Staredit Network > Forums > Games > Topic: StarCraft Card Game
StarCraft Card Game
Mar 17 2009, 11:46 pm
By: ClansAreForGays
Pages: < 1 « 3 4 5 6 7 >
 
Polls
How many seperate decks of cards should a single player have for 1 game?
How many seperate decks of cards should a single player have for 1 game?
Answer Votes Percentage % Voters
1 17
 
81%
2 4
 
20%
None.
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Poll has 21 votes. You can vote for at most 1 option(s).

Apr 5 2009, 5:43 pm Syphon Post #81



Quote from rayNimagi
Very nice, well thought out! I think counters to keep track of vespene and minerals is an EXCELLENT idea.

I like your movement system (I'm thinking units can get upgrades (such as zergling and hydra, or marine stim packs) to increase their movement, but the complex grid may turn off some players. I assume the terrain slots affect all of their horizontal line, am I correct?

Can units travel diagonally?

When you said "Main" does that mean you can expo? If not, why not put the main base in the middle, along with the vespene gas?

Two hundred cards in the deck may consume a lot of paper (and ink) to be printed out. When you have 400 cards to keep track of in a full game, that may turn some players away. How many cards are in a magic deck? I don't know about Magic, but in Yu-Gi-Oh they recommended 40-60 cards.

Also, you forgot to place a slot for a discard pile. :D

Which card speed is used as the defenders' card speed?

Can you evade defending cards by bypassing their tile? (As in, if you have a marine on the left-most tile, and I have a zergling on the right-most tile, can I run past your marine and attack your base (or at least your second line)?)

What is the range of creep and pylons?

Overall, I think this is a great concept, just needs refining (haha, get it? AHAHAHAHAH!!!! no.).

Perhaps we could all pool our ideas and create a singular card game? We could spread it to the NERDS OF THE WORLD!!!

Two hundred total, not per deck. Usually, the micro would be much larger.

I don't quite know what you mean by this.

You can only break a line if it is unpopulated, or you are using a unit with a significant speed advantage.

I threw it together in like ten minutes, obviously.

Quote from Yawgmoth
Well, well, well.... Loak at that. Nice card Frame, Richard Nixon's Head. I'm looking at a problem there. Isn't the playing area extremely complex and huge? The 5-6-7 sections of the board will be filled of unit and building cards. I guess that those lines are in front of each other in the "real game". It's weird to have the "front line" next to the second line.

The deck limit is OK. MTG doesn't have a limit so, 200 cards is OK. Of course, I'm expecting that you misstyped and wanted to say that the "Macro" deck is limited to fewer cards. I'm sure that the probability of draw something like three "macromanagement cards" at the beggining of the game is very big.

As I declared several posts earlier, SC doesn't have a "luck" factor. Nothing forces or tells you in a SC game which unit/building to produce or which tech/upgrade to investigate. As a card game, that factor should be important (not in the vital grade that it has in other card games... and considered. I suggested that the "terrain", and "bonus" card (like "split card to mine twice in one turn"), that could add the Luck factor.

So I think the deck's division should be done in the following way: one deck for everything you may do in SC, and other deck for bonus/terrain/misc cards.

Also, the units stuff is the most complicated thing to evaluate. That point defines if this is like an SC game or if it's an absolutely independent card game. If you are looking for the independence, then you should limit everything (units/buildings/terrain/lo que sea) card to a maximun of 4 copies of each (maybe 5 considering the deck's size...). That would also give the units a bigger rol in the game, so Marines and Zerglings won't be cannon fodder for more powerful units, and the cardboard won't be infested of cards. There should, aside from those topics, be a limit of units that can be simultaneosly be in both of the front and second line, the terrain cards for each player, the building the can have and the amount of workers....

Of course all of this can be applied for both game card discussed here (as Richard Nixons Head doesn't have his own thread.....), due to their similarities.

That rotation's stuff appears to me as a weird mechanic..... So, will you use a protractor every time a unit or building is damaged? Curious... Also, that is changing slowly the game into a board game....

I think (you didn't reduce the damage/hp stuff....) you must to reduce the unit/building parameters to a 1/10th, to make the unse of counters a possibility. I'll never play a card game that makes use of angles.....(I know I don't represent the whole world.....so not mention it, but that's what I think....)

I'd prefer the use of counters/dices (even papers) to track hp/shield/energy......

Just suggesting....

It's only like twice the area of a yugioh or pokemon playing area. And any idiot could master those. I haven't given much actual thought to limits.



None.

Apr 6 2009, 1:58 am rayNimagi Post #82



Richard Nixons Head, I do like most of your suggestions and ideas, but I may be, myself, too much of a realist!

One major problem with this card game is trying to convert the real-time into turn-based. (I'm not sure whether to address "you" (as in ClansAreForGays) or "we...") Perhaps you/we should make turns "what would happen in the next 30 seconds/ one minute," as that might make it somewhat easier to calculate damage.

For unit stats, I'm not sure if you're keeping SC stats or modifying them to suit the game's needs (for example, make a zergling have 15 attack instead of 5 to represent its firing rate).

