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 Post subject: A few card ideas
PostPosted: Tue Nov 16, 2010 4:10 pm 

Joined: Wed Nov 10, 2010 5:32 am
Posts: 99
Card: Air Transport
Description: Works exactly the same as Troop Transports for infantry, but can carry ground mechanical units.

Card: Armored Air Transport
Description: Works exactly the same as Armored Troop Transports for infantry, but can carry ground mechanical units.

Card: Platoon Leader
Description: An infantry version of the Tank/Squadron Leader cards

Card: Draft Office
Description: A building which can only be placed on your starting tiles, has low health, provides a small discount (e.g. $5) to all further infantry purchases (not cards played, just purchases from HQ). Effect does not stack with cards of its own type or with Mass Production.

Card: Assembly Line
Description: A building which can only be placed on your starting tiles, has low health, provides a small discount (e.g. $5) to all further ground mechanical purchases (not cards played, just purchases from HQ). Effect does not stack with cards of its own type or with Mass Production.

Card: Aircraft Assembly Line
Description: A building which can only be placed on your starting tiles, has low health, provides a small discount (e.g. $5) to all further Aircraft purchases (not cards played, just purchases from HQ). Effect does not stack with cards of its own type or with Mass Production.

Card: Mass Production
Description: A building which can only be placed on your starting tiles, has low health, provides a small discount (e.g. $5) to all further purchases (not cards played, just purchases from HQ). Effect does not stack with cards of its own type

These buildings are vulnerable to attack and the cost/benefit can easily be tweaked for balance.


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 Post subject: Re: A few card ideas
PostPosted: Tue Nov 16, 2010 4:13 pm 
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A card slot is usually worth 35$ due to the discount it normally provides (can differ to 40 sometimes). This would make the 5$ discount worth next to nothing. Also this encourages massing over using cards and units in a good way. We need another balancing for this, not sure how tho.

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 Post subject: Re: A few card ideas
PostPosted: Tue Nov 16, 2010 4:49 pm 
Battle Dex Testing Team
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Joined: Tue Apr 27, 2010 7:06 pm
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Location: Munich
I like the first few and agree with schlumpfi. Those building wouldn't be a good addition to the game imho. But keep the ideas coming.


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 Post subject: Re: A few card ideas
PostPosted: Tue Nov 16, 2010 6:28 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
Love the first few. Do not be surprised to see them in the first expansion set (beginning of next February). Keep the good ideas coming.

We will have to think about the buildings.


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 Post subject: Re: A few card ideas
PostPosted: Tue Nov 16, 2010 10:13 pm 
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Joined: Wed Nov 10, 2010 5:02 pm
Posts: 81
Location: New Jersey
I was thinking...

RPG - Anti-Armor Infantry Unit
Cruise Missile - One Mean Deep Strike Blast
Dig In - Infantry takes little damage but can't move
Radar Sweep - one turn Reveal map
Bombers - Hits multiple hexes
Sniper - Extreme range infantry (pins infantry units)
Panic - Unfriendly units run away Max speed 1 turn
Commando - Take CP in single turn
Ninja's - Invisible/Assassinate Hero's
Turncoat - Enemy unit converts to your army
First Strike - Initiative Buff
Hot Air Balloon - Air Recon see's over hills and trees
Stealth, Grenades, Bunker Busters, Daisy Cutters, ect ect

These are more game dynamics:
Pinning - Something that causes unit to stop moving out of fear/Pinned units don't move
Initiative buff/units - I haven't figured out how to tell 'who' shoots first but first strike is cool

Tons of ideas, shame I missed the Beta. Anyone else?

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Last edited by Snapfire on Wed Nov 17, 2010 1:06 pm, edited 1 time in total.

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 Post subject: Re: A few card ideas
PostPosted: Tue Nov 16, 2010 11:02 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
WIsh we would have had you in Beta. Thrilled we have your thoughts now. Thanks.


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 Post subject: Re: A few card ideas
PostPosted: Wed Nov 17, 2010 3:35 am 
Battle Dex Testing Team
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There were also tons of ideas in beta, lots of them same as you mentioned. But I think it would be too much to ask of you to read them all first. :) (especially the thread from mrcaos, that needs superhuman endurance)

All new ideas are welcome, chrism will pick something from them.

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