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| Tweet Topic Started: Nov 22 2005, 01:15 AM (3,166 Views) | |
| Drekal | Nov 22 2005, 10:39 AM Post #21 |
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Birthday Ninja
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So.....What do you suggest we call it, then? |
That which holds the image of an angel...![]() Amy: You do have a plan, don't you? Doctor: Of course I do! New Objective: Think of a plan. | |
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| Terra Drake | Nov 22 2005, 10:41 AM Post #22 |
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Sage
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Moderator Action? |
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| White Meteo | Nov 22 2005, 10:48 AM Post #23 |
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How about an Avatar creature. This is your main creature, and the rest of your deck is there to support it. for instance, a GJ deck would have a relativly low attack power, but it would increase the more "Springers" you have on the field. Your Avatar has a fixed amount of health, and if he dies, you lose the game. you also have spells you can either prepare in response to an attack, or equipment you can equip to your avatar. Also we could have "Personal" items that you can equip to anyone but it gives a bonus if they're equipped to their owner. (Example, Dimention Tide: Destroy target non avatar creature. If equipped to MechaMage, destroy all non avatar creatures.) What do you think? |
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| femmesimonbelmont | Nov 22 2005, 10:51 AM Post #24 |
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you know you love it.
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Drek-- I was just kidding. Mostly. Terra-- I like it. I think I like it, Red. I think. |
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Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place! Peter : Sounds like my weekend. -- The Real Ghostbusters, "The Hole in the Wall Gang" "Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima "Never has suicide been more appealing, until I realized how appealing murder would be." -- RTM | |
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| Drekal | Nov 22 2005, 11:00 AM Post #25 |
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Birthday Ninja
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The idea has potential. But how do we determine the health? Is it a built in stat, or predefined? |
That which holds the image of an angel...![]() Amy: You do have a plan, don't you? Doctor: Of course I do! New Objective: Think of a plan. | |
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| femmesimonbelmont | Nov 22 2005, 11:03 AM Post #26 |
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you know you love it.
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Well, I'm still advocating sanity and insanity metres.... pre-determined, both start at 25%, so cards aren't useless at the beginning of a game. |
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Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place! Peter : Sounds like my weekend. -- The Real Ghostbusters, "The Hole in the Wall Gang" "Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima "Never has suicide been more appealing, until I realized how appealing murder would be." -- RTM | |
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| White Meteo | Nov 22 2005, 11:31 AM Post #27 |
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Predetermined, but the value can rise and fall with card effects. What do you mean start at 25% Bell? |
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| femmesimonbelmont | Nov 22 2005, 12:19 PM Post #28 |
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you know you love it.
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Well, both metres out of 100%.... 25% seemed like a good number to start at, considering at 100% for a sanity metre you lose, and at 100% for insanity you either win or get so many bonuses you might as well have won, like getting the planet orion in master of orion. I suppose it's possible that there can be cards that will either decrease or increase the total percentage of metres.... say a bonus that would extend a sanity metre to 110% if certain conditions were met.... or shorten an insanity metre to 90%.... thinking about it, I suppose sanity metres should fluctuate in size... decided by something. maybe... 50 , 60 or 75 + a D100? or maybe two D20 rolls? edit: My thinking for starting at 25% was that if you had a card that did something like, oh.... Morning person: Player is prone to getting up early, posting while well-rested and thus making less bizarre posts, +5% sanity, it wouldn't do anything if they were at zero...and it would suck if you drew it at the start... aw crap that's a bad example. I meant if there was a negative effect to the insanity metre, and the player was already at zero, it would be pointless.... |
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Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place! Peter : Sounds like my weekend. -- The Real Ghostbusters, "The Hole in the Wall Gang" "Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima "Never has suicide been more appealing, until I realized how appealing murder would be." -- RTM | |
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| White Meteo | Nov 22 2005, 12:32 PM Post #29 |
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well, how about instead of persentages we go with points. your avatar starts with 25 points, and if your avatar reaches 100 points first, you win the game, or if you loose all your insanity points you lose the game. |
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| Iyestorm | Nov 22 2005, 12:49 PM Post #30 |
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Sage
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So... replace "sanity" and "insanity" with "health" in this example and the winner is the person who can either get his/her health to the top first or everyone elses to the bottom first. ...at first I thought I would prefer a regular health bar (labeled willpower or insanity or sanity or something), but... I'm starting to warm up to the idea. Of course, there may be some of us whomustbeburnedatthestakemuahahaha who may prefer to be sane rather than insane. Perhaps for those few individuals, have the health bar be the other way around or something. Also, perhaps a card could do that. Alternatively... Put sanity and insanity in two seperate bars. Sanity could be health and insanity could be mana or something. Or not that, but still put them into two seperate bars and just come up with a different idea. I had a different idea but it escaped at the last second. Maybe if you run out of both you lose, and if you have more of one than the other, you can play more cards of a certain type. Like, Sanity::Serious Discussion Thread. Or something. And different people start with different levels of sanity and insanity or something like that. |
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Dr. Wiley has surrendered. Mega Man has saved the planet from destruction. But will it last!!! "Think about it, mate: legends! When has a legend ever not been true, huh? HUH?!" --Marine, Sonic Rush Adventure "Good Morniii--AGH! I can't do it! I don't wanna be cute! I wanna be a boy!" --Ouran High School Host Club; Haruhi's English Voice Actor messing around. | |
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| femmesimonbelmont | Nov 22 2005, 01:21 PM Post #31 |
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you know you love it.
