The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: alanahikarichan on May 12, 2008, 10:04:33 pm



Title: Star Control: The Trading Card Game (art, kinda)
Post by: alanahikarichan on May 12, 2008, 10:04:33 pm
Luki's made it quite clear on the SCDB that frungylovers is a terrifying place, so I'm going to share these here, too. XD

(http://i24.photobucket.com/albums/c37/AranamiToumaChan/requested%20graphics/starcontcg-hypnoboobscopy.png)

(http://i24.photobucket.com/albums/c37/AranamiToumaChan/requested%20graphics/starcontcg-zexcopy.png)

Because I'm a geek, I've been thinking about the mechanics of a SC2 TCG-- mostly adopting concepts from M:TG, RU from "world" cards replacing Mana from "land" cards, Ships replacing monster/creature/whatever cards... characters and ability cards would affect your and your enemies respectively, and species cards would effect the entire field. XD

Not that I'll actually make a deck worth of these things, but it's fun to think about! And I'm taking requests/suggestions for what cards I should make next (though I'm not on my home computer ATM, and am thus lacking my PS7 and template).

So, whaddaya guys think?


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Particleman42 on May 12, 2008, 11:57:38 pm
Maybe you should work with Elerium on this one:

Link to old thread (http://forum.uqm.stack.nl/index.php?topic=3970.0)

Anyway, those cards look very nice.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Pkunkfury on May 13, 2008, 07:38:11 pm
ah ah hypnoboobs...lol ;D


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Prowler2885 on May 14, 2008, 04:11:16 am
About the hypno-boobs:

I see! Well, in the spirit of interspecies communication, let me just say, COWABUNGA!


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: alanahikarichan on May 14, 2008, 05:22:56 am
Re: Particleman:
Oooh, Elerium looks like s/he actually thought about this. XD

Pkunkfury:
 ;D

Prowler:
Oooh, say that again!  :-*

Anyway, here's a couple more~

(http://i24.photobucket.com/albums/c37/AranamiToumaChan/requested%20graphics/starcontcg-pkunkcopy.png)

(http://i24.photobucket.com/albums/c37/AranamiToumaChan/requested%20graphics/starcontcg-fwiffocopy.png)


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Prowler2885 on May 14, 2008, 05:44:56 am
I got an idea:

-Trade Master Greenish-

All previous battles (or every battle in which he is involved) victories are converted into RU.
Quote: "I had itchy pods this morning, and then here you are."


Another idea:

-Slylandro Probe-

After 3 victories (per Probe), place another Slylandro Probe card.
Quote: "PRIORITY OVER-RIDE. MUST BREAK TARGET INTO COMPONENT MATERIALS."

Note: If you want, I can lend you my probe picture I made. Just look in my DeviantArt (http://Prowler2885.DeviantArt.com) profile.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: alanahikarichan on May 14, 2008, 07:17:41 am
Oooh, maybe. :O Those're some good suggestions! And your donation of artwork is greatly appreciated. :D *Makes!*

(http://i24.photobucket.com/albums/c37/AranamiToumaChan/requested%20graphics/starcontcg-replicatecopy.png)

I should make some of the other types of cards... I haven't made any World or Ship cards yet. XD;; *FAILS*

ETA: ... aaaand two seconds after I post it I notice that I didn't give it a RU cost and have a typeo. GO ME. \o/


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Dancing Fungus on May 14, 2008, 10:41:51 pm
Don't forget about mp3 players to boost mycon crew effectiveness...
*pulls old crappy picture out of wherever it was hiding*

(http://i225.photobucket.com/albums/dd103/Dancing_Fungus/dancingfungus.png)


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Particleman42 on May 14, 2008, 11:21:07 pm
Don't forget about mp3 players to boost mycon crew effectiveness...
*pulls old crappy picture out of wherever it was hiding*

Incredible...



So I guess planets would be "Ruby World, Dust World, etc..." as opposed to the "Alpha Centauri IV, etc..." type?


