Jump to content

GAME MECHANIC: Battle Gauge + Cards!


Umbra

Recommended Posts

Yes, an experimental game mechanic that doesn't involve a new type of monster in the Extra Deck. It slows the game down by making it rely more on Battle Damage, Normal Summons, and low-level monsters.

 

Battle Gauge theory:

Your Battle Gauge is measured in percentage, starting at 0%. When you inflict Battle Damage, your Battle Gauge increases by the amount of damage inflicted / 100 in percentage units. When you inflict Effect Damage, your Battle Gauge increases by the amount of damage inflicted / 200 in percentage units. Then, all monsters you control gain a bonus to ATK and DEF equal to your Battle Gauge. There is no upper limit to the Battle Gauge.

 

However, when a monster you control is destroyed or removed from play, your Battle Gauge decreases by the destroyed monster's Level x 5%. A Level 8 monster would thus decrease your Battle Gauge by 40%. The Gauge has a lower limit of -100%. In addition, when a monster is Special Summoned, the controller of that monster decreases their Battle Gauge by the monster's Level x 4%.

 

RULING:

The bonus from the Battle Gauge is always applied LAST in any calculation.

 

Example. Your Battle Gauge is currently 30%. You control a face-up "Blue-Eyes White Dragon" with 3000 ATK and 2500 DEF. Thanks to the Battle Gauge, your monster has 3900 ATK and 3250 DEF. You then decide to equip your monster with "Black Pendant", increasing it's ATK to 3500 before applying the Gauge bonus. With the Gauge, it's ATK becomes 4550.

 

Fierce Soldier

EARTH

Warrior

3 / 1300 / 1200

You can Tribute this card to increase your Battle Gauge by 20% until the End Phase.

 

Ricochet Shield

Equip Spell

If the equipped monster is destroyed by battle, decrease your opponent's Battle Gauge by 25%.

 

Blood-Heart Synchron

EARTH

Warrior

5 / 2000 / 2200

If your Battle Gauge is 50% or higher, you can Normal Summon this card without Tributing. You can decrease the Level of 1 Tuner monster you control by up to 3.

 

Heat of War

Continuous Spell

Increase all Battle Gauge increments by an additional 2% for each monster the player controls.

 

Ferocious Charge

Spell Card

Activate only when your Battle Gauge is at 100% or higher. Select 1 monster you control. It can attack directly this turn. During the End Phase, your Battle Gauge becomes 0%.

 

Sacrifice of Blood

Continuous Spell

You can pay Life Points in multiples of 1000 to increase your Battle Gauge by the same multiple x 5%.

 

Pierrot of Justice

DARK

Spellcaster

2 / 900 / 600

FLIP: Decrease your opponent's Battle Gauge by 20% and increase your Battle Gauge by 10%. You can only activate the effect of 1 "Pierrot of Justice" per turn.

 

Cooldown Hug

Trap Card

Activate only when your opponent declares an attack. Negate the attack and decrease your opponent's Battle Gauge by the monster's Level x 3%.

 

Symbol of Insanity

Equip Spell

The equipped monster must attack during each of your turns. During each of your Standby Phases, increase the Battle Gauge of the monster's controller by 10%.

 

Ferocity Dragon

EARTH

Dragon

7 / 2300 / 1900

This card cannot be Summoned except by having a Battle Gauge of 120% or higher. When this card destroys a monster by battle, increase your Battle Gauge by 8%.

 

Scrap-Iron Fighter

Trap Card

Increase your Battle Gauge by 5%. After activation, this card is not sent to the Graveyard, but Set on the field instead.

 

Gravity Restraint

Continuous Trap

A player's Battle Gauge cannot be increased by more than 20% in the same turn. During each of your End Phases, decrease your Battle Gauge by 10%.

 

Thoughts / comments / fixes?

Link to comment

In addition' date=' when a monster is Special Summoned, the controller of that monster decreases their Battle Gauge by the monster's Level x 4%.

[/quote']

 

Ew, we're rewarding Special Summoning over everything else even more than the game already does?

 

Decreases. I don't see a possible -48% decrease to ATK and DEF as a reward.

Link to comment

I like the mechanic, except the lower limit of -100%. Take the following example. (FL=Fortune Lady)

My Field.

FL Darky (Level 9)

FL Earthy (Level 9)

FL Watery (Level 7)

FL Lighty (Level 4)

FL Firey (Level 6)

Facedown: Interdimensional Matter Transporter

I just finished my turn, He's beaten me to near-death with his Dragons, I just returned the favour. Except for one thing: That Fortune Lady Firey dealt him 2400 points of Effect damage. I gain no Gauge. now lets PRETEND that by some magic I'm at +50% (even though my cards remove each other from play, a LOT, so I'd prolly be in the Negative from that alone -_-"). My pal uses Lightning Vortex. But Wait! I can use IDM on FL Darky, and once Lighty is destroyed my card effect, I can Special Summon another FL from my Deck! Day Saved, Game won. With the battle gauge system, however, I lose. . .

