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Chimera (previously known as "Macro")

Started by 3XXXDDD, April 25, 2012, 09:28:11 AM

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Typherion

Basically, it's just these two changes:
1) Shifting the Cooling Phase to the end of the turn
2) Refreshing cards that have finished cooldown and then turning the remaining cards, instead of turning cards then refreshing.

This allows you to have cooldown = number of turns a card can't be used. It's not a big deal, but it would give you an additional position for turning. In this system, cards with cooldown of 0 would be sent to the cooling zone after use in the Combat Phase, but then would be immediately refreshed in the Cooling Phase afterwards.

Kevashim

"Magical Break
Magical/Cooling 2
If your Opponent played a Magical Type Ability (except "Magical Break") this card deals 1 Damage to your Opponent's Avatar."

Seems to do 1 magical damage sometimes with a cooldown of 2. Whereas

"Focus Spark
Magical/Cooling 1
Deal 1 Damage"

does 1 guaranteed magical damage with cooldown of 1. Maybe Magical Break needs a buff.

3XXXDDD

You misunderstand somewhat. Magical Break is a "Tie-Breaker" card so when both players usually play Magical Attacks neither attack gets through. However when both players a Magical Attack and one of them is "Magical Break" it is sure to hit bypassing the usual "Ties" that ability match up would have.

At least that is how it works under one set of rules.

A question as well then;

Should there not be an X > Y > Z > X (RockPaperScissors) Mechanic at work here or not?

mappel6

I, personally, think that all of the Avatars should have their own strengths and weaknesses. For instance, the melee could be the balanced one, where the damage it dishes out and the damage it can receive should be fairly equal, but it could be weaker towards the effect range. That meaning that some effects can stop a melee user in its tracks. A magic user could be the one that dishes out a bunch of damage, but could have a low HP. Also, ranged could have a great range of good effects, but can't really use a good amount of good ones (a low max AP) within the time that another could use some effects, and therefore may require more strategy. Feel free to adapt this with your own strengths and weaknesses, it's just an example.

3XXXDDD

Planning to introduce a Grid into the game. Something like 3x3 or 3x4 or 5x5. Enough to allow range to matter but not so big that it turns into a board version of Tag. It would allow me to introduce terrain such as moutains to hide behind or have the range increase of certain characters.

Typherion

#20
I don't know how you could do a grid, but I can mention one idea about movement for you to consider that might work if all you care about is whether you can use melee or ranged moves.

The flash game Kongai is a turn based game similar to the pokemon video games except it has streetfighter style characters that specialise in different types of combat. Melee moves can only be used if the distance between fighters is "close" and ranged moves can only be used if the distance is "far". Some moves can be used at both "close" and "far".

Both players simultaneously choose either to stay or to move by paying energy and selecting "close" or "far" at the start of each turn.

  • If one player chooses to stay and the other pays to move, then the distance between them is set to whichever the moving player chose, "close" or "far".
  • If both players choose "close" or both choose "far" then the distance becomes that range.
  • If both players choose to stay then the distance doesn't change this turn.

3XXXDDD

Sounds similar to the City of Heros CCG. It might have some play.

I might discard the Grid idea. It is too ehh. However I feel because the game has such a simple base already it could easily add a few more statistics to characters such as Speed & Dexterity which can have buffs to focus on them, like maybe one strategy would be quick little hits or another could be buffing up your Dexterity so much that you can eventually K.O. your opponent in a critical hit.

Health Points
Ability Points
Dexterity - Certain cards could hit for extra damage depending on your current dex
Speed - Faster speed gets to act first

So with that, any other attributes that are commonly found in MMO's that I could add?

Kevashim

Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma? :P

Strength, Perceptional, Endurance, Charisma, Intelligence, Agility, Luck? :P :P

But yea, strength adding to melee damage perhaps? With intelligence and agility/dexterity doing similar for magic and ranged respectively.

3XXXDDD

Well Agility would be who gets to activate first.

Dexterity would be like taking double damage or something and may involve a dice roll. If there was an Endurance stat (Defence?) Dexterity would let the attack go straight through to the Enemy's HP ignoring the Defence Stat. Basically Dexterity = Critical Hits.

There could be Strength variations for Melee/Range/Magic (I believe many use Magic as a stat like that already.) Wouldn't know what to write for Range Base. Maybe just the symbol with a number.

3XXXDDD

Also what do Constitution, Wisdom & Intelligence do?

Kevashim

I had no ideas for what those stats do, they are just probably very common stats to see in games; or at least stats that many players are immediately familiar with.

3XXXDDD

Note: Realized that Mermaids have no way to deal damage to each other, should be rectified with some simple & basic ability cards anyway.

Kevashim

Yea, a bit of an oversight to have no direct damage attacks that are mermaid specific. Basic attacks could fix this but still... the basic attacks would still be auto-countered with the only potentially damaging mermaid abilities, Psychic Empathy and Jellyfish Sting. So the mermaid would deal equal damage to that it receives in one case and would effectively deal 3 damage in the other. Perhaps not so much an issue when a mermaid fights against a different race, but yea Mermaid vs Mermaid could be a very long/slow match.

3XXXDDD

Updated with revised stats and making sure trump abilities can't just hit for damage every 4-5 turns with no consequence while still keeping them relatively powerful.

3XXXDDD

Some Mermaid Art to tease you with.



Note: This is the Style the Mermaid cards are going to be in, Harpy & Minotaur should have their own defined style which should not be assumed to have a similar style as above.