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Warcraft3 TCG?

06-11-2004, 10:34 PM#76
Crypt_Lord41
website update: new, smaller fonts and a new fuzzy font on the front "Enter" page (it just came out like that for some reason but i like it ^_^ )
06-11-2004, 10:45 PM#77
Crypt_Lord41
i found these new pics at blizzard and though they were good.
06-11-2004, 11:40 PM#78
winma
Quote:
Originally Posted by 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.

I personally think that upgrades shouldn't take that much time... If you think about 3 turns, yes maybe that's alright... but when it goes up to 7 turns... it'll be pointless because in 7 turns you can already destroy a whole townhall... i reckon it should be 3/4/5... much more reasonable since the higher level upgrades require you to have prerequisites... and besides, how lucky are you going to be to actually draw all 3 upgrade cards of the same type? so i reckon the upgrade times shouldn't be too long... town hall is basically the building that you start off with... and can only have one in your whole deck and is placed on the playing area at the start...

also.... i know i have said this before a GREAT load of times... i still think that card games should NOT rely on the players memory and things should be incorporated such as counters instead of using a sheet of paper to remember all the values such as HP and upgraded time and unit training time... you will definitely know how big of a mess it will cause if you don't remove those problems from the gameplay first, because i seriously guarantee, if you have too many things to remember, your mind will not be focused in the gameplay and instead making sure you remember all the values correcly to check if your opponent was cheating on your or something...
06-12-2004, 12:08 AM#79
Crypt_Lord41
Quote:
Originally Posted by winma
I personally think that upgrades shouldn't take that much time... If you think about 3 turns, yes maybe that's alright... but when it goes up to 7 turns... it'll be pointless because in 7 turns you can already destroy a whole townhall... i reckon it should be 3/4/5... much more reasonable since the higher level upgrades require you to have prerequisites... and besides, how lucky are you going to be to actually draw all 3 upgrade cards of the same type? so i reckon the upgrade times shouldn't be too long... town hall is basically the building that you start off with... and can only have one in your whole deck and is placed on the playing area at the start...

also.... i know i have said this before a GREAT load of times... i still think that card games should NOT rely on the players memory and things should be incorporated such as counters instead of using a sheet of paper to remember all the values such as HP and upgraded time and unit training time... you will definitely know how big of a mess it will cause if you don't remove those problems from the gameplay first, because i seriously guarantee, if you have too many things to remember, your mind will not be focused in the gameplay and instead making sure you remember all the values correcly to check if your opponent was cheating on your or something...

yeah i guess ur right...i was just thinking since it takes forever in the game (it does to lol) it should take a little longer in the game but i suppose 3/4/5 is alot more accurate.
:D
06-12-2004, 12:37 AM#80
Crypt_Lord41
NEW UPDATE!
_________________________________

I will be working on the ENTIRE set of abilitys/spells for the orcs! I will hopefull have 2 races done by the middle/end of next month (due to i also have summer school for two weeks cuz of two Fs on my Report Card). I will update my site and here when they are completed. :D
06-12-2004, 07:06 AM#81
Crypt_Lord41
i have spent painstaking hours on end just coming up with how to do the spells and what duration it should be but I have finished all Orc heros! here is all my list...and all the damage i havent calculated yet cuz i have no clue wut we doing for damage so all damage is replaced by ___ (there are also many other ___ meaning they change for each lvl up of that skill)


HEROS-


Blade Master-
Wind Walk-Unit is rendered invulnerable for 2 turns. If this unit attacks before turns are over, do and extra ___ damage.

LVLs: one-2 turns, ___+ damage
two-3 turns, ___+ damage
three-4 turns,___+ damage
Mirror Image-Unit creates ___ fake copy(s) of himself for protection (I'm thinking a move similar to Scape Goat from the Yu-Gi-Oh! TCG but only for the Blade Master)

LVLs: one-1 copy
two-2 copies
three-3 copies

Critical Strike-Role a 6-sided die. If ___, do 2x the normal damage the Blade Master does.

LVLs: one: die role of 3, 2x normal damage
two:die role of 3 or 5, 2x normal damage
three:die role of 1,3 or 5, 2x normal damage

Bladestorm-Deal damage to all melee enemy units on the field.
_____________________________________________________________
Far Seer-
Far Sight-see the top ___ cards of the opponent's deck. Put them back down in the same order after.

LVLs: one:see top 3 cards
two:see top 4 cards
three:see top 5 cards

Chain Lightning-deal half of your normal damage to ___ units.

LVLs: one:2 units, half damage
two: 3 units, half damage
three:4 units, half damage

Feral Spirit-summon ___ Spirit Wolf/Wolves for ___ turns.

LVLs: one:1 spirit wolf, 2 turns
two:2 spirit wolves, 2 turns
three:2 spirit wolves, 3 turns

Earthquake-does ___ damage to enemy units for 5 turns.
_____________________________________________________________
Tauren Chieftain-
Shock Wave-choose one row and attack both units in that row. Only land units may be attacked.

LVLs: one: ___ damage
two:___ damage
three:___ damage

War Stomp-Stuns ___ units for ___ turn(s)

LVLs: one:stuns 2 units for 2 turns
two:stuns 3 units for 3 turns
three:stuns 4 units for 3 turns

Endurance Aura-lets all your melee units attack 2 times a turn.

