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sickofpalantirs |
Posted: Mon Feb 26, 2007 4:06 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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hum, I like M64’s idea. But I don’t think I quite understand it still, but if that is what you are getting at CG please say so. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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CarpeGuitarrem |
Posted: Fri Mar 02, 2007 1:48 am |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Yes, M64 has it. Basically, we’re starting from scratch and giving each culture new attributes. In addition, I’d like to keep cultural enforcement to a minimum here. Basically, if you want your deck to work, you either have to set up a good rainbow or have a culture or two that work together well.
Example: might deal a lot with tokens, using tokens as resources in lieu of twilight. (e.g., a 0 twilight companion, but you have to remove 2 tokens to play him) Maybe refer directly to tokens, maybe just refer to tokens in general.
Or: cards like Stand to Arms would just read like this: "If you have initiative, discard two cards from hand to wound a roaming minion skirmishing a companion twice." Then, rangers would have ways to make minions roaming, thus maximum effectiveness for them, not as effective for others.
I’d also like to keep the number of unloaded keywords down, because unloaded keywords only mean that you’re creating enforced cultures.
Anyway, it’s a different idea, but I think it’s able to be pulled off, at least for FP. Shadow might be tricky, because there’s so many cultures.
Good stuff, M64! I like this organization! |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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NBarden |
Posted: Fri Mar 02, 2007 2:12 am |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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BattleWarg |
Posted: Fri Mar 02, 2007 1:44 pm |
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Joined: 11 Feb 2007
Posts: 579
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I think I do understand this. Are we wanting to go back over the real sets to put them more in line with the ’culture stats’, or make new ones (obviously, we could do both...)
It provides an interesting idea, and would allow for much more effective multi-culture decks, which means multi-culture hate is much more effective as well (as it will be more common).
As for the 0-cost companion (I realize just an example, but a thought), what about a 2 (or 4) cost, but have ’When you play this companion, you may remove any number of tokens to reduce his twilight cost by -1 for each token removed (or -2 for each token you remove).
Making him playable in tokenless decks, useful in decks with tokens, and very strong in decks.
I like the idea for Stand to Arms. On unloaded keywords, I think that it would work better if they have cards that are more powerful with that keyword, but not necessary. But, we’d have to make sure it can cross cultures (like Ranger - and keep it across).
I think, once the numbers are balanced, it will make the Shadow sides better.
As for the abilities themselves, I think it might work better to be somewhat general, and have the more exact be worked out by combinations.
For example, have each phase (fellowship, maneuver, archery, assignment, skirmish, regroup), effects (wounding, healing, twilight pool, threats, burdens, weakening)
Then combine two for the game effect:
Archery + Wound = Boost fellowship archery total
Skirmish + Wound = Damage bonus
Fellowship + Healing = Remove wounds
Archery + Healing (or damage prevention) = Reduce minion archery total
Skirmish + Healing (or damage prevention) = Cancel damage bonuses or ’takes no more than 1 wound during each skirmish phase’
Assignment + Twilight Pool = Assign to reduce twilight
Skirmish + Twilight Pool = When he wins a skirmish, removes twilight
Skirmish + Threat = Add a threat to boost strength
Regroup + Threat = Remove threats during regroup
Fellowship + Burden = Remove a burden when moving
etc.
Just some thoughts... |
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sickofpalantirs |
Posted: Fri Mar 02, 2007 2:48 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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ditto NBarden, me no understandey. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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CarpeGuitarrem |
Posted: Sat Mar 03, 2007 9:50 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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BattleWarg, I love your idea for outlining things. That would make things really easy to set up, since it’s systematic.
BattleWarg wrote: For example, have each phase (fellowship, maneuver, archery, assignment, skirmish, regroup), effects (wounding, healing, twilight pool, threats, burdens, weakening)
Good idea!! I’d just say change "weakening" to "strength modification".
So...
Fellowship: Logically, , , and maybe even .
Maneuver: , , (military tactics).
Archery: , , possibly .
Assignment: , , , possibly .
Skirmish: , , .
Regroup: , , .
You like it? Although I wonder... isn’t very present here. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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BattleWarg |
Posted: Sun Mar 04, 2007 2:47 am |
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Joined: 11 Feb 2007
Posts: 579
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CarpeGuitarrem wrote: BattleWarg, I love your idea for outlining things. That would make things really easy to set up, since it’s systematic.
