Delibirb Posted July 9, 2014 Report Share Posted July 9, 2014 Turn Start: Mana is regained by game mechanics. Other actions may occur by card effects. Turn Player Activation: The turn player gets to summon/activate up to the maximum number of new cards simultaneously. Opponent Response: May or may not actually be implemented depending on what kinds of effects Trump cards or normal cards may have. Turn Player Resolution: Turn player gets to activate trigger-based effects of cards they control/still control that haven't been negated in the previous stage. Battle: self-explanatory, turn player gets to declare their attacks and wait for the opponent to block/whatever. Turn End: Actions by card effects may occur. All you did was cut out what I explained the Opponent Response stage WOULD be used for if we implemented it >w< Link to comment Share on other sites More sharing options...
KindredTether Posted July 9, 2014 Report Share Posted July 9, 2014 Haha sorry, it was 3 am, got too tired to type. Anyways, perhaps if we added a damage calc stage before the Turn Start for the new players turn so they could, "calibrate"? or whatever to the damage and effects of the opponents Battle Stage, meaning we could do the blocking / damage count in a single post? Link to comment Share on other sites More sharing options...
Delibirb Posted July 9, 2014 Report Share Posted July 9, 2014 Haha sorry, it was 3 am, got too tired to type. Anyways, perhaps if we added a damage calc stage before the Turn Start for the new players turn so they could, "calibrate"? or whatever to the damage and effects of the opponents Battle Stage, meaning we could do the blocking / damage count in a single post? That sounds like a good idea, I like that. In which case maybe we can just make effects not occur during the End stage, and just have them activate in the opponent's Start stage. Link to comment Share on other sites More sharing options...
KindredTether Posted July 9, 2014 Report Share Posted July 9, 2014 That sounds like a good idea, I like that. In which case maybe we can just make effects not occur during the End stage, and just have them activate in the opponent's Start stage. Thanks :), and yeah, that's the plan. Anywhale, Ready Stage: Mana is regained by game mechanics. Player reacts to the damage and effects of the opponents Turn including the Battle Stage, allowing blocking and damage calculation among other things. Activation Stage: The turn player gets to summon/activate up to the maximum number of new cards simultaneously. Conflict Stage: self-explanatory, turn player gets to declare their attacks and wait for the opponent to block/whatever. Flip Stage: Actions by card effects may occur. Sound good? Dunno if I took too much out... Also gave them fancyish names. :P Link to comment Share on other sites More sharing options...
Delibirb Posted July 9, 2014 Report Share Posted July 9, 2014 Thanks :), and yeah, that's the plan. Anywhale, Ready Stage: Mana is regained by game mechanics. Player reacts to the damage and effects of the opponents Turn including the Battle Stage, allowing blocking and damage calculation among other things. Activation Stage: The turn player gets to summon/activate up to the maximum number of new cards simultaneously. Conflict Stage: self-explanatory, turn player gets to declare their attacks and wait for the opponent to block/whatever. Flip Stage: Actions by card effects may occur. Sound good? Dunno if I took too much out... Also gave them fancyish names. :P Sounds good to me, and I like the names. :) If turn structure is all set for now at least, do we wanna work out a standard card structure, then develop some card ideas so we can get a feel for what the maximum cards per turn will be? Personally, I'm liking: ['Card Name', Life Value, ATK Value, Additional Costs, Keywords] (Effects) Additional costs are the mana cost for the keywords, if they have any, that is added on to the Life+ATK mana cost. The Effects section will likely only be for Trump Cards. Link to comment Share on other sites More sharing options...
KindredTether Posted July 9, 2014 Report Share Posted July 9, 2014 ['Card Name', Life Value, ATK Value, Additional Costs, Keywords] (Effects) Additional costs are the mana cost for the keywords, if they have any, that is added on to the Life+ATK mana cost. The Effects section will likely only be for Trump Cards. Actually that sounds perfect, unless we want to add an attribute kind of thing? Idk. Anyways, if we do get to the card creating stage, we should make a few examples. Link to comment Share on other sites More sharing options...
Delibirb Posted July 9, 2014 Report Share Posted July 9, 2014 Well I've dont know much about MtG, so I dont really have a sense of what numerical values are considered balanced with these effects. We also don't know if and which effects will have an additional mana cost on them. Link to comment Share on other sites More sharing options...
.Rai Posted July 9, 2014 Report Share Posted July 9, 2014 For linguistics' sake, I'm gonna have to refer to everything as Magic Mana and Forum Mana.Aix costed Flying as about 2 Forum Mana. Flying is roughly a 1 Magic Mana effect (Note: You should change this costing as it shouldn't be linear; Flying costs more as power goes up).Therefore, you start with about 10 Magic Mana. For simplicity, I'm rounding that 7 Forum Mana to 6, and translating that as 3 Magic Mana. The total mana generated from the start of the game (ignoring whether it was spent or not; and providing that the Magic player always draws a land):Turn | Magic | Forum1| 1 | 102| 3 | 133| 6 | 164| 10 | 195| 15 | 216| 21 | 247| 28 | 27Of course, in Magic, this is all hypothetical. You have to spend it in order for that mana to materialise, and there's a natural limit every turn. The forum game seems to lack a self-limiting factor (as Magic and Hearthstone do). Making a limit on how many cards is silly, since it makes control strategies and ramp strategies way stronger than aggro. Link to comment Share on other sites More sharing options...