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: alanahikarichan on May 15, 2008, 03:16:59 am
Re: Planets: I was thinking both, actually-- but the "world" cards would just be types of worlds, as you said-- Dust, Ruby, Water, etc., with the amount of RU they give determined by what type of world they are. (So a Treasure would give waaaay more RU than a Dust, as an example.)

There would also be homeworld, rainbow world, and other named places-- but they would be special abilities and stat boosters (so Beta Luyten II would, say, increase the attack and defense of all Intruders on the field by 2 points, or something like that.)


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Dakart on May 16, 2008, 12:18:43 pm
Hey WOW Alana this is GREAT!!! I had been thinking we need to have more SC2 themes in just about anything we can create: desktop backgrounds, emicons, weekly comic strips & even... card games! two days later YOU post em! wonderful!

As for the suggestions...

1) Neo-Dynarri as character- dismiss 1 oponent space ship back to opponent deck
2) Ability: Dynarri mind control (pic of the Dynarri in red- as in when the red flash happens in the game) choose ship to fight/send opponent ship to be destroyed (graveyard)

3) and of course the Taalo shield to prevent these attacks!  :P

P.S. I think frungylovers ROCKS!!!


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Elerium on May 17, 2008, 12:50:00 pm
I've noticed someone brought up one of my old projects, hopefully I'm still gonna work on those cards, but atm I've pretty much just been hanging around doing projects on the RA2 Yuri's Revenge mods and I seem to have gained a resurgence in getting my Tau Warhammer 40k army together :P

I've actually got a load of notes and stuff on how the rules will work, what races will be involved, their specialties, winning conditions, resources and all that. I really don't mind if you make your own CCG or if you wanna help/consult out with mine. Although the way I've set my CCG is that it's loosely based after SC2, so I won't include things like Dynnari or the Chenjesu, unless I decided to make one say during the Alliance/Hierarchy war, etc.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Death 999 on May 19, 2008, 05:33:13 pm
I remember doing a bunch of SC-themed magic cards.

Looking over them, I realize that they suck. Largely because M:tG isn't expressive of the right relationships.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: PakoPako on May 19, 2008, 09:04:35 pm
I've actually got a load of notes and stuff on how the rules will work, what races will be involved, their specialties, winning conditions, resources and all that. I really don't mind if you make your own CCG or if you wanna help/consult out with mine. Although the way I've set my CCG is that it's loosely based after SC2, so I won't include things like Dynnari or the Chenjesu, unless I decided to make one say during the Alliance/Hierarchy war, etc.

I'm curious how Frungy will be represented, or if it'll just be the slide of the ZFP talking amongst themselves at the end of the game.
"What is the wonderful sport, Frungy?
How is it played?
What kind of equipment do you need to play?
and...
Who's ahead in the Frungy championships!?"

"Nobody with any brains is interested in Frungy!"

Well what about me, huh?
I LOVE Frungy! It's the Sport of Kings!
Oh, all right
he wouldn't know any of the teams anyway.

Frungy is played with gusto!
Frungy is the Sport of Kings!
FRUNGY! FRUNGY! FRUNGY!

-=PakoPako=-


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: SweetSassyMolassy on May 19, 2008, 11:48:46 pm
They should be more like star wars CCG instead of magic


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Prowler2885 on May 20, 2008, 12:19:37 am
They should be more like star wars CCG instead of magic
Just as I was thinking.

Combat, event, weapon, ships, creatures, and character cards; then of course, the obligatory location cards, and location modifiers.

Oh, and about owning a Dynarri, you must have a Taalo shield on you before it appears, otherwise, you'll lack control.

The post above gave me another idea.

-Frungy!!!-

ZoqFoqPik Talent/Event

Upon execution, all ZFP ships in play gain a morale boost (+2 to Attack, +1 defense).


And a couple others...
--------------------

-Resurrection-

Pkunk Talent

If played immediately after the loss of a Pkunk Fury, it is revived with full crew and ammunition, and it has an extra turn.

