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.
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!!!
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.
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....
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.