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Warcraft3 TCG?

06-03-2004, 10:28 PM#61
winma
Isn't the card a bit too small? btw... i think you guys should SERIOUSLY fix up the numbers problems... make sure that HP is a multiple of 5 or 10... and make damage not as random, otherwise you'll have GREAT trouble in remembering how much damage was dealt and etc...

I recognize the HP symbol as the helmet... armor is 5... how does armor work? Attack Damage of Opponent - armor = damage received?

anyways the design is better in some ways. at least you are able to fit abilities text underneath now... (otherwise we'd have to always look at a comprehensive book with all the abilities in it)

Strength and Intelligence is a bit hard to see.... maybe try putting the values of the stats in the bottom right hand corner of the graphic and shrink it's size a bit? that way the symbols should be more clear...

anyways back to some of my ridiculous questions....
are heroes going to level up? (my personal opinion is that you shouldn't make them level up, because memory is a huge issue in card games and you should best try not to rely on it to make the rules)

Are there going to be more types of cards? other than creatures... like maybe buildings? maybe buildings can be placed on the board only at the controller's back row. They can't move (unless of course it's a flying fortress) and then you can search for the creature that they produce each X turn(s) and then put it in your hand.

Please, find some new system (maybe use counters or something) to enhance the quality of the game by overwritting any features that requires you to use your memory... because i can guarantee that it's going to be horrible to play if you had to rely on your memory... maybe try something like "time counters" and at the start of the controlling player's turn, you can remove a counter. So according to what Murloc Lover said before about 3 turns to revive after a hero is defeated... the hero is moved out of the board and then 3 counters are put on him. You then can remove ONE counter off ONE hero so that it simulates the game by having to revive one first then another... and if you want to consider the building card idea... you can have X amount of time counters on your building
each turn you remove one
until you have none on the buliding, then search your deck for the corresponding creature that it trains. Then re-add the X counters again. that way you can keep track of time more correctly and precisely...
06-04-2004, 03:30 PM#62
Crypt_Lord41
Quote:
Originally Posted by nathanmx
ya i know man, I agree with everything you say...

(1) I don't know why the cards are so small. I used Fireworks MX, and for the canvas size i did 3.5 x 2.5 inches, the standard size for a playing card. I guess it just looks small on large resolutions or something, because I'm using 1400x1050 res and it does look pretty darn small... Change your resolution to 800x600 and it's normal size.

(2) Yes, as I thought/hoped/dreamed/maybe did say, I am simpoly redesigning the card layout, not really looking into rules yet. I have started to make an official rulebook already but I just started. When I finish the card design i'll start that stuff....

(3) I haven't really thought of the rules yet... but I did think that attack damage - armor = resulting damage dealt. Something like that could work. But I want to also incorporate armor type resistances like weapons that are effective to some armors and not with others.

(4) thanks!

(5) I'll play around some more...

(6) Probably not.

(7) Dude, the types of cards are as follows:
Channeling Spells
Instant Spells
Auras
Creatures/units (there will be many unit types)
Buildings
researching cards

The way the game will work is that you have to start with one town hall from one of the races. You cannot simply place unit, but instead, you will have to train them via the buildings that you have available. You can only place buildings that you have access to on the tech tree, so you can't start with a Tree of Life and then place a Chimeara Roost. You have to build the necessary buildings in between. Buildings cost money that will be alotted to you each turn, and is a static amount the entire game unless altered by a card. So, for example, we might decide that you get 300 gold per turn. THen you can place a building, such as a barracks. One little rule though is that you have to wait a turn before you can produce units from a building you just placed. But all units will be triained from buildings, and they cost a certain amount of gold. There is no lumber in this game as of now.
(8)yes. as i think i may have just said ;) , i am doing layout of thecards now. rules come later.

I am going to attach some of my rules that i quickly thought of real fast onto this thread so you impatient people can get an idea of how i want this to work. ;)

peace and pleasure my people - notin' else,
nathanmx
step one should be draw a card cuz most card games dont do anything before that (example=yu-gi-oh, (i think) magic the gathering, pokemon, and all those others)
06-07-2004, 04:33 AM#63
Crypt_Lord41
oh i see...maybe it could be like for example: the defense for the footman at stone form for a gargoyal
06-07-2004, 09:59 AM#64
winma
shouldn't we at least tell Murloc Lover first?
btw i like the sound of bulidings and training... and i "SORT OF" get why you say "remove dead creatures" at the last phase... is it because undead and some units/spells can cast raise dead or animate dead on the "dead but not removed" units?

I still think that the rule to beat the opponent is to destroy the town hall... that makes much more sense since you only have one... because you could spam buildings all you wanted... and besides, you don't want to have to remember all the health of every single building again... (unless of course it clears up every turn) About the gold thing... let's say 300 gold per turn for e.g. Will the gold be able to acumulate? because maybe we should have gold mines or specific gold factories and lumber mills to produce the resources... argh.. lol what am i saying >_<... gold... um... i think it should be cleared each turn or something... or if you want it to accumulate... (in order to save up to build a big unit like a tauren) then maybe have "gold counters"... lol and each gold counter will represent 100 gold... i still reckon that the time factor is very important...

alright next is the armor/damage. Make it simple, like only 3 types. Ranged units do 2x to small armor... Normal does 2x to medium armor. Magic does 2x to heavy armor... etc... if you really want to put in more armor types i guess it's ok... but i think we should make the rules simple at this stage... and maybe add new "mechanics" in newer sets as expansions etc.