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*IYE GETS EATEN BY THE OWL* Yes, I already said as much. My idea was that Insanity and Sanity are two seperate metres. Starting with 25 on each, with possible max percentages determined by base of 60,75, or 80, + 2d20 rolls to determine final percentage. They are two seperate bars because starting at 50 and having Insanity go to -50 and sanity at 100 strikes me as less flexible and dumb. I think that regardless of what percentages you end up with for either, Sanity powers you down and Insanity powers you on. You would get bonuses for higher Insanity percentages (counters determined by d6 for every +10 percentage). So let's say it looked something like this.... And the player currently has Insanity 70%/105% and Sanity 30%/80%. Card: BANHAMMER: >>Power ****<< (power ratings will be arbitrary, or decided by die roll) Opponent is modsmacked. If Insanity <80 +10% Sanity, miss one turn. If Insanity <70 +15% Sanity, miss one turn. If Sanity >80, +5% Insanity, miss one turn. If Sanity >70, +10% Insanity, miss one turn. So after card effect, the target now has 45% Sanity, and 80% Insanity. edit: Now, Either every card can have both effects, or we can have three kinds of cards, one affecting insanity, one affecting sanity, and one affecting both. Um...actually six. Sanity+,Sanity-, Insanity+, Insanity-, Insanity/Sanity+, Insanity/Sanity- ..... Red-- points, percentage, whatever... I like percentages better. |
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Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place! Peter : Sounds like my weekend. -- The Real Ghostbusters, "The Hole in the Wall Gang" "Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima "Never has suicide been more appealing, until I realized how appealing murder would be." -- RTM | |
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| White Meteo | Nov 22 2005, 01:40 PM Post #32 |
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well, a sudden bout of insomnia has lead me to some thinking... I don't know if I like the idea of sanity/insanity health bars... points are much easier to keep track of and you want the game to stay fluid.. otherwise it gets bogged down. (Thats why a lot of CCG's fail. all the successfull games are quick to play, and don't require much upkeep.) Personally, when I do game design, I follow the K.I.S.S. rule. (Keep It Simple, Stupid.) So, I'm thinking that you have your Avatar, and your support monsters. Everyone's avatar has a fixed starting health, that will go up and down over the course of a match. I'm starting to think that if we're going with 25 for starting health the win goal should be 50. Your Avatars will have an attack and Defense Value. when your opponent attacks you, say his attack value is 6 and your Defense value is 5. then your Avatar would take 1 point of damage. Support monsters would work the same way, except they cannot attack your opponents avatar unless they have no support monsters on the field. some cards might change this. So say your opponent has 2 Support Critters and his avatar. the attack values for the critters are 5, and his avatar has an attack value of 11. You have 1 Support Critter on the field with a defense of 6 and your Avatar with a defense of 7. your opponent wouldn't be able to attack your avatar directly with his critters, but he could damage him with his own avatar. (Better bring up your defense. or get in some good hits of your own.) if your defending monster was 4 or lower, the support critter would be destroyed by one of your opponents critters and the other support critter would be able to attack your avatar directly, but if your avatar's defense was high enough the critter wouldn't do any damage. |
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| femmesimonbelmont | Nov 22 2005, 01:55 PM Post #33 |
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you know you love it.
