EoJ Market Place

  • June 18, 2013, 7:52:43 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Site Information

Site Age
4 Yrs, 342 Days, 9 Hrs, 44 Mins

Site Info
Bookmark and Share

MineCraft Server Info
Please login to see server info.

Affiliates


Market Place Donations

Donation Amount: $
(This system is JavaScript enhanced !)

ShoutBox

Last 25 Shouts:

 

MoreBloodWine

June 15, 2013, 6:11:26 pm
Lol, thats easier said than done since it involves the deletion of said accounts heh
 

Jugga

June 15, 2013, 8:57:20 am
Hey, MBW, how about if you give Speedy, Myself and Indy the power to erase unsolicited posts like this intrusive drug advertising crap the minute it pops up.   :)
 

spddmn

June 10, 2013, 3:55:59 pm
Hmmm... My favorite gaming source is having issues currently. Will try again this evening.
 

spddmn

June 10, 2013, 11:52:25 am
Hi, guys. Expect some updates from me today.
 

Jugga

June 04, 2013, 7:49:29 am
If he had you and yours then he had a good family while he was around. :)
 

Indy_Bones

June 04, 2013, 5:29:35 am
RIP Merlin, my lovely 10 month old kitten, gone before your time, you will be sadly missed :(
 

Jugga

June 02, 2013, 12:14:45 am
Yeah. DUST took him over, and I've gotten more busy these days. Not like I'm going anywhere, though. :)
 

Indy_Bones

June 01, 2013, 1:57:20 pm
Wow, things are quiet lately, but appreciate the effort to get things going Speedy/Juggs :D
 

medleymr

May 28, 2013, 9:45:07 pm
ok speedy, I'll read some of your posts!
 

spddmn

May 23, 2013, 12:02:24 pm
Added more stories. There's got to be something of interest to someone out there.  ;)
 

spddmn

May 23, 2013, 11:34:31 am
No replies to my posts.  :'(  :blamejugga:
 

spddmn

May 21, 2013, 4:30:19 pm
Here's a few stories for you all to chew on.
 

spddmn

May 15, 2013, 1:29:21 pm
There, Jugga.
Been busy between work and DUST planetary takeovers but I finally made time.
 

Jugga

May 14, 2013, 6:33:18 am
@Skkra: Whoever told you about SHIFT actually meant to tell you about GT5, only they got the two games confused by mistake. :)
Welcome back to the Market!

@Spddmn: Maybe it's a hint that we need more recent posts. Hmmm.....

Skkra

May 13, 2013, 2:16:33 pm
Oh, also, I forget who originally told me about SHIFT on here, but I'm excited that the game is hopefully coming soon.

Skkra

May 13, 2013, 2:15:45 pm
I'm back!  Life got busy for a bit there.  One EOJ question in General, and also... is anyone playing Injustice?
 

spddmn

May 13, 2013, 11:27:11 am
WHOA! What happened to Recent Posts?!?!
 

MoreBloodWine

May 11, 2013, 4:14:59 pm
ne time
 

Indy_Bones

May 11, 2013, 4:09:23 pm
Good job man, thanks for that
 

MoreBloodWine

May 11, 2013, 2:45:44 pm
Y'all r lucky I can manage the ssite from my phone lol.
 

MoreBloodWine

May 11, 2013, 1:14:18 pm
Looks like one of juggas couins got by ;-p
 

Indy_Bones

May 11, 2013, 11:50:22 am
Better get rid of that spammer ASAP MBW before the site fills up with crap!
 

Jugga

May 11, 2013, 9:12:20 am
Sorry, guys. Wish I had something to post, but nothing much interests me right now. If I'm posting Cat videos, it's usually a pretty good sign that I'm hitting bottom. :D
 

MoreBloodWine

May 06, 2013, 3:57:31 am
Day late and a dollar short but like juggs said, sometimes the host without knowledge has to work on the servers and when they do you get that sluggishness. If past experience tells me anything, these "issues" are far n few between meaning it hsouldnt happen too often.
 

Jugga

May 02, 2013, 7:26:35 am
MBW said it's probably just work being done on the servers. My speed is back to normal as of yesterday.

