hakuginnozero Posted September 21, 2014 Report Share Posted September 21, 2014 This is basically my new card concept: cards that equip to the player and allow them to fight rather than just summon monsters to fight for them. This concept was to be used in my "Yu-Gi-Oh! Combat Heroes" story, but I never got around to it... Example: Offense Points: 3 Guard Points: 15 Must pay 1000 LP while your opponent's LP are higher than yours to Connect. While you control this face-up card, LIGHT monsters you control cannot be destroyed by card effects. Basic Explanation: '''Battle Units''' (バトルユニット,'' Batoruyunitto '') are a new type of card introduced along with Sequence Cards in Yu-Gi-Oh! Combat Heroes. They, along with Sequence Cards, use entirely different card frame then any other card in the game (with the card frame being created by http://grezar.deviantart.com/), with outline of Battle Units being dark-red. Battle Units are essentially Equip Spell Cards that are equipped, or in this case "Connected" to the player. Most Battle Units usually have a cost or condition that must be paid or fulfilled in order for the player to use them. When a player is Connected to a Battle Unit, it is placed into one of the 3 Combat Zones located in front of the Monster Card Zones. As there are only 3 zones to be used, a player can only equip up to 3 Battle Units at a time. Similar to Pendulum Monsters, existing Battle Units cannot be sent to the Graveyard by Game Mechanics by placing a new Battle Unit over it. Regarding attacking, only 1 Battle Unit can attack per turn. Battle Units may declare an attack on monsters but cannot be targeted for attacks by monsters unless an effect states otherwise. Should a Battle Unit be attacked by a monster, a normal battle is carried out (damage takes place, the lower ATK monster/Battle Unit is destroyed, effects activated, etc.) If both players control a Battle Unit, a player may declare an attack with a Battle Unit against their opponent's Battle Unit, which initiates a Combat Sequence. In this Combat Sequence, the Offense Points and Guard Points along with the ATK of both Battle Units are compared (The Offense Points of the Battle Unit with the higher ATK is subtracted from the Guard Points of the Battle Unit with the lower ATK. No Battle Damage is taken in Combat Sequences. When the Guard Points of a Battle Unit reaches 0, it is destroyed. If a Battle Unit is destroyed in a Combat Sequence, it's controller takes damage equal to the original ATK of the destroyed Battle Unit) Players may activate Sequence Cards to change to the outcome of the Combat Sequence but may only activate up to 3 Sequence Cards per Combat Sequence. This aspect is a vital plot element in Yu-Gi-Oh! Combat Heroes. Battle Units do not posses Levels, but do posses ATK, DEF, and Attributes. If a Battle Unit is destroyed, it can be equipped to a monster on the field as an Equip Card instead of being sent to the Graveyard (although a player still receives damage if it's destroyed in a Combat Sequence.) Any thoughts on this? Link to comment Share on other sites More sharing options...
- Minimania - Posted September 21, 2014 Report Share Posted September 21, 2014 I like this idea, but I don't like the way the card looks, tbh So, does that mean that you would become a monster yourself? If so does that mean you would be shuffled into your deck when Compulse s activated? Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted September 21, 2014 Report Share Posted September 21, 2014 So, does that mean that you would become a monster yourself? If so does that mean you would be shuffled into your deck when Compulse s activated? He said it was "basically" an equip spell card. I dont think it would actually be considered one. It would be like a fourth kind of card (Monster, Spell, Trap, Battle Unit). So the player would still be the player...not a monster. Kind of like MTG has cards that target the player At least, that's the impression I got. I do like this concept. It seems interesting, but the comabat sequence, IMO, seems a bit complicated. Why not just have Offense Points vs Guard Points, and leave the ATK for when battling monsters? I mean, it's cool, and I can follow it, but it seems like some people may not be able to so easily Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted September 21, 2014 Report Share Posted September 21, 2014 For some reason, I got a CFV reference when looking at this card. Probably because of the Battle Unit thing (which I remember the other game has to some extent). Mind you though, I don't play that game [or watch series if applicable], so may be wrong. The concept is interesting, but as mentioned, some of the mechanics (i.e. Guard Sequences) are a bit confusing to follow. I can see the Guard Sequences being similar to how Pokemon battles work in-game [after Guard/HP reach 0, it faints/dies] or DDM, if that's a good enough analogy. As for the card itself, basically provides protection for a LIGHT-heavy Deck from Mirror Force, Black Rose, Judgment (on this note, your other monsters won't get blown up by said effect due to its protection effect), Exciton and some other things. Although it also penalizes you further if your opponent happens to be leading in terms of LP, but it generally grants "you" enough ATK to destroy things. (Kind of reminds me of that card from the GX manga, but not really...) Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted September 21, 2014 Report Share Posted September 21, 2014 Keep up the good work! Here's a gift! I hope you like it! Link to comment Share on other sites More sharing options...
hakuginnozero Posted September 21, 2014 Author Report Share Posted September 21, 2014 Keep up the good work! Here's a gift! I hope you like it! Now that's cool looking. As for the Combat Sequence, the best I can describe it at this point is something similar to Megaman with the Battle Cards. Sequence Cards generally increase Offense/Guard Points, change ATK, or change the outcome of a Combat Sequence altogether. Regarding Sequence Cards, they aren't played from the hand, but rather from a "Sequence Pile". Maximum on Sequence cards is 20 and they are sent to the Graveyard after being used. I wish I could make it easier to understand, I'm just terrible at explaining things. Link to comment Share on other sites More sharing options...