That’s kind of what I was thinking.
CarpeGuitarrem wrote: So...
Fellowship: Logically, , , and maybe even .
Maneuver: , , (military tactics).
Archery: , , possibly .
Assignment: , , , possibly .
Skirmish: , , .
Regroup: , , .
You like it? Although I wonder... isn’t very present here.
Well, it can work. Obviously, these would be the ones that are strong in that phase.
Which means that strength is:
= Skirmish (definite)
= Fellowship, Maneuver, Archery, Assignment, Regroup
= Fellowship, Regroup
= Assignment
= Maneuver, Archery, Assignment, Skirmish, Regroup
= Maneuver, Skirmish
= Fellowship, Archery (currently not, but they could be a strong middle - 4/5 or 6-7/10), Assignment (should be, but I’m not sure if they are now)
Which implies that Dwarves would have amazing effects in the skirmish phase (or good abilities for cheap), and rohan would be good at skirmishing.
Gollum would basically be in control of the assignment phase, although Shire could rival at a couple sites, and Elves and Gondor might steal control for a site or two.
Which, oddly enough, seems that a / deck would (in theory) be a powerful deck - use to assign minions, and to kill them off.
I do think a numeric value would also help (in theory, each section should be equivalent between the cultures - which should be the average possible, so that a deck that’s just as good in any part of it would be average at everything). So, with a 1-5 scale (higher better), and 18 being the total between all, I’ll present:
Fellowship 4, Maneuver 4, Archery 1, Assignment 1, Skirmish 5, Regroup 3
Fellowship 4, Maneuver 2, Archery 5, Assignment 1, Skirmish 2, Regroup 4
Fellowship 4, Maneuver 3, Archery 2, Assignment 3, Skirmish 3, Regroup 3
Fellowship 3, Maneuver 4, Archery 1, Assignment 5, Skirmish 2, Regroup 3
Fellowship 3, Maneuver 2, Archery 4, Assignment 2, Skirmish 4, Regroup 3
Fellowship 3, Maneuver 5, Archery 2, Assignment 1, Skirmish 4, Regroup 3
Fellowship 5, Maneuver 2, Archery 3, Assignment 4, Skirmish 2, Regroup 2
Of course, you get a better picture with other types of definition, but gives you an example of what cultures are/should be good at, and how they compare to another.
And assuming multi-culture decks would average the abilities (although it should be slightly above the average, if you focus):
/ = Fellowship 3.5, Maneuver 4, Archery 1, Assignment 3, Skirmish 3.5, Regroup 3 - loses a fair amount of assignment abilities, but is improved in everything else, while the sacrifices pure strength for a much better assignment.
/ = Fellowship 3.5, Maneuver 4.5, Archery 1.5, Assignment 1, Skirmish 4.5, Regroup 3 - These two share most of the same strengths, so they remain about the same, so if you focus, it should be much better than other combos.
/ = Fellowship 3.5, Maneuver 2, Archery 4.5, Assignment 1.5, Skirmish 3, Regroup 3.5 - Much like /, they share the same strengths, so gets a few new early tricks, and a good archery backup, but provide the skirmish abilities.
And, the average overall?
Fellowship 3 5/7, Maneuver 3 1/7, Archery 2 4/7, Assignment 2 3/7, Skirmish 3 1/7, Regroup 3
Which indicates: Most cards will be used in the Fellowship, Maneuver and Skirmish phases. A fair amount will be used in the Regroup. The Archery phase gets less than most, and it’s mostly cards, plus some and and few others. The Assignment phase gets the lest attention, and mostly just by and .
I think that’s fairly accurate. It may or may not be what we’re going for, but it seems to reflect the current cards. |
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CarpeGuitarrem |
Posted: Sun Mar 04, 2007 2:14 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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I like the analysis-I think we can stick with that! I also think that could get Fellowship stuff in the form of mining, etc. Which could be very cool.
And about the effects...we’ve got wounding (or damage bonuses), healing, twilight pool, threats, burdens, strength modifying. I think I’d add deck searching in there.
-wounding (skirmish phase, of course), strength bonuses. And probably deck searching.
-wounding, healing, twilight pool, burdens
-threats, burdens, healing
-threats, wounding, twilight pool
-twilight pool, threats
-threats, strength modifying
-twilight pool, burdens |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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