Quote from ClansAreForGays

Principles: Things to follow, and check with when adding a new mechanic or card.
1) Keep it a Card game - It is all too easy to start tacking on extra mechanics like adding a play mat that acts as a unique 'map'.
2) Keeping track of 1 number(resources) - Making a player have to keep track of more than 1 number on a piece of paper is a turn-off.
3) One turn win - don't let it happen.
4) Infinite Loops - There shouldn't be a card combo that enables an infinite self-recycled loop.
5) Forced combos - cards should not have obvious pre-constructed combos
6) Necessities - A person wanting to play shouldn't need more than a pen and paper to keep track of 1 number, their cards, and MAYBE a FEW counters.

1. If CAFG wanted this to be a board game, he wouldn't put this one here. Though, I WOULD like to see a board game come out than no card game. Is it really going to be CAFG's game with us giving suggestions, or OUR game? This could be a deciding factor on how the game is planned out. (Personally, I'd keep the major control in one person's hands, though that person must be able to cater to the wants of the majority of players, with enough foresight to tell when they're potentially wrong. I don't know if CAFG is one of those people, but sometime we'll find out.)

4. If the goal of the game is to destroy all enemy buildings, and building construction is instant, that might make an infinite loop...

6. I'd prefer damage counters to keep track of damage. As for vespene I think it'll be fine the way it is. Should minerals be kept track of using counters or paper?



Win by luck, lose by skill.

Apr 6 2009, 3:14 am Biophysicist Post #83



Quote
Should minerals be kept track of using counters or paper?
The answer to this one is obvious: Whichever the players prefer. :P

CAFG, want me to set up a planning forum for this game?



None.

Apr 6 2009, 3:52 am ClansAreForGays Post #84



Alright, family's gone. I should an update by tomorrow. As crazy as it sounds, I might have a way to eliminate any recording of numbers(minerals/gas/damage). It simply involves how many cards can be put down from your hand in a turn, which can fluctuate depending on your economy cards.

As good as the second game being proposed sounds, it is going in the board game direction that I am trying hard to avoid. I don't want to have any more of a 'traveling' mechanic than there already is. So I'm going to so no to the idea to combine the 2. I really want to try and make a game that is no more complicated than MTG, at least in its first build. I don't think I need to repeat where I stand on keeping this simple.
Anyways, Syphon's game is actually completed.

One major thing that I might consider that I was originally against is the 2 deck structure. All things considered, I think it would be best to use just 1; but having 2 decks could very well be the one unique thing this game needs to stand out, and that can't be underestimated. I'm putting up a poll on the original post to help me with this decision.

Something cool that stuck out to me -
Quote
peons can only be used to gather gas/minerals if they were not used to draw a Macro card.

Also, you can continue discussion on syphon's game, our your own ideas for a better SC card game here, I'm not going to pull a Malvis. Notice how quickly his topic died when he did that?




Apr 6 2009, 4:04 am Syphon Post #85



Malvis?



None.

Apr 6 2009, 4:16 am ClansAreForGays Post #86



http://www.staredit.net/topic/6673/




Apr 6 2009, 9:26 pm Syphon Post #87



Ah, never saw that.



None.

Apr 10 2009, 4:44 pm rayNimagi Post #88



Let's keep it a card game if CAFG wants it that way.

I'm interested in your proposed system of tracking unit/building creation by the numer of workers, as opposed to a "mineral bank" system. As for the decks, I just don't want there too be too many cards to keep track of.

Where is the poll? I can't seem to find it.

Anyways, I eagerly await an update...



Win by luck, lose by skill.

Apr 10 2009, 10:36 pm ClansAreForGays Post #89



busy with the TS tourny right now, but I won't forget about this.




Apr 12 2009, 12:21 am rayNimagi Post #90



What is a TS Tourney?



Win by luck, lose by skill.

Apr 27 2009, 12:32 pm rayNimagi Post #91



What happened to everyone?



Win by luck, lose by skill.

Apr 27 2009, 5:24 pm ClansAreForGays Post #92



Finals.




Apr 28 2009, 12:53 pm rayNimagi Post #93



Oh, ok. I don't have exams until June...



Win by luck, lose by skill.

May 16 2009, 7:25 pm DaltonSerdynski Post #94



Finished my finals and shit :D hope I passed...lol my teachers were lazy and gave us busy work for exam XD pwned...and one even allowed us to cheat what awesominess!



None.

Jun 8 2009, 2:42 pm rayNimagi Post #95



So is the idea dead?



Win by luck, lose by skill.

Jun 8 2009, 8:29 pm Syphon Post #96



If anyone is still really interested I'd be willing to write out a full rule book with them. I have full templates for all species cards and everything, still. Plus, summer.



None.

Jun 14 2009, 12:52 am Biophysicist Post #97



I'm still interested!



None.

Jun 14 2009, 1:39 am ClansAreForGays Post #98



Forgot all about this. I've just sitting around wasting time feeling like I could and should be working on something.

Getting back on it.

>>Finally added that poll that I said I was going to.

Post has been edited 1 time(s), last time on Jun 14 2009, 1:46 am by ClansAreForGays.




Jul 2 2009, 5:06 am ClansAreForGays Post #99



I'm done playing with the 2 deck idea, 1 is fine.
Updated first post.

New Idea for HQ/minerals - instead of an ever increasing amount of workers, you can only mine with as many as you have sides on your HQ card (4). This would smoothly encourage getting another HQ, or 'expanding'




Jul 5 2009, 5:24 am Syphon Post #100



Good idea. I never considered stacking cards, for some reason.



None.

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