Show 50 latest

Recent Posts

By: Jugga
[June 14, 2013, 3:00:58 pm]

By: Jugga
[June 14, 2013, 2:05:40 pm]

By: Jugga
[June 12, 2013, 8:19:18 am]

[June 11, 2013, 7:09:37 pm]

By: spddmn
[June 11, 2013, 3:42:59 pm]

By: spddmn
[June 11, 2013, 3:34:09 pm]

By: spddmn
[June 10, 2013, 3:49:29 pm]

By: Jugga
[June 08, 2013, 8:21:42 am]

By: Jugga
[June 06, 2013, 4:08:44 pm]

By: Jugga
[June 06, 2013, 7:36:59 am]

Calendar

June 2013
SunMonTueWedThuFriSat
1
2345678
9101112131415
16171819202122
23242526272829
30
Holidays
Jun 21: Summer Solstice
Welcome, Guest. Please login or register.
Did you miss your activation email?
June 18, 2013, 7:52:43 pm

Login with username, password and session length

Members
  • Total Members: 292
  • Latest: Skkra
Stats
  • Total Posts: 17197
  • Total Topics: 2538
  • Online Today: 26
  • Online Ever: 184
  • (April 19, 2011, 4:56:15 am)
Users Online
Users: 0
Guests: 18
Total: 18
Pages: [1] 2 3 ... 18   Go Down

Author Topic: Killzone Card Game - HELP  (Read 31301 times)

0 Members and 1 Guest are viewing this topic.

thepineapple1

  • Sr. Member
  • ****
  • Offline Offline
  • Gender: Male
  • Posts: 632
    • Youtube thepineapple1
    • Email
Killzone Card Game - HELP
« on: October 29, 2010, 3:20:51 pm »

To make a long story short:

Around April of this year, I started working on a card game based around Killzone.
They are split into:
- Characters
- Weapons
- Vehicles

I've pretty much decided how graphically it would look,
but haven't had a decision on the mechanics of the game.

(I've also developed my very own card game at the age of I believe 10+ based on nothing but my own personal ideas, being similar (I think) to Yu-Gi-Yo and Magic, but absolutely not like them) - this is so you know I have an idea about TCG.

Coming back on topic:
The problem is that I'm not really sure how the playing field should be set up.
Basically you would have either 1 character (ala Pokemon) being active. To which you would assign a weapon card (if you draw one - otherwise they would have as standard the STA-18 Pistol http://killzone.wikia.com/wiki/StA18_Pistol ).

So far we have 2 problems. Should it be 1 active character at a time, or multiple (kind of like EOJ in a sense).
And second is, how should the attacks work? My initial idea (inspired by RPG's) was that all characters have a set amount of Action Points, and of course each thing they do would take some action points away. (i.e. Firing a pistol once would take 3/10). This Action Points system would make it so that a pistol could be used multiple times, whereas a more powerful weapon, such as an assault rifle, only once (depending on the AP it would require).

The other big problem is that, there are also vehicles which must be included, by vehicles, I mean tanks, flying robot things and such, ships. Here's the imbalance, some of them have attacks, where as others don't have such a purpose. So what should their role be? (And it should be something which does not take the role of the character, more of a side character - i.e. vehicles vs vehicles - but here's the problem, what if the opponent doesn't have a vehicle to counter your vehicle? The vehicle battle is not started? - Then what was the purpose for you to summon a vehicle in the first place if it doesn't benefit you until the opponent 'summons" one as well?

Also as a side question, in stead of Action Points, maybe another system?

ALSO (almost forgot), in Killzone 2 online, each character has 2 badges (which give him each a special ability) .(This is sort of a "Pokemon Power" thing).
I was thinking of making it a sort of Pokemon thing, where you would place the stronger (evolution) of that class on top of the less powerful one. (Naming them i.e. Scout V1 and Scout V2). (Or do you think it would be best for V1 and V2 to be separate cards?)

Because of all these question and also because at the time I was editing the killzone.wikia + making custom cards of EOJ (soon to be viewable here on EOJMarketPlace) I just gave up on this project.

So any feedback, tips, or simple words in English would be a great help, and who knows, I might actually make it happen.
Also shout out for more info!
Logged
 

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #1 on: October 29, 2010, 3:58:32 pm »

My personal opinions:

1. For starters, you should use a contained board like in EoJ, with 16 squares instead of 9, and have some of them as dead squares (obstacles). Anything larger than 16 squares tends to lose too much strategic tension in my opinion.

2. Definitely multiple characters active. Unlike in RPGs, only one character active in a CCG is way too boring.

3. Include limited ammunition, and the ability to pick up other peoples weapons like in RPGs.

4. About the vehicles, the scenario you're describing would just create measures and counter-measures. It's present even in the most oversimplified games like EndGame, where pure "sissors-cuts-paper" (tanks-kill-infantry, infantry-kills-aircraft, ect.) tactics is employed. This forces the player to have diversified forces, or be dead meat.

If I didn't fully understand your questions, explain it to me (I've never played Killzone).
 