Note: This is a guarantee sans coin-flipping, and it comes with the perk of an extra turn, or bonus initiative.

--------------------

-Close Encount-

Vux Talent

While card is active, any Vux that is in field get's first strike in battle, +2 initiative.

--------------------

-Tactical Orbit-

Action (Combat Maneuver)

Upon use (until orbit is broken), any ship currently attempting must roll for attempt (3 = perfect execution, >3 collision with planet, <3 overshoots orbit). During orbit +2 defense & +2 evasion. Upon leave, gain +1 evasion for 1 turn.

Note: Those are my estimated values after playing like this in Super Melee. Very useful for Vux ships. This works best if made similar to SWCCG, having numbers that resemble dice/chance rolls. Otherwise, just roll a die. I like the math used for orbiting, because it's easy to screw up by either hitting the planet, or accidentally grav-whipping.

--------------------

-Gravity Whip-

Action (Combat Maneuver)

Upon use, any ship that is currently in play gains +3 evasion for 1 turn of combat.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Elerium on May 20, 2008, 03:10:24 pm
Quote
I'm curious how Frungy will be represented..

Probably in the form of a "Frungy Stadium" where you play it on a planet it confers production bonuses due to the high morale it confers to the ZFP on the planet or something.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: guesst on May 29, 2008, 06:11:43 pm
I've got an idea. Each card has a picture of a ship and the RU you get for destroying it. You also have MarkII building cards. You can put 8 cards together for your MarkII and then you've got the armada around it. The exact mechanics of setting up your fleet.

Then at a pre-arranged time combat begins and you slide your cards around the table shooting at your opponent (mouth noises are a must).


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: jaychant on May 29, 2008, 09:00:12 pm
Quote
Then at a pre-arranged time combat begins and you slide your cards around the table shooting at your opponent (mouth noises are a must).

Hehe... It'd be great if that was actually possible. But with things like that, there are always arguments like, "I hit you!" "No, you didn't!" "Yeah, I hit the corner!" "No, you missed! I dodged!" "No, the shot just barely hit it!" (and so on...). But that was a funny joke. :)


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Waylander on May 30, 2008, 07:02:01 am
If you guys actually put the rules etc together and such we could make a net-play version of the card game. That would be pretty awesome.

Oh and I reckon that the Mk II should be like the card zone for where you play your cards and should have Crew or something similar that the opponent has to attack to beat you. The only way they can attack is if you have no ship in play or something like that. The Mk II should be able to be upgraded (for a large RU Cost) which can give it flagship abilities such as the Taalo mind shield on ALL your ships in play or Portal-Spawner which gives your ships a free first strike like 1/10th of the time.

You could have it so that one player plays the Mk II and the other plays the Sa-Matra and each has its own particular strengths and weaknesses. The Mk II may have more passive abilities for example whereas the Sa-Matra may be more aggressive and focus on attack. OR perhaps you can choose to make your Mk II or Sa-matra one way or the other with particular upgrades, such as Crew pods etc. And you can only store a finite amount of RU's dependant upon your flagships' storage.

Oh and Torch's should be ridiculously good at running away just like in net-melee  ;D


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Prowler2885 on May 30, 2008, 10:27:26 pm
Oh my goodness. I can already see this developing into an awesome idea.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Waylander on May 31, 2008, 07:11:00 am
I can see it being an awesome idea but unfortunately all i can do is make up ideas i can't actually do anything with them as my art abilities are really poor and my programming skill is laughable.

Starbase cards could be instead of abilities or magic or whatever you want to call the cards. The Starbase cards allow you to do things such as build ships, recruit crew, upgrade the Mk II or Sa-Matra. They could also have things like

Starbase Cards


Distress Call

Summons two ships to the field from the hand for one turn

or

Call Trader

This card can only be used if the player has either the Burvixese or Ugmah Caster. The Player calls a Trader to purchase fuel. Each Unit of Fuel costs 1 Credit.

