StarCraft Card Game, continued discussion
Polls
Post #2
ClansAreForGays
Mar 17 2009, 11:46 pm
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This is a continued discussion from this Please close topic. hijacked topic.
High Concept Design Goals: 1) To have the game feel in some way like a game of StarCraft 3) Skill and deck construction should be 2 equal factors of success 4) Predicting your opponent's move should have a higher value than it does in other card games 5) As easy as Yugioh or Magic to learn 6) Each game should not feel like a repeat of the last game 7) Use what WORKS from other TCGs 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/dice. Future Design Goals: (Ambitions) 1) Greater than 2 player battles 2) Gas Resource 3) Emergent Gameplay 4) 'Unglued' type cards 5) A new 'Terrain' card type 6) SC2 units 7) Replace MTG-ish attack/defense Features: unique or adapted 1) Mineral Cost System 2) Food System 3) Face down cards yugioh ----Incubation 4) MTG inspired battle step 5) Micro cards MTG instants Sacrifices: 1) No Gas 2) No Armor 3) inaccurate Damage/HP 4) No Build Times 5) No Energy 6) No Terrain 7) No Larva Specifics Card-Type Class Chart: UNITS -basic ----worker ----army -hero BUILDINGS -basic ----tech --------add-on ----production -special ----*no subtypes come to mind, suggestions welcome. examples would be overmind, temple, etc. MICRO -instant -permanent Unit Attributes: Name Air/Ground Armored/Light (might be removed to keep things simple) Normal/Explosive/Concussive (might be removed to keep things simple) Range/Air-Only/Ground-Only (melee is default/unmarked. Air+Ground defualt/unmarked) Organic/Metal Food Cloak Speed?(maybe) At the bottom right the unit will have it's attack/defense value(MTG) Requirements(techs) Worker Abilities: Drone - 5 minerals: shuffle into deck to put a basic building into play tapped. You must meet the building's tech requirement and pay it's cost. ---------- tap: you gain 5 minerals SCV - 5 minerals, tap: search deck for a basic building and put it into play tapped. You must meet the building's tech requirement and pay it's cost. ---------- tap: you gain 5 minerals Probe - 5 minerals: search deck for a basic building and put it into play tapped. You must meet the building's tech requirement and pay it's cost. ---------- tap: you gain 5 minerals Workers have a recycle ability where you can pay 5 minerals to discard it and draw a card. Building Abilities: Nexus - Command Center - ------tap, 10 minerals, discard 2 cards: search deck for Comsat Station.*requirements from hereon will be implied* ------tap, 20 minerals, discard 3 cards: search deck for Nuclear Silo. Hatchery - Game Play The next phase is the Structure Step. In the very beginning of this step you or your opponent may use Talents or Micro cards. In this case the priority would start with your opponent. After this, the player whose turn it is places his unit from back to front rows or vice versa (this is all done at once without interruption). After this, the player(whose turn it is) can use Construction and play cards from their hands. Construction is like a type of talent that buildings and workers have. Construction can only be done during the Structure step. Research (a tech building ability) is also done during this phase. Research will either search your deck for a specific Global(permanent and applying to all your units) Micro card, or it will be a global effect already printed on the tech building. Another important thing done during this phase is the setting of cards face down. Now these cards can easily be any kind of card in the game(Unit/Building/Micro), but mostly micro (more on this later, much later). T/M cards can also be played in response to any research or construction. Skirmish Step, this is the last phase of your turn(no 'second main' deal). In the beginning of this phase Talents and Micro cards may be played (priority to the attacker). After this the player sending announces which front line units he is attacking with. After this T/M(Talets/Micro) can be played(defenders priority). Then, of those units attacking, the defender matches the units with his own in anyway. The only illegal match is a single defender unit matching with more than 1 attacking unit. After this T/M can be played. Note: no damage has been calculated yet. Then the attacker matches his unmatched attacking units with any unit or building regardless of which line they are on. This means if a player with 3 zerglings attacks a player with 1 zealot, the zealot will most likely block 1 ling, leaving the remaining 2 lings to either gang up on the zealot, or target the workers/buildings. Then T/M's may be played again with priority to the attacker. NOW battle damage is assigned and calculated. T/M's (Talent/Micro) may be played after this with priority to the attacker, after this the player's turn is over.(I'm still a little conflicted with how I want defensive buildings to play through this.) It should be also noted that this game also has the Golden Rule - that regardless of what the game rules are, a card's instructions will always be the exception(if the rules say you can't, but the card says you can, the card wins). This post was edited 17 times, last edit by ClansAreForGays: Dec 12 2010, 5:07 am. |
Post #3
l)ark_ssj9kevin
Mar 18 2009, 12:03 am
Post #4
Biophysicist
Mar 18 2009, 12:30 am
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:(){ :|:& };:
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He said that "micro" cards were basically "spells". One example that I thought of is a card called "Focus Fire" that gives all units of one type an attack bonus for one turn but forces them all to attack the same target. Another idea for a "micro" card I had was called "Depot Wall" and makes all your units, except for one Supply Depot, invulnerable to ground attacks until said Supply Depot is destroyed.