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Red, I think you're forgetting something very important... we already HAVE a lot of exsisting cards. We don't have ANYTHING like monsters, really, unless you count GJ tokens.... |
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Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place! Peter : Sounds like my weekend. -- The Real Ghostbusters, "The Hole in the Wall Gang" "Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima "Never has suicide been more appealing, until I realized how appealing murder would be." -- RTM | |
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| White Meteo | Nov 22 2005, 01:59 PM Post #34 |
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We could make some though. they don't even have to be that great, just vanillia support beatsticks... |
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| femmesimonbelmont | Nov 22 2005, 02:03 PM Post #35 |
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you know you love it.
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*digs up list from page 24 of the first card thread: GrandmasterJogurt Antimatter Aphrodisiac Next time! Captain Planet The Sun Earth Crashes into Sun No One Noticed Good Coupon Game Master The Great Thinker Doombot revealed Latveria The Fool Disturbing Fusion Happy Time Jade Idol of +1 to magic/energy You Fail Pimpin' Kill It with fire! Irrational Internet Weebl and Bob Slime Team Canada Imp Metool Octorock Rabite Hazing Ambient Healing Fire Storm Newb Edit Sprite Blinding Flare Buzzling D Buzzling E Handle of Many Tools Mana Plug Buzzling Factory Atkins Diet Labor Union Nothing Hallucinogenic Spirit Guide Plushality Limecat Insomnia builds character! Stalker Mob Style Killing Candy theft KING HIPPO'S BITCH TITS!!!! Your Ad Here Anime cliché Perversion Cuteness (Jewthulhu's version) Disturbing huggles! Elven Power DBZ, hate 4th Wall? What's that? Vulcan Dopeslap AOL User No Red, my real problem is, why make it about CREATURES when it's got NOTHING TO DO WITH CREATURES. And you indicate you think my idea is too complicated... well , I think yours is too simple. I think a game that only lasts a few minutes with no real opportunities for strategy won't be any fun to play. edit: looking at it, there appear to be a few creatures in here. Or things that could concievably be used as such. Maybe they could also be included... but I still think making them the focus of gameplay isn't a stellar idea. |
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Mrs. Limburger : Crashing, and banging, all kinds of weird noises. Howling, moaning, frightful grunting, things falling out of closets, all over the place! Peter : Sounds like my weekend. -- The Real Ghostbusters, "The Hole in the Wall Gang" "Eat if you're hungry...punch if you're mad...and then... when you're wearing glasses, PRETEND TO BE INTELLIGENT!!" -- Masaru Hananakajima "Never has suicide been more appealing, until I realized how appealing murder would be." -- RTM | |
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| mordain | Nov 22 2005, 06:03 PM Post #36 |
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Codewalker
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What's the argument over points and percentages for? Just interchange the word 'point' and 'percent', and suddenly they're the same thing. "I've got 80% sanity!" "I've got 80 sanity points!" See, same thing. ![]() Personally, I like the percentage, because it calls to mind a flucuating scale, rather than simply a pile of winnings. edit: And the 100% win condition makes more sense than magically winning at 100 points. And there are some creatures that could be made. Since then there's also been stuff like zombie armies, vampire/fruit/baseball bats, robotic Richard Simmonses... I'm sure we could add creatures if need be, but they shouldn't be required. Also, would you be able to switch out your avatar mid-game? Perhaps it would come with some sort of penalty to your sanity/insanity, or lose a point of its defensive stat (willpower?). |
| Live and learn - or die and teach by example. | |
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| Alan Bates | Nov 22 2005, 06:39 PM Post #37 |
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Transcendent
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I'd say normally, no avatar switching, however, playign an ALT card could let you switch things up. |
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| Juron Pilo | Nov 22 2005, 07:55 PM Post #38 |
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Sage
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If you want more monster cards, use characters from the CSNES Comic... |
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| Ou des | Nov 22 2005, 09:51 PM Post #39 |
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Clockwork Contraption
