Card Ideas

Talk about anything regarding the Hidden Dimensions core game and HD Spectrum.
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Greywing
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Re: Card Ideas

Postby Greywing » Thu Aug 23, 2012 2:44 pm

And card that grants this ship attack or resistance will result in that resist/attack to be reset at the start of this card's owner's turn.
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Guevara-chan
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Re: Card Ideas

Postby Guevara-chan » Thu Aug 23, 2012 3:54 pm

This. By the way, GW, just since you already here: is it technically possible to implement deploying in opponent's without messing whole system ? Just got some amusing idea of exploit for current disability to remove excess ships without involving external means. Just imagine some 0/50 globe of flying junk, regenerating through constant energy upkeep. Legendary, if that matters).
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Re: Card Ideas

Postby Greywing » Thu Aug 23, 2012 4:03 pm

I never thought about that, but in HD:X this should be real easy to do, but only if the other player becomes the owner of the card (so if this card has activatable ability, only the new owner can use it) - the problem in that case is, that if the card is destroyed, it will go to the scrap of the other player and not the scrap of the caster. So the solution would be to create a spawn (like from a carrier), and when destroyed, this spawn simply dissapears.

So the source card would have to be an action or an activatable ability on a struct or ship (it can even be a played or auto ability), but not a ship or structure card that's still in your hand.

For instance action : "target an empty slot on your opponent's side to spawn a 0/15 saboteur in there".
This could then create a ship that for instance deals 3 damage to its owner (or energy upkeep). Since it has 0 attack it won't attack the original caster. Some fun things can be made with this. :)
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Re: Card Ideas

Postby Guevara-chan » Thu Aug 23, 2012 4:07 pm

Thank you far clarificatiom: I'm already on development from my side, then). And extra\temporary structure slot is doable as well, right ?
Last edited by Guevara-chan on Fri Aug 24, 2012 9:18 am, edited 1 time in total.
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Re: Card Ideas

Postby Greywing » Thu Aug 23, 2012 4:28 pm

Nope, the number of structures is hardcoded throughout the entire game, it can't be changed easily.
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Re: Card Ideas

Postby Guevara-chan » Thu Aug 23, 2012 4:54 pm

Hm, I can't believe you never thought about those vacant places. Also – that's still just 2 typed arrays (I hope), so upper bounds may be corrected with special check for sixth element validity. Right ?
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Re: Card Ideas

Postby Greywing » Thu Aug 23, 2012 6:07 pm

Every aspect that deals with structures, expects there to be max 5. I didn't set up a variable system since i decided there would be 5 structures and that this number would never change.
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Re: Card Ideas

Postby Guevara-chan » Thu Aug 23, 2012 6:15 pm

I see... OK, reserve those idea for next installment. As well as idea for continuous actions (like solar storm for 3 rounds), please.
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Re: Card Ideas

Postby Guevara-chan » Thu Aug 23, 2012 8:25 pm

...And now for something completely inadequate. Just the way they both like it:

Schizmatriks – unique metathesis structure, 1 :tm:/ 9 :mt:
Image Moves topmost card from opponent's scrapyard under bottom of owner's deck. If successful, also moves topmost card from owner's deck under bottom of opponent's scrapyard. Inverts own behavior at random each turn.

Remark: «inverted behavior» stands for «Moves topmost card from owner's scrapyard under bottom of opponent's deck. If successful, also moves topmost card from opponent's deck under bottom of owner's scrapyard.»
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Re: Card Ideas

Postby Ginger88895 » Fri Aug 24, 2012 1:46 am

Hey you're certainly shorting up the card spaces

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Re: Card Ideas

Postby Guevara-chan » Fri Aug 24, 2012 7:50 am

Don't worry: upcoming saboteur concepts should quench well your thirst for reading. And my frist one there had just single line of description, btw.
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Re: Card Ideas

Postby http404error » Fri Aug 24, 2012 5:34 pm

Totally bonkers. I love it.
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Japheth
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Re: Card Ideas

Postby Japheth » Fri Aug 24, 2012 11:21 pm

Void Morph,
MT elite warrior
7/55
When this ship is destroyed
all allied ships are destroyed.
Upkeep: 3 :mt:
Cost 4 :mt: 3 :rl:
Last edited by Japheth on Mon Aug 27, 2012 4:21 am, edited 4 times in total.
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Re: Card Ideas

Postby Japheth » Fri Aug 24, 2012 11:27 pm

Cost is probably wrong, but i think the idea is good.
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Re: Card Ideas

Postby Ginger88895 » Mon Aug 27, 2012 1:03 am

Upkeep 6 :mt: ? X&^!X&%@&BV&!
This ship doesn't worth the energy!

No, you should change upkeep less, like probably 3 or 4, and have a lesser cost like 3 :mt: 2 :rl: (maybe too low?)
Or just have no cost, and keep the upkeep


continous stats are mentioned a long time ago. This a very great idea, and many battle (like monster's den, which has 4 stats, probably), has it. I can't imagine how the work it will take(except the bummer AI)

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Re: Card Ideas

Postby Guevara-chan » Mon Aug 27, 2012 12:14 pm

...Well, just since ginger brought swapping subject in adjanced topic once again:

Volatile scourge – XY unique fugitive, 4 :xy: / 8 :tm:, 11/1
«CIP: auto-exchanges own position with those of allied ship opposing weakest attacking blocker. -2/0 to stats if no swapping was possible.
Image Cloaked for owner. As ever Volatile scourge is subject for lethal damage (remark: not direct max defense sap), it exchange position with best allied ship of best defense. Aforementioned ally receives whole prospective damage instead, if successful. This ability may activate itself multiple times during same turn.»


P.S. Not sure about attack value, may need rebalancing.
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Re: Card Ideas

Postby Ginger88895 » Tue Aug 28, 2012 7:48 am

if successful

I don't ever understand. How could this ability become unsuccessful?
Also, why do you only like to create unique cards? Why don't make it NOT unique, so we have backups?
Anyway. That seem like a stealth assassinator, which can attack and suddenly disappear?

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Re: Card Ideas

Postby Guevara-chan » Tue Aug 28, 2012 9:47 am

I don't ever understand. How could this ability become unsuccessful?

By not meeting conditions to activate, I suppose. If no blocker presented on launch to Techno Demon, it’s CIP ability would become a little unsuccessful, f.e.

Also, why do you only like to create unique cards? Why don't make it NOT unique, so we have backups?

Well, since most abilities I’m trying to introduce in game is currently a little abusable regarding current state of powers (imagine Xyth-introduced cards in Spectrum), my ideas could only be included as exceptional cases. Depending on later setups, rarity may be decreased, of course.

That seem like a stealth assassinator, which can attack and suddenly disappear?

More like elusive deserter, which would never hesitate to sacrifice life... of anyone else. Ever heard about penal military units ? That Xyloxi was one of devoted magi before fall from grace, though. May be quite useful if managed right.
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Re: Card Ideas

Postby http404error » Tue Aug 28, 2012 7:52 pm

Oh, this will be great! Just like the Legends expansion to MtG! A bunch of legendary multicolor cards that do random stuff and aren't extremely powerful!
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Greywing
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Re: Card Ideas

Postby Greywing » Tue Aug 28, 2012 7:56 pm

3-color dragons! Woohoo!
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