Anyway. If you want to limit the luck factor, you might want to implement a mechanic that lets players recycle cards. One such mechanic that I thought might be cool would be that production buildings can move destroyed units back into your hand/deck (whichever one you want). Eg. if a Marine card dies, but you have a Barracks, then you can put that Marine card back into your hand/deck. Of course, if you did this, you'd need to make there be a cost for playing a card, but you'd probably already have that. Also, if you implemented this mechanic, it might be interesting to make it so that hero cards couldn't be recycled. (So if Duke dies, I can't get him back, even if I have a Factory.) Also, I'd like to help with card design. Not artwork, but ideas for new cards. Also also, is this going to be released on the Internet (using Apprentice or something) or as actual physical cards? This post was edited 1 time, last edit by TassadarZeratul: Mar 18 2009, 12:48 am. Reason given: lol depot wall shouldnt block air lol ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #5
l)ark_ssj9kevin
Mar 18 2009, 12:37 am
Post #6
ClansAreForGays
Mar 18 2009, 1:11 am
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@dark: air and ground are unit attributes, not subtypes. I hate redundancy. Organic/Metal is another unit attribute. So is Large/Medium/Small.
I also agree and will added your 2 Special subtypes. Just come of with something better than Alter because that's too WC3. @TZ: You know I like that as a special effect of some cards, but I'm shaky on that being a general game mechanic. Although I haven't put too much thought into the graveyard so keep think about how the discard pile could be used. I've only thought of specific possibly cool cards, like a dragoon that comes out easier when you have X amount of zealots in the graveyard. |
Post #8
Biophysicist
Mar 18 2009, 1:16 am
Post #9
ClansAreForGays
Mar 18 2009, 1:33 am
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Reading your response to my micro ideas I fell like you know exactly what I mean by them, sorry I didn't respond.
This needs to be answered before any more ideas are submitted, or else their will be no point. I have friends (the same ones that play yugioh) that print up their own cards, so I was actually banking on this 'hardware' approach. If I wanted a computer card game I would be programming a computer game in XNA, and not be worrying about the difficulties of a pure card game. Still, I don't see why this decision is required to continue this. |
Post #10
l)ark_ssj9kevin
Mar 18 2009, 1:37 am
Post #11
Biophysicist
Mar 18 2009, 1:42 am
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:(){ :|:& };:
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Explain why. I have friends (the same ones that play yugioh) that print up their own cards, so I was actually banking on this 'hardware' approach. If I wanted a computer card game I would be programming a computer game in XNA, and not be worrying about the difficulties of a pure card game. Still, I don't see why this decision is required to continue this. Anyway. I'd like to get started on card creation soon (if you want me to), but there don't seem to be enough details yet... ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #12
MadZombie!
Mar 18 2009, 1:52 am
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mfw
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This needs to be answered before any more ideas are submitted, or else their will be no point. I have friends (the same ones that play yugioh) that print up their own cards, so I was actually banking on this 'hardware' approach. If I wanted a computer card game I would be programming a computer game in XNA, and not be worrying about the difficulties of a pure card game. Still, I don't see why this decision is required to continue this. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13
ClansAreForGays
Mar 18 2009, 2:00 am
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If you can find a good TCG engine to port it to, cool. Personally I'm working on getting actual blank cards to print on.
Why? Because tbh what would be the point of submitting ideas for a game that will never be played. Seriously I'm just brooding over how I want unit toughness/hp to work. I'm afraid I might just have to steal exactly what MTG does. I'm also seriously considering using Versus' exhaust system. This post was edited 1 time, last edit by ClansAreForGays: Mar 18 2009, 2:06 am. |
Post #14
Biophysicist
Mar 18 2009, 2:05 am
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:(){ :|:& };:
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If you can find a good TCG engine to port it to, cool. Personally I'm working on getting actual blank cards to print on. ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #15
Sand Wraith
Mar 18 2009, 2:10 am
Post #16
ClansAreForGays
Mar 18 2009, 2:12 am
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MICRO category should be merged with MACRO. E.G. Organized Labour: Your next mineral income set is increased by [integer OR percent, round to next highest whole one]. Cool idea. I might track this. |
Post #18
ForTheSwarm
Mar 18 2009, 2:14 am
Post #19
l)ark_ssj9kevin
Mar 18 2009, 2:17 am
Post #20
ClansAreForGays
Mar 18 2009, 2:24 am
Post #21
Biophysicist
Mar 18 2009, 2:29 am
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