(thats assuming you include fuel. It could also be that the trader accepts RU's so that the game isn't too confusing by having multiple currencies and methods of gaining them. Personally i would have both the RU's and Credits because it fits in with the game and is kinda cool too)

You could have the Ship Upgrade cards which would be a type of Starbase cards. They could be divided into regular upgrades such as Shiva Furnaces and Artifact upgrades which include things like the casters, the Taalo mind-shield, the ultron etc.

Ship Upgrades

Crew Pod

Increases Maximum crew size by 50.

Dynamo Unit

Adds +3 to Speed

(I'm a bit unsure about the Dynamo Unit because its hard to factor Energy into a Card Game, Unless and this may be a awesome idea but your turn on the card game is dictated by how much energy you have and each attack has a specific energy cost. In this case the Dynamo unit would increase your maximum energy (not your recharge rate unless you want to include that too). Increasing max energy would increase the amount of attacks your ships would be capable of each turn.)

Ion-Bolt Gun

Increases your attack power by x

(obviously each type of gun such as fusion, and hellbore would be more powerful than the previous but would cost more energy if that was included)

And so on with the regular upgrades

Artifact Upgrades


Burvixese/Ugmah Caster (you would have a separate card for each one)

When used in conjunction with "Call Trader" allows the player to make purchases from the Trader

Taalo Mind Shield

Protects your fleet from Mindpowers such as Dynarri. Also allows you to use the Dynarri card on opponents

And so on. I think i have rambled enough so im going to stop now.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: lakota.james on June 01, 2008, 04:22:12 am
This is a wonderful idea.  The only TCGs I've ever played were pokemon and yugioh, though :P


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: alanahikarichan on June 01, 2008, 04:27:59 pm
... if I just uploaded the PSD, would you guys like to go crazy with it? |D


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Waylander on June 01, 2008, 07:08:14 pm
I think i may have done that already i mean look at my post!

EDIT. But yeah uploading that might be good :P


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: PakoPako on June 17, 2008, 09:18:03 pm
This is a wonderful idea.  The only TCGs I've ever played were pokemon and yugioh, though :P
I've got experience with Magic, Warlord, and *cough* Ani Mayhem.
The latter does not count as it encouraged players to develop their own rules; they merely supplied the cards until the 3rd generation.

-=PakoPako=-


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: Waylander on July 03, 2008, 05:46:57 pm
apparently this idea is dead... this makes me sad because I could actually contribute to this one. (not like some of the other projects in here that i can only motivate people on)

If only i could find my Photoshop disc.....

Anyway I think that with a little work we can get this actually moving. I mean we could get a basic deck of 100 cards or so together in no time.


Title: Re: Star Control: The Trading Card Game (art, kinda)
Post by: psydev on July 11, 2008, 07:00:37 am
OK well I dont want anyone to run away with my idea but so far I am working on a StarCon2 board/card game that is a mix between magic:tg and Settlers of Catan.

Basically it is like StarCon1 in which there are planets and  starbases. The goal is to destroy the enemy starbase. Along the way you can pick up random event cards and buy other kinds of cards for use on the strategic board or in  tactical combat.  So far the planets look like this:
    X
    *
   *  *
 *  *  *
   *  *
    *
    X
   There are 9 planets and 2 starbases. The first planet is just a mine for your starbases. The next two are common types, randomly distributed, a life-supporting planet (for a colony to repair ships) and a dead planet. The remaning 3 in the middle are the ones you fight over, they can be a very wide variety of planets from the game, including rainbow world, shattered world, enslaved world, treasure world, noble world... anything. They are the main ones where people fighte over. I thought of having more planets (21 in one design) but it seemed like it would result in long games.
     You gain starbucks each turn from your mine and the advanced planets give you minerals and other bonuses. Currently I'm fleshing out the combat model.
     I'm thinking that it should be a computer game since most StarCon players only know other StarCon players from the internet. But it could be a dice rolling card game too, in theory.

Anyone know any good, simple game design software?