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Topic: Star Control: The Trading Card Game (art, kinda) (Read 9423 times)
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Prowler2885
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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.
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-Close Encount-
Vux Talent
While card is active, any Vux that is in field get's first strike in battle, +2 initiative.
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-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.
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-Gravity Whip-
Action (Combat Maneuver)
Upon use, any ship that is currently in play gains +3 evasion for 1 turn of combat.
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guesst
Enlightened
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Posts: 692
Ancient Shofixti Warrior
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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).
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Prowler2885
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Oh my goodness. I can already see this developing into an awesome idea.
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lakota.james
*Many bubbles*
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Posts: 111
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This is a wonderful idea. The only TCGs I've ever played were pokemon and yugioh, though
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alanahikarichan
Zebranky food
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Posts: 32
deviant schoolgirl on speed
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... if I just uploaded the PSD, would you guys like to go crazy with it? |D
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psydev
*Many bubbles*
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Posts: 136
Why don't all races have point defense lasers?
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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?
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