mitchermitcher Posted February 16, 2015 Report Share Posted February 16, 2015 Been hesitant on posting this since come on, who makes cards but then seeing that other guy post his cards made me realize that since I've already made them, I may as well post them. And hope someone can correct the wording and all. Guilty Gear is a fighting game by ASW, with some interesting mechanics that I for some unexplainable reason wanted to adapt into YGO. Like most fighting games, there are two players trying to beat up each other until one reaches zero HP,. By attacking or getting hit, you build up your meter which you can then spend to activate special moves or supers, or do other things depending on the game, and in this case, Guilty Gear. Now Let's Rock. [spoiler=Burst] Name: Burst Effect: This card can only be activated when you lose life points. Activate one of the two effects depending on the type of damage received. 1) Recover all battle damage received this turn and end the current Battle Phase. 2) Recover the life points lost by the effects of a spell/trap card you own this turn. Afterwards, you can search for another copy of Burst and place it on top of your deck. Explanation: In GG, during the start of each match you are given one Burst stock. You can use up this stock to Burst, which depending on the context, can do different things. A blue burst is when you Burst while your opponent is attacking and you are getting hit or are blocking. You blow your opponent away and you lose 70% of your Burst stock. If your blue Burst misses, you lose the entire stock and will have to wait that much longer before it fills again. There's also a gold burst but this card doesn't cover that. In regards to this card, the first effect that recovers all received damage and ends the battle phase is pretty much what Burst is. Since I could not capture the aspect of missing a burst and losing all of your Burst stock, I've instead given the benefit of keeping 30% of the stock into being able to put another copy of Burst on top of the deck, but only if it's effect damage.[/spoiler] [spoiler=Faultless Defense] Name: Faultless Defense Effect: As long as this card is face-up, you take no damage during the opponent's Battle Phase, except by this card. Every time a monster your opponent controls attacks, you lose 500 LP. Destroy this card if a monster you control attacks. Explanation: In the original game, while blocking, you could hold another button and enter Faultless Defense, which pushes your opponent away further than a normal block, and negates all chip damage(Damage you get while blocking). In return, Faultless Defense consumes quite a bit of your meter, especially the longer you defend, meaning you can only use this sparingly. Since YGO has only one gauge(Life Points), I've decided to give this card a Krebons-ish effect, meaning its not actually faultless as a defense, but at least you don't actually take damage from your opponent's monsters. Since you cannot block and attack at the same time, I've conveyed that with the last part of the effect.[/spoiler] [spoiler=Roman Cancel] Name: Roman Cancel Effect: You may activate this card from your hand, regardless of whose turn it is. Pay 4000 life points, activate one of the two effects. 1) End the Battle Phase. 2) If this card is activated on Main Phase 2 of your turn, you may enter the Battle Phase again. Only monsters that have not yet attacked this turn may attack. Explanation: This sounds a lot like Burst when converted into YGO, and honestly I have no idea how else to do it. Ending the battle phase reflects that I can RC to close up any openings so my opponent can't attack back in return. Using RC to continue combos, however, I really don't know. Just allowing the person to enter the battle phase again isn't the same, since it's a lot more broken in YGO than in GG to be able to do that. What RC does allow is to increase your damage and combo length by quite a bit, so allowing just one monster to attack again is too weak. Since I can't think of an inbetween, I've come up with this. [/spoiler] [spoiler=Forced Roman Cancel] Name: Forced Roman Cancel Effect: Pay 2500 life points and activate one of the following effects. 1) Target one of your monsters that has already attacked. It can attack once again this turn. 2) End the battle phase.Explanation: The ACTUAL attraction of GG, is actually a variant of the aforementioned Roman Cancel. The Forced Roman Cancel is when you RC a specific move at a specific time(Unique to each character), you instead pull an FRC, not just and RC. And why is an FRC special? Because its forced It only costs 25% of your meter instead(Again, 25% of the full meter, not what you currently have). It is functionally the same, although because you'll probably need to train timing it a lot, I've made this a trap card. While certainly, FRCs can be used to lengthen your combos by a lot, it's hard to perform and only a few moves can be FRC'd, so I've made the offensive ability of this card weaker than Roman Cancel. And to make Roman Cancel more worth it, I've made it so that card can be activated from the hand, even on your opponent's turn, while with Forced Roman Cancel, you'll have to set it up.[/spoiler] Welp, that's all I've bothered to do. Particularly concerned about how to make Roman Cancel more worth it, so feel free to suggest, whatnot. If miraculously this gets some good reception, I might do something similar for a different video game series' mechanics, since I am technically on a site for YGO card designers, so I might as well post some actual related content. Link to comment Share on other sites More sharing options...
Gold_Armor Posted February 16, 2015 Report Share Posted February 16, 2015 Paying that much Life Points can cost you the match. For example: Roman Cancel requires you to pay 4000 LP. If the duel requires you to have 8000 LP, then maybe this card can be useful. But it is still a lot if its effect will be to stop and/or start the battle phase only. Forced Roman Cancel costs 2500 LP but its effect is only, again stop the battle phase or for one of your monsters to attack again. It's effect can be very useful but the cost is something that I think no one will be willing to make. That's all, I hope you will accept this comment. Link to comment Share on other sites More sharing options...
mitchermitcher Posted February 16, 2015 Author Report Share Posted February 16, 2015 That's pretty much what RCs are. Costly but potentially game-winning. I have no idea how to make it more worth the 4000 LP(or convey using up half of your resources in a different manner) so any suggestions are welcome. FRCs, mediocre but again, potentially game-winning. I'm fine with it being not as amazing, although same with RC, it would be really nice if I have something other than life points to use. Discarding from the hand just doesn't feel the same. And if it guarantees victory, I think anyone would pay the LP cost, if they could. At the end, these cards will prevent you from outright losing, and gives you an opportunity(your next draw) to potentially win, without giving you an actual advantage. In fighting games it would be amazing, but in YGO, maybe not so, and I'm fine with that. I'm just interested in trying to port over GG's mechanics to here. Link to comment Share on other sites More sharing options...
Gold_Armor Posted February 16, 2015 Report Share Posted February 16, 2015 Other than Life Points, you can use some of the normal phases of your turn. For example: You have to skip your draw phase, or you have to skip your battle phase, etc... or you can even use others like dice and coins, or even counters and token... it's up to you really... I think paying Life Points is ok for it is really a part of the game... It's just my point of view... I don't really like battling with Life Points as Tribute... I may do it some time, but I don't want to rely on it... my type of battle is a flawless victory... I like your cards, It just doesn't suit me.. :) :) Link to comment Share on other sites More sharing options...
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