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Effit
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Post subject: A few card ideas Posted: Tue Nov 16, 2010 4:10 pm |
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Joined: Wed Nov 10, 2010 5:32 am Posts: 99
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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. $5) to all further purchases (not cards played, just purchases from HQ). Effect does not stack with cards of its own type
These buildings are vulnerable to attack and the cost/benefit can easily be tweaked for balance.
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Schlumpfi
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Post subject: Re: A few card ideas Posted: Tue Nov 16, 2010 4:13 pm |
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Joined: Fri Apr 23, 2010 6:13 pm Posts: 988
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A card slot is usually worth 35$ 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.
_________________ "You're fine. Next time just don't stop their attacks with your face. - Effit" Hardstyle 'till I die! You make this shit go down you are DECIBEL!
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hmpf
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Post subject: Re: A few card ideas Posted: Tue Nov 16, 2010 4:49 pm |
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| Battle Dex Testing Team |
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Joined: Tue Apr 27, 2010 7:06 pm Posts: 348 Location: Munich
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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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chrism
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Post subject: Re: A few card ideas Posted: Tue Nov 16, 2010 6:28 pm |
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Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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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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Snapfire
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Post subject: Re: A few card ideas Posted: Tue Nov 16, 2010 10:13 pm |
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Joined: Wed Nov 10, 2010 5:02 pm Posts: 81 Location: New Jersey
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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?
_________________ Always Angry, All the Time - Angry Marines
7th division, a squad of pimps, players and hustlers.... well all the good things about those at least - Flip
Last edited by Snapfire on Wed Nov 17, 2010 1:06 pm, edited 1 time in total.
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chrism
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Post subject: Re: A few card ideas Posted: Tue Nov 16, 2010 11:02 pm |
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| Battle Dex Team |
Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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WIsh we would have had you in Beta. Thrilled we have your thoughts now. Thanks.
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fewar
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Post subject: Re: A few card ideas Posted: Wed Nov 17, 2010 3:35 am |
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| Battle Dex Testing Team |
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Joined: Sun Apr 18, 2010 1:32 am Posts: 1271 Location: Slovakia
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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.
_________________ "Are you guys doing that stupid facebook stuff again? Why are you guys in here wasting your time? We are supposed to be out playing videogames." - Stan Marsh
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