Anyway i'm done with all my exams... got 89% for history... dammit!
06-07-2004, 04:37 PM#65
Nirual
well corpses decay, right? Lets say killed creatures go into a graveyard stockpile or the like, which get emptyed at the end of the round, unless they are conserved by a meatwaggon. Ud Graveyard holds some ghoul corpses to use too, and the player can choose an avaible corpse for the thing he wants to do (eg healing a ghoul or abdom or raise skeletons). Just like in the game.
06-07-2004, 07:50 PM#66
Murloc Lover
ok ive got some stuff to read it seems. I finish my exams next wednesday then im putting in as much effort into this as nathan is right now. the paladin in the image looks squashed, i dont like the title text. I think that having spell cards that you can use if you have the required unit is better than having a bit of text at the cards bottom. But flavour text say with a quote from war3 would be good. Ive added you to Aim nathan, we need to talk about rules and stuff.

Ill try and design a decent card layout. ill go for a more basic look, MTG was incredibely basic layout dontcha know.

'tis correct that all art says copywrite BLIZZARD! not samwise etc.
06-09-2004, 01:16 AM#67
LucaTurilli
What is blizzard's say on this now?
06-09-2004, 10:11 PM#68
Crypt_Lord41
I have a new setup for a card mat that you may like. I dont know if i should have the gold/lumber yet but i like the farm setup. I think it would be a good idea if we made the food supply as a spot on each card as well (ill give that info to Murloclover over IM). The farms sould be build by the peasents of the rave and take 1-3 turns to cunstruct. the heros should sit around the building (i just htough that might be a good spot to put em) and the buildings should be at the bottom. The corpses (graveyard) spot should keep the killed cards in it for about 5-10 turns and put out of play after that (so it could be like if someone could reserect a unit somehow).
06-09-2004, 10:37 PM#69
Crypt_Lord41
ok sry i kinda worded my stuff wrong...here

units-top row, normal units(grunt,footmen,troll headhunters,riffleman,ect)

heros-2nd row, abilitys (paladin's holy light,ect)

town hall-main building (victory by destroying opponent's TH)

farms-build over 1-3 turns, lets you create more units

buildings-normal buildings (barracks, watch tower, tauren totem,ect)

corpses(graveyard)-killed units corpses get sent here for 5-10 turns then removed from play

deck-your deck (should be 40-60 cards)

gold mine/lumber-lets you build better buildings and get upgrades (town hall>great hall, footmen's defense)

well thats that...ill talk to Murloclover soon see what he thinks.

all the best,
Crypt_Lord41
06-10-2004, 03:02 AM#70
Crypt_Lord41
im working on a kinda "unofficial" website at geocities for the TCG. Who do i need to © the things to? i have already set the © to blizzard entertainment.
06-10-2004, 03:19 AM#71
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You should get a vb, they're much more stable from my experience. Also, this seems very interesting, but maybe you should make the cards 4.0 vertical by 2.75 horizontal? It seems much more of an ergonomic design in my opinion. Also, you should make the manual in flash and maybe a game demo in flash. Flash is good. I like flash. I can do flash if you want, just contact me. You could also have someone make a 3d movie of the demo, but that would be much more time consuming but IMO would have a better impression upon whoever is seeing it. It could be like... a commercial without commercialism :P I also think it would be a good idea to start in one area instead of a large area, then survey the area's players about what they think, then try another area, instead of spending a shitload of money for testing everywhere at the same time. I mean, you could make demo cards with some glossy tagboard and attempt another idea for a demo game. The possibilities for saving money are really endless. 200 Dollars in ink cartridges, 50 in tagboard instead of having a professional company print them for like 400 for the same amount. Personally, I think this idea will work out well, and hey, if blizzard says no, then just change the names and art. I'm sure you could find some people who are good at drawing to the point of being able to help you.
06-10-2004, 06:55 AM#72
Crypt_Lord41
website is done! Its small though cuz there are only 2 different areas on the like cuz we dont have much done yet...But all in all its ok. ^_^

I will put the link to the site here in a few minutes
06-10-2004, 07:50 AM#73
Crypt_Lord41
ok here is the website at geocities...im sry for the broken pictures right now. I dunno why its doin that and also sry for the name Dark_Magician41 lol. I cant start a new name or i have to start a whole new monthly fee thing just to do this. So sry for that and ill try gettin the pics working ASAP.

the link: http://www.geocities.com/dark_magician41/
06-10-2004, 06:43 PM#74
Crypt_Lord41
the broken pictures are fixed now on the site. :D
06-10-2004, 07:31 PM#75
Crypt_Lord41
ok well i have been talking to Murloc and he says the whole TCG thing is turning into a board game with all the buildings. He said he wanted more like MTG (Magic The Gathering) with only Units,Abilitys,and Spells. im thinking that the spells should be on the feild (4 spaces) and abilitys should be instant play. Also, Murloc has told me his first ideas where to have 2 rows of units (melee had to be in front to attack and ranged could attack from any) but starting would be like ranged in back and melee in front. I have attached a new setup with no buildings this time. The only building we really need to think about is the TH. Also, upgrades I think should be played in the same spot as the spells and all lvl 1 upgrades take 3 turns to finish, all lvl 2 upgrades take 5, and all lvl 3 take 7.