9+9+7+6+4=35

35*5=175

175 gauge points! Now lets say I get out another Darky. They're both at level 5 now. 2000/2000. But Wait! I'm at -100%. Both my monsters are at 0/0. I'm probably dead in the next 4 rounds. You can't let there be -100% IMO.

Link to comment

mmkay' date=' I get that it's anti-swarm... but anything that can reduce every monster on a players' side of the field to 0, and the ONLY way to drive it back up is BATTLE DAMAGE; is OP'd. Make it -50, -75, even -90 as a lower limit... but NOT -100%.

[/quote']

 

Again, anti-swarm: The more monsters you have, the bigger you get hit if they all go down. Also, I have added a clause for Effect Damage: It increases the Gauge, but not as much as the same amount of Battle Damage would have.

 

Not to mention that I have created various cards for the sole purpose of increasing your Battle Gauge: Heat of War, Pierrot of Justice, Sacrifice of Blood...

Link to comment

OK, here are some card suggestions: *based on earning back your gauge

[spoiler=cards]

Lucky Sorcerer

LIGHT

Spellcaster

4 / 1200 / 1200

This card Can only be Summoned while your Battle Gauge is under 0%. Discard 1 Spell card to change your Battle Gauge from a negative number to a positive one of the same number.

 

Underestimated Elemental Light Spirit

LIGHT

Fairy

2 / 0 / 200

Whenever your Battle Gauge would Decrease, by Discarding 1 LIGHT Monster, halve the amount your Battle Gauge would Decrease by.

 

Negative Legend

DARK

Fiend

1 / 0 / 0

This card Can only be Summoned while your Battle Gauge is under 0%.

 

Positive Legend

LIGHT

Fairy

12 / 0 / 0

This card Can only be Special Summoned while you Control "Negative Legend", and while your Battle Gauge is over 20%. When this card is Summoned, your Battle Gauge does not Decrease.

 

Ultimate Connection

EARTH

7 / 0 / 0

This card Can only be Summoned by tributing 1 "Positive Legend" and 1 "Negative Legend". Your Battle Gauge Can not Decrease while this card is face up on the field. This card ATK and DEF are equal to your battle Gauge x20.

 

Pot of loss

Spell

Normal

Decrease your Battle Gauge by 10%.

 

Pot of Gold

Trap

Normal

Increase your Battle Gauge by 10% until the End Phase.

 

 

Link to comment

Replies are bolded.

 

[spoiler=cards]

Lucky Sorcerer

LIGHT

Spellcaster

4 / 1200 / 1200

This card Can only be Summoned while your Battle Gauge is under 0%. Discard 1 Spell card to change your Battle Gauge from a negative number to a positive one of the same number.

 

Overpowered. With this' date=' you can basically spam as much as you want, Normal Summon this, dump a spell and bam! Double ATK/DEF for all monsters you control. [/b']

 

Underestimated Elemental Light Spirit

LIGHT

Fairy

2 / 0 / 200

Whenever your Battle Gauge would Decrease, by Discarding 1 LIGHT Monster, halve the amount your Battle Gauge would Decrease by.

 

This is interesting. I'll consider it.

 

Negative Legend

DARK

Fiend

1 / 0 / 0

This card Can only be Summoned while your Battle Gauge is under 0%.

 

Positive Legend

LIGHT

Fairy

12 / 0 / 0

This card Can only be Special Summoned while you Control "Negative Legend", and while your Battle Gauge is over 20%. When this card is Summoned, your Battle Gauge does not Decrease.

 

Ultimate Connection

EARTH

7 / 0 / 0

This card Can only be Summoned by tributing 1 "Positive Legend" and 1 "Negative Legend". Your Battle Gauge Can not Decrease while this card is face up on the field. This card ATK and DEF are equal to your battle Gauge x20.

 

Overall, the three above cards combine into something ridiculously game-breaking, with Ultimate Connection validating spamming of monsters again. This goes completely against the point of the Battle Gauge.

 

Pot of loss

Spell

Normal

Decrease your Battle Gauge by 10%.

 

I don't see the point.

 

Pot of Gold

Trap

Normal

Increase your Battle Gauge by 10% until the End Phase.

 

Sure, could come in handy, but again I don't see the point. I could incorporate this into something larger, but on its own it doesn't make the cut.

 

 

 

Thanks for your suggestions. Elemental Spirit's counterpart will be added shortly.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...