No gas? No armor?
Why?
Well, it doesn't matter....
What will be the winning conditions? Destroy everything? Destroy a Wonder (Xel'Naga Temple, Overmind, Psi Disrupter, etc)?
If destroy everything, the MTG blocking system is inoperative. What are you blocking? Can you actually block in Starcraft?
The winning conditions is destroy all buildings, but, remembering that you won't have 50 units in 50 cards in the board.....
You must think about the following.... How to draw cards? Three per turn? At the end or the beginning?
And about spells...... I think that is better to have creatures with abilities (Dark Swarm, preventing ranged damage for a few turns, Psi Storm, dealing dps to at most X units......). Spells should be globals, like "All ground units have an extra attack this turn", or "Your next mineral income set is increased by X(%)" as New-.Hydrolisk said, etc...... Supporting the player nos just pump units up.
You talked also about "a few counters...." I think there will be more that that. How will be the damage assignment? Damaged units doesn't full regenerate every turn like in MTG, so also you can make a not-copy of that mechanic.....
I think this game will be played either with many dices or many counters (also a little paper token-like will do), for damaging purposes. And even a little more complexity....Splash damage. A ggod idea to replace splash damage (example with Siege Tank) is giving the unit the option of assign its attack power between any number of units. How about it? I guess you've thinking the same, haven't you?
You mentioned the sad fact that in almost every TCG the luck has a protagonic role. SC doesn't have luck role (well, perhaps in situations when you are exploring to find expos....), and I guess that it is quite simple to annul luck.
I suggest to make two decks for player. One deck (maybe replaced with tokens if you don't want to print, say, 30 Marine cards...) where having the constructible things (units, buildings....) and the other deck is like MTG (luck dependant), where putting the "spells" for micro and macro control. It's just an idea, I know you must be advanced in your mechanic, but if not, maybe you may reconsider it or take them for another playing mode, I don't know....
The thing I like the most is the requirements-upgrading mechanic from Starcraft.... I'm very curious in how will you resolve that.... As my suggestion, and considering that upgrading is a core SC feature, you should traduce it at perfection in your card game......You must do that in several forms, and I guess you already have one, but personally I would make upgrading exactly like in SC. It's quite simple, but takes a lot of text.
And I don't think quitting size/attack type/whatever cute SC core feature should be prudent.
The one lack you maybe will have is that the cards will have tremendous text. But it will be only the first "edition" (supposing you are going to separate editions....), or maybe the first copy of each card, like MTG when in Alpha they explained even the "tap" mechanic in each card.
It could be like this:
NAME
atk(icon representing the attack
type) INTEGER armor(icon) INTEGER shields (icon) INTEGER hp (icon) INTEGER
picture
TYPE OF UNIT - SIZE OF UNIT
TEXTBOX including habilities and maybe flavor text
It's important the position of the attack/def/HP values, as the player will stack his/her cards and any of the values may be obstructed by the card on it.
It'll be interesting if you could explain what have you done until moment, detaching your already engineered mechanics so we won't give you unnecesary suggestions (and also you might ask for what are you lacking of).
Did you think about the mineral card suggestion? Cards that lasts for a few turns and needs a worker to extract minerals, with a X amount of resource? How about the repair mechanic? X HP to buldings or mecha units at cost of no mining that turn for the worker??
Please reconsider adding gas......The game is a little dull without it.
Also, the game mechanic for get buildings and workers is also a little monotonous....
I think you may elaborate them a bit more. The beginning of the game will be as melee in SC? with a Command Center and four workers? If so, you should consider the adding of gas for strategy and diversity. Also, you should design a rule that stands for a determined number of turns in which you can't attack. You may even include the expos mechanic with a few legend in workers that reads: "Tap: Roll a twenty-sided dice. On fifteen or more, draw a resource card an put it into play. If you do, put three exploring counters on Worker. As long as Worker has an exploring counter on it, Worker doesn't untap in your untap phase".
Or something like that (too much, boring text, but it's the cost for adding mechanics).
Just suggestions.....
Whoa....I've written a lot....I'm a card games nerd!!!
But, there's something else I gotta say.
Are you considering terrain-based mechanics? Like pre-selected terrain levels at the begin of games, inaccessible spaces for ground units, etc??
As cool as it sounds, I want it to stay a card game, not a board game supplemented with cards. There's already a SC board game.
I knew that. SC works in space, so I thought you could elaborate a terrain system. As permanents card that stand for terrain, and that must to be played at the beginning of the game, or not. As example of the second, "Hole in ground"
Hole in ground
Terrain
When Hole in ground comes into play, select a building you control.
Ground units can't attack selected building.
When the building you selected is destroyed, shuffle Hole in ground in you deck.
And bigger variations, etc....
This type of card can be in that "Luck-based" deck I mentioned.....
Post has been edited 1 time(s), last time on Mar 18 2009, 2:10 pm by Yawgmoth.
None.