whatever, but I came up with a few abilities too.


High Pressure: I like my games to be balanced games.
Consecutive Blows: I am so not coding that. Seriously.
Calculative: I am so not coding that. Seriously.
Level Fake: I like my games to be balanced games.
Amplifier: I like my games to be balanced games.
Delayed Magic: No point for too much effort. All it does is give the foe more chances to kill you.
Crisis: I like my games to be balanced games.
Efficient: Defeats the idea of "Combos > Single Cards".

Well, it's a good example of how not to think of this - you're thinking too much card game, not enough RPG. Crisis was good except for the fact that SOS <buff> abilities already exist, and it'd be rather broken to give them all in one slot.
An idea for a deck:

Attack x 9
Atra x3
Alumni x3
Sano x3
Exuro x 4
Lux x3
Abilities: Hell, Chainstrike, Pierce

Basically, this deck tries to go spider monkey on you.
The Exuro is ONLY there to refill his hand with attack cards with Brave Gather.
Lux is for Attuego, which is good for him because the enemy with the deck has high Atk/Str.
He also uses Strezone and Defarto to keep the damage high.
And, although he has Exuro and Lux, he won't use them to attack; and he won't use Sano to heal.
LouisCyphre
can't make a bad game if you don't finish any games
4523
he won't use Sano to heal.

Good idea, definitely the kind of deck Brave Gather was made for.

Sounds like he dies pretty fast though.
Maybe, but he (hopefully) gets off a Defarto or a Strezone and starts to clobber you.
Plus, with Hell ability, using Sano to heal would be inefficient.
This would be a quick fight; a good random encounter to use in longer dungeons.
Another deck:
3 x Exuro
3x Ventus
3x Aqua
3x Terra
5x Lux
2x Sano
3x Alumni
3x Atra

Ability: Auto-Half (gives Half-level resisrtance at the beginning of duel, at the cost of reduced max MP or skip first turn, etc. Something detrimental), Endure, Nobleman/woman

This deck, since it start with Half-Resist, tries to build up to null or drain.

He will also use a special card (Do you have those?) That would convert the opponents next Attack into the element of the casters choice. There could also be one for changing your OWN attacks to an element for a few turns.
If you don't have these, these could be cool. Have a second deck of "Player Cards" or something, like the Enemy cards from Kingdom Hearts: Chain of Memories. (which this reminds me of quite a bit; but thats a GOOD thing. :D)
LouisCyphre
can't make a bad game if you don't finish any games
4523
No special cards, it'd have to be a unique triple combo. The whole point of Triple Combos is to create those types of unique effects.

Also, Auto-Half is stupidly broken. Just assume four Resist <element> abilities. Of course, six auto-abilities pretty much makes them a clan chieftain (or higher). A clan chieftain would probably be a good bit scarier strategy-wise though.

This'll probably end up on a unique monster somewhere. I'll figure it out.
Attack+ Alta+Alumni = Element Charge: Discard a magic card in your hand. For the next 3 turns, all your attacks deal damage based on the element of Magic card you discarded.

Okay, that REALLY came out longer than I intended. >.>
An explanation:
If you play this combo, then discard Exuro(etc.), your attacks deal Exuro (etc.) damage.
If you discard Sano, your attacks won't miss.
If you discard Alumni, your attacks won't be affected by lowered attack power/raised defense power.
If you discard Atra, your attacks will have a slightly higher crit rate.
If you discard Lux, your attacks may pierce ignore enemy Defense.

EDIT: If you had the player draw at the END of their turn...
Then High Pressure could be one scary ability. Specially if you can keep Draw/Brave Gathering.
Maybe Ventus/Exuro+Sano+Alta could give that effect for five turns?

DOUBLE EDIT: Amplifier could be a good ability, too; as is.
because, it works both ways. Either player can use the effect, and if you add in debuffs, you have a pretty cool effect.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=98508
Attack+ Alta+Alumni = Element Charge: Discard a magic card in your hand. For the next 3 turns, all your attacks deal damage based on the element of Magic card you discarded.

Okay, that REALLY came out longer than I intended. >.>
An explanation:
If you play this combo, then discard Exuro(etc.), your attacks deal Exuro (etc.) damage.
If you discard Sano, your attacks won't miss.
If you discard Alumni, your attacks won't be affected by lowered attack power/raised defense power.
If you discard Atra, your attacks will have a slightly higher crit rate.
If you discard Lux, your attacks may pierce ignore enemy Defense.

EDIT: If you had the player draw at the END of their turn...
Then High Pressure could be one scary ability. Specially if you can keep Draw/Brave Gathering.
Maybe Ventus/Exuro+Sano+Alta could give that effect for five turns?

Why not just use Burning Edge, Stone Edge, etc? It's already pre-balanced against the other combos!

High pressure would require the coding of an additional card menu and a routine to remove that card from the hand and add it to the deck based on the slot in the hand, etc.

Myself
NOTE: Cards, when used, are shuffled back into the deck. In no way can cards be lost for a battle or some such.


Discarding a card would be an absolutely crippling penalty. A kid's mother couldn't discard a card from her without having her taken from him by CPS. It's THAT harsh.
post=98510
Myself
NOTE: Cards, when used, are shuffled back into the deck. In no way can cards be lost for a battle or some such.


Discarding a card would be an absolutely crippling penalty. A kid's mother couldn't discard a card from her without having her taken from him by CPS. It's THAT harsh.

Okay so, maybe "discard" was the wrong word. :P

High Pressure: All combos miss unless a card not used in it is played in addition to the original cards.


Again, it sounds awkward. But I basically am trying to force all combo's to require an extra card, to penalize triple combo-ers.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=98513
post=98510
Myself
NOTE: Cards, when used, are shuffled back into the deck. In no way can cards be lost for a battle or some such.


Discarding a card would be an absolutely crippling penalty. A kid's mother couldn't discard a card from her without having her taken from him by CPS. It's THAT harsh.
Okay so, maybe "discard" was the wrong word. :P

High Pressure: All combos miss unless a card not used in it is played in addition to the original cards.


Again, it sounds awkward. But I basically am trying to force all combo's to require an extra card, to penalize triple combo-ers.

I'm saying that, with seven-card hands WITH STUPID EFFORT, or five-card hands normally, this breaks the game. I'm saying "no", and giving a reason why. Why not just give a hand penalty, or the nullification of any Hand Plus abilities at battle's start?
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