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Here's my notion of how a card game based on the forum would work. Each of the forumites is rendered into card for in the form of poster cards; and each of these cards set of statistics, based on the actual forum. These are Post count, Post-per-day, and Member Number. The stats are derived from those three numbers. Post count affects the intensity of your events (A logarithmic scale would probably work best 100 posts=lvl 1, 1000 posts lvl 2, 10,000 posts= lvl3, and so on). Posts/day effects the number of effects a card can use each turn (again a log scale would equalize things). Member Number affects the types of effects that can be used. Poster cards are used to play effects. The number of effects a poster card gets per turn is equal to the post-per-day level of the card. The idea being that someone who posts alot will have more influence than someone who doesn't post much at all. With a log4 derivation a poster card can have 1 effect with 4 posts-per-day, 2 effects with 16 p/d, 3 effects with 64+. (Unless a person has 256 posts per day they can't get more than 3 effects) As for what effects are, they are any action you take other than your 1 card draw per turn. Effects can be abilities of a poster card, global effects, playing a card from your hand, or drawing cards. Stats: Stats for poster cards are in the form x/y/z. x is post count level y is post-per-day level z is member number level x is the power behind certain post cards effects. Like flames and arguements. It's how you measure damage dealt. Also it is the effect cost to summon a poster. Lets say your oppenent has out Glorfindal (1/1/3) and you have out Tuxedo Warya Bob (1/2/1). Your oppenent will be able to summon Watabou (1/1/2) but is unable to do anything else because all his effects for that turn are used. You on the other hand can summon two (1/*/*) posters or Luppy Luptonium (2/2/1). y is the amount of effects each poster card can do per turn. Certain cards have higher effect costs. Summoning posters is one example. Another is Flame (cost 1) and Incite Flame War (cost 3) z is the number of different types of effects a poster card mau play in a single turn. Sayfor instance that FZ is 3/3/2 and Mordain is 3/3/3. Both cards can do 3 effects a turn bt FZ can only do two types of effects, say rebutt, and link. While Mordain can do both of those and another type. Post Card types: *Poster cards: Forumites made into cards. Various avatar versions are availible for each poster card. There can be only one poster card with the same name out at a time. So if you have an FZ-mustang card out and you play an FZ-Lynx card you must return the FZ-Mustang card to your hand. ~ For instance FZ might have Roy mustang, sprite FZ, and Lynx avatars. Each avatar has a different ability, but the same stats. *Effect cards: These do something. Inflict damage, force opponents to discard etc. ~Possible catagories: Joke, Flame, Link, Status ~~Ex: Most Awesomest flash movie evar! (Link); All poster cards lose one effect this turn. ~~Ex2: Sleep Depervation (Status); Target poster stayed up all night watching TV, Post Count level is -1/0/0 *Global Effect cards: Basically these are effects that stay one the field and can be used by anyone if they pay for it with an effect from a poster card. Think a combination between enchantments and instants. ~Possible catagories: Thread, Running Joke Players take their turns simeltaneously, with each turn lasting until all players take a pass on playing effects. ~~~~~~~~~~~~~~~~~~~~~ Well that's all for now. |
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| Iyestorm | Nov 22 2005, 10:27 PM Post #40 |
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Sage
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Edit: Okay, sheesh. I thought you were saying that sanity/insanity was one big bar. It *DOES* make sense, because they're opposites and stuff. Positive and negative. Middle zero. Edit2: And there's no way you could have already said sanity powers serious discussion cards or something like that. Okay, back on topic, idea for a card, following a variation of a rule from Ninja Burger: Cynicism Effect: counter, destroy, deal damage, or otherwise alter any card, but it MUST be in some ironic way and you MUST explain how it is done. BOTH players must agree on the effect, or call a judge. Yeah, not that great, but still. Yes, I know, come up with the mechanics before the cards, but I was afraid I'd forget that one. Also, I had an idea based on magic; The different thread catagories kinda seem like lands... Spamsylvania: Black or Red Serious RP: Green Comic by Comic: White General Posting: Blue Serious Discussion: Red or Black ...yeah, I know, this has nothing to do with this card game. I just wanted to point out the similarity... |
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Dr. Wiley has surrendered. Mega Man has saved the planet from destruction. But will it last!!! "Think about it, mate: legends! When has a legend ever not been true, huh? HUH?!" --Marine, Sonic Rush Adventure "Good Morniii--AGH! I can't do it! I don't wanna be cute! I wanna be a boy!" --Ouran High School Host Club; Haruhi's English Voice Actor messing around. | |
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