KindredTether Posted July 10, 2014 Report Share Posted July 10, 2014 Aix? I really confused right now, are we deciding card structure or turnly mana gen? Link to comment Share on other sites More sharing options...
Delibirb Posted July 10, 2014 Report Share Posted July 10, 2014 Aix? I really confused right now, are we deciding card structure or turnly mana gen? I think we figured out card structure, so we sorta need to figure out mana balance before we make some prototype cards, so we get an idea of good atk/life/cost balances. But like I said, I don't know much about MtG, so I unfortunately cant help very much in the mana department. Link to comment Share on other sites More sharing options...
KindredTether Posted July 11, 2014 Report Share Posted July 11, 2014 Ok, how about everyone think of 3 example cards and post them here by tomorrow? Link to comment Share on other sites More sharing options...
Delibirb Posted July 11, 2014 Report Share Posted July 11, 2014 ['Terminal Console', Life: 10, ATK: 0, Cost: 9, Mana Regeneration 3] (Final casting cost: 19) ['Terminal Cord', Life: 1, ATK: 0, Stealth] (Final Casting Cost: 1) ['Terminal Battery', Life: 4, ATK: 4, Cost: 2, Flying] (Final Casting Cost: 10) I've no idea if this is balanced or even functional, but here's the first three that popped into my head. Link to comment Share on other sites More sharing options...
KindredTether Posted July 11, 2014 Report Share Posted July 11, 2014 Nice. ^^ My turn: ['Terminal Outlet', Life: 2, ATK: 3, Cost: 6, Infection 2 3] (Final casting cost: 11) ['Terminal Factory', Life: 20, ATK: 0, Cost: 10 "Terminal" Summon] (Final Casting Cost: 30) ['Terminal Extension', Life: 6, ATK: 1, Cost: 2, Flying, Stealth] (Final Casting Cost: 9) We could make a Terminal set, as an example. :P Link to comment Share on other sites More sharing options...
.Rai Posted July 11, 2014 Report Share Posted July 11, 2014 I would say that designing cards at this point is pretty much useless considering that the actual structure of the game is about 25% of the way there. Combat system is still unclear to me: Stealth makes no sense if this is like MtG (attackers + blockers). Link to comment Share on other sites More sharing options...
KindredTether Posted July 11, 2014 Report Share Posted July 11, 2014 We're not trying to straight rip off MtG, otherwise wouldn't we just play MtG? Link to comment Share on other sites More sharing options...
.Rai Posted July 11, 2014 Report Share Posted July 11, 2014 We're not trying to straight rip off MtG, otherwise wouldn't we just play MtG? I wasn't coming from that angle. How does Stealth work, since the last update to the combat system means that the combat system is coincidentally the same as MtG's, and the mechanic doesn't make sense? Link to comment Share on other sites More sharing options...
Aix Posted July 12, 2014 Author Report Share Posted July 12, 2014 I wasn't coming from that angle. How does Stealth work, since the last update to the combat system means that the combat system is coincidentally the same as MtG's, and the mechanic doesn't make sense? Actually, I think the combat system should be: You can target certain cards and/or attack directly with your cards. Cards that are targeted can still block if they survive the targeting attack. Link to comment Share on other sites More sharing options...
KindredTether Posted July 12, 2014 Report Share Posted July 12, 2014 Actually, I think the combat system should be: You can target certain cards and/or attack directly with your cards. Cards that are targeted can still block if they survive the targeting attack. ^ Link to comment Share on other sites More sharing options...
.Rai Posted July 12, 2014 Report Share Posted July 12, 2014 Two-step combat is the most annoying thing. That second clause is basically irrelevant anyway, because you're targeting a creature unless you can kill it. Other questions, does damage wear off after each turn or turn cycle or is it cumulative? Link to comment Share on other sites More sharing options...
Aix Posted July 12, 2014 Author Report Share Posted July 12, 2014 Two-step combat is the most annoying thing. That second clause is basically irrelevant anyway, because you're targeting a creature unless you can kill it. Other questions, does damage wear off after each turn or turn cycle or is it cumulative?Actually, it happens all at once, as in you decide the attackers, targets and which cards attack directly all at once. The clause prevents using little guys to stop all your opponent's big monsters. Damage cumulative as that is accomplishable on a forum. Link to comment Share on other sites More sharing options...
KindredTether Posted July 14, 2014 Report Share Posted July 14, 2014 So, where do we go from here? Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted July 16, 2014 Report Share Posted July 16, 2014 I'll participate if there are enough people Link to comment Share on other sites More sharing options...
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