- Minimania - Posted September 21, 2014 Report Share Posted September 21, 2014 How are you supposed to destroy those things? besides battle Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted September 22, 2014 Report Share Posted September 22, 2014 I'm assuming regular card effects can still take them down, given the description TC gave us. That being said, general card destruction can't get rid of them (i.e. staple stuff), but something like Raigeki Break, Scrap Dragon or something that targets "a card" on the field can probably do something about it. Link to comment Share on other sites More sharing options...
dizzyshot Posted September 22, 2014 Report Share Posted September 22, 2014 This mechanic is used in Buddy Fight. In that show if the player was hit they lost their equipped card and returned to playing normally. I don't know how this can help you, but I thought it should be mentioned at least. Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted September 22, 2014 Report Share Posted September 22, 2014 can you post a sequence card too? That way we can get a better idea of how the 2 card types work together. Maybe even give a play-by-play of a hypothetical battle sequence...rather than explaining, I find that demonstrating concepts can be quite helpful Link to comment Share on other sites More sharing options...
hakuginnozero Posted September 23, 2014 Author Report Share Posted September 23, 2014 I still haven't gotten the card frame for Sequence Cards down right, so an image of one might be a bit of a stretch, but I can give a basic Sequence Card and rundown on a Combat Sequence. Voltic Discharge Sequence During this Combat Sequence, all Battle Units you control gain 200 ATK and gain 2 Offense Points. You can only use 1 "Voltic Discharge" once every 3 Combat Sequences. Shield Supply Sequence During this Combat Sequence, each time your opponent' activates a Sequence Card, 1 Battle Unit you control gains 2 Guard Points. You can only use 1 "Shield Supply" once every 2 Combat Sequences. Sonic Boomer! Sequence When your opponent's Battle Unit's ATK increases: Discard 1 Monster Card; increase the ATK of 1 Battle Unit on your field by half the ATK of the discarded monster. You can only use 1 "Sonic Boomer" once every 3 Combat Sequences. Just as examples for some offensive & defensive type Sequence Cards. As a type of limitation, all Sequence Cards have somewhat of a timer on them that tells when you can use them again after they've been used. And for the sake of this example, an extra Battle Unit. Encore-Calling Guitar (EARTH / ATK-2100 / DEF-0) Offense Points: 2 Guard Points: 14 Must tribute 1 monster to Connect. During your Standby Phase, if this card's Guard Points is 8 or higher: You can target 1 Level 4 or lower monster in your Graveyard; add that target to your hand. Player 1 & 2 are Connected to Battle Units. During his Battle Phase, Player 1 declares a Combat Sequence against his opponent. Player 1 chooses 1 of his Battle Units to battle here (as only 1 can attack per turn) and Player 2 chooses which one he wishes to use here. (Player 1 chooses Shining X-Caliber & Player 2 uses Encore-Calling Guitar) Player 1, on attack declaration, uses the Sequence Card, Voltic Discharge, increasing his "X-Caliber"'s ATK to 2700, 600 higher than Encore Calling Guitar. In response, Player 2 uses Sonic Boomer!, discarding Blue-Eyes White Dragon to increase his Encore-Calling Guitar's ATK to 3600, 900 higher then X-Caliber. At this point, Player 1 can either decide to take the damage, reduce his X-Caliber's Guard Points by Encore-Calling Guitar's Offense Points, and end the Combat Sequence, or he can continue with the CS and use up to 2 more Sequence Cards. Player 2 may also choose to use up to 2 more Sequence Cards. If the Combat Sequence ends, the Battle Phase continues where it left off (even if the CS was declared upon entering the BP) Hope this helps a bit. Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted September 23, 2014 Report Share Posted September 23, 2014 Rather than having a line in the effect of each sequence card, you can have something on the card to signify that you can use it "x" times every "y" turns. If you don't mind, I could work with you on a template for your sequence cards. I have a couple of ideas Link to comment Share on other sites More sharing options...
hakuginnozero Posted September 23, 2014 Author Report Share Posted September 23, 2014 Rather than having a line in the effect of each sequence card, you can have something on the card to signify that you can use it "x" times every "y" turns. If you don't mind, I could work with you on a template for your sequence cards. I have a couple of ideas I can see how that could work out. I'm game. Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted September 23, 2014 Report Share Posted September 23, 2014 PM'ing sequence template V1 Link to comment Share on other sites More sharing options...
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