LVLs: one:lets all your melee units attack 2 times a turn.
two:lets all your melee units attack 2 times a turn.
three:lets all your melee units attack 2 times a turn.

Reincarnation-revives the Tauren Chieftain (only can be used once)
____________________________________________________________
Shadow Hunter-
Healing Wave-heals ___ units for ___ health

LVLs: one:heals 3 units for 10 health
two:heals 4 units for 15 health
three:heals 5 units for 20 health

Hex-Transforms enemy unit(s) into critters.

LVLs: one:turn 2 of any ground unit into frogs (excluding heros)
two:turn 3 of any ground unit into frogs (excluding heros)
three:turn 4 of any ground unit into frogs (excluding heros)

Serpent Ward-Summons a serpent ward for ___ turns.

LVLs: one:summons 1 serpent ward for 2 turns
two:summons 1 serpent ward for 4 turns
three:summons 1 serpent ward for 6 turns

Big Bad Voodoo-all friendly units turn invulnerable for 2 turns (this spell can be used 1 time every 10 turns)
___________________________________________________________
06-13-2004, 01:27 PM#82
winma
hm..... yeah you have put in a lot of time... but i don't know why... i reckon that levels should not be incorporated into the game, because again, you will have to remember the level if your hero... and the process of levelling and such will be too annoying... how are you going to calculate EXP? i reckon the gameplay should stay basic for now... and maybe 1 level for each of those spells, oh and for far seer, i reckon far sight should be able to use on yourself too, since it doesn't rearrange the order of the cards, but at least let you peak so you can plan strategies....
06-13-2004, 01:57 PM#83
] s o r a t a [
100th post in the thread

For mirror image, I'd go for more of a 'magical hats' from yugiou tcg, (I played it before it was released in America, it was decent.) and for Reincarnation, just to balance it out, I'd say

Reincarnation: When this skill is learned, flip a coin. If the coin lands heads up, the Tauren Chieftain gets 2 Reincarnation counters. If the coin lands heads down, the Tauren Chieftain gets 1 Reincarnation counter. When the Tauren Chieftain dies, remove a Reincarnation counter and flip 2 coins. If either one of them or both lands heads up, the Tauren Chieftain reincarnates. Otherwise, the Tauren Chieftain removes another Reincarnation counter (If it has another one) and is reincarnated.

and an idea for the description of the modifier 'Stun'

If a unit is hit by a stun skill, roll a 10 sided die. If the 10 sided die is an odd number, it becomes stunned, turn it upside down (Still face-up). If it lands on an even number the unit is not stunned. A stunned unit can still attack and use normal skills but it can't block or use an ultimate skill.

(My idea is that all ultimate skills will have a cooldown, and a little plastic slider or something next to it that has numbers 0-10)
Big Bad Voodoo: Set the Shadow Hunter's cooldown to 10 points. Up to three target allies gain the modifier invulnerability for 2 turns OR up to six target allies gain the modifier invulnerability for 1 turn. (Three/Six is example) Can only be used when the cooldown bar is at 0.


I'm assuming one turn is Player 1's first through last stage then Player 2's, therefore stunning does not let a person just 'shake it off'.

Player 1's Turn (Stage 1-2-3-4-5-6-etc)
+
Player 2's Turn (Stage 1-2-3-4-5-6-etc)
=
Game Turn (Both Player's set of stages)
06-13-2004, 06:31 PM#84
Murloc Lover
Ok, This thread is being closed on wednesday. The whole thing is being started anew.

I dont want to be rude, but this is my idea, and i want to see it develop the way I imagined. anyone who wants anything different can go ahead, keep going. But see right now the thing is going the opposite way of Simple. A lot of the work so far has been taken into consideration, but from now on im going to be showing parts of rules by showing you a game of the TCG. yes thats right.

Ill post three sections of turns, and then we review them, deside finally on the points the three images tackled, and then ill make another three secitons of the same game.

Heres the first three of a sample game between a human and an orc.
06-13-2004, 07:41 PM#85
Crypt_Lord41
i get what your saying murloc. I will follow you in that idea (i really do like that setup on the abilitys and all...and the tech points! its kinda like the Yu-Gi-Oh! playstation 2 game). The hero deck area is good to. I will keep on posting in any other threads so we can start fresh in your ideas. just remember to put a little more picks in the new thread by thursday :D .



all the best,
Crypt_Lord41
06-17-2004, 10:22 AM#86
Murloc Lover
Great new artwork is available at sons of the storm (Twincruiser been added), including a few bits of spell art which is just what i need.
06-17-2004, 09:19 PM#87
Murloc Lover
Possible new card style. which is better this or the old one?

this is the new "keep it simple" style.

I prefer old school style.... But this is more like magic and less like some of those "one day" TCGs. well its up to the public...
06-17-2004, 10:35 PM#88
Crypt_Lord41
take away the for the horde! and move the copyright sown to the bottom of the card then its perfect
06-17-2004, 10:55 PM#89
Murloc Lover
so you think its better than the other ones?

i suppose it does have more of a "classic" theme to it...
06-19-2004, 08:58 PM#90
acolyteofdoom
OMG THIS WOULD BE AWESOME!!!!!!!!!!! (sry for all caps but its the only thing that expresses my emotion ^_^ )