Logged

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #2 on: October 29, 2010, 4:12:07 pm »

Also, action points would be good (assuming your including movement options), but add to this the ability to "pick up" action points at different points on the board, just like RPG characters can restore their health by finding med packs. But make them limited, say 2-3 points only, and distributed on the board at random times, and on random squares. Maybe have a seperate group of cards for this, with one card being pulled every few turns or so, and each card describing exactly where it is to be placed on the board, and exactly how many points it will add to the players action points when he gets there (1 to 3). You could possibly also place a time limit on how long these points are available before they dissappear off the board, although that doesn't seem in keeping with the game.    
Logged

thepineapple1

  • Sr. Member
  • ****
  • Offline Offline
  • Gender: Male
  • Posts: 632
    • Youtube thepineapple1
    • Email
Re: Killzone Card Game - HELP
« Reply #3 on: October 29, 2010, 4:56:42 pm »

16 sound too huge, might as well be monopoly :D
I also wouldn't like it to be like EOJ, I could see it working, if the cards were similar to EOJ.

But the thing is, each character card also will have (once you add) a weapon card. So that's 2 cards you need to have for 1 space. An EoJ aproach would be nice, but it would seem as a rip off with a Killzone theme, not as a separate game.

The healthpacks,repair tools and the rest of the equipment would be a card that can be used once (at least for health packs).

For the Action Points, I'm thinking a sort of paper counter (dial/ clock thing), where you would basically sum up and subtract when you take action. OR, you simply get a fixed amount at the begging of each turn (which does not carry over to the next turns) - say 10AP.

Something like this: http://flic.kr/p/8P1egZ

P.S. There is no need to limit bullets, as the limiting factor are the Action Points.
I do understand that maybe limiting bullets, so in the future rounds, the weapon "runs out", and thus you need to discard that card and either put another weapon card, or use your base attack (the pistol). But I think this complicates the game too much, and there would need to be a system in place to count these bullets, this leaves chance for error, and simply way too much stuff.
Plus, you'd expect the character would be killed before running out of bullets. (the KIA character would take the gun with him, so you should think of how many weapon cards to have, and which.
« Last Edit: October 29, 2010, 5:01:07 pm by thepineapple1 »
Logged
 

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #4 on: October 29, 2010, 5:24:46 pm »

Sandbagging points would be a lot more fun than simply losing any points you don't use every turn. And what in the world is a "paper counter (dial/clock thing)"???

I guess I can understand your point about overcomplicating the game.

So how big a board were you planning on using then? A huge board could be fun in a way, if the player gets to use a lot of long-range weapons. But if you want people to actually play it, they'll need to have a massive dinner table free or something in order to be able to do so.

Logged

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #5 on: October 29, 2010, 5:26:33 pm »

And I checked your link on the previous post. I thought I was reading RUSSIAN with all that upside-down reverse lettering in it.  :D
Logged

thepineapple1

  • Sr. Member
  • ****
  • Offline Offline
  • Gender: Male
  • Posts: 632
    • Youtube thepineapple1
    • Email
Re: Killzone Card Game - HELP
« Reply #6 on: October 29, 2010, 5:33:09 pm »

Those 4 boxes on the top row (on your side) accommodate 1 card at a time.

While the bottom rows (as I've wrote on the picture - in Pokemon have 5 slots, but of course we can modify according to how it all evolves).

The clock thingy is basically (picture this):
1 paper disk with numbers on it - on the edges (kinda like a clock)
another paper disk (with just 1 slice cut - which would cover everything else, except for 1 slice where you would view the number).
You would rotate the top disk clockwise or counter - depending if you're adding points or subtracting.

It's kinda like, on one side it would be nice if it were EoJ style (with multiple character interacting all at once), but on the other, in that format it would not work, as you need weapons and items to be "held" by each character.
Logged
 

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #7 on: October 29, 2010, 5:42:21 pm »

First off, are you thinking of selling this game to a developer, or just using it for personal use? If it's just for personal use, using pennies (or whatever the lowest coin currency of your country is) would be a lot easier than having to design a "paper clock/dial thingie." Just keep a shallow cup nearby, and take out or add in a few pennies in keeping with your current AP count.

I'm lost on the board thing, but I haven't had time to really study it yet. Give me a few days, and maybe I'll look over it and see if I can't comprehend what it is your doing.
Logged

ImDoneItsOver

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,003
    • Email
Re: Killzone Card Game - HELP
« Reply #8 on: October 29, 2010, 5:51:14 pm »

Isn't the KillZone name Trademarked or at least copyrighted?
Logged

ImDoneItsOver

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,003
    • Email
Re: Killzone Card Game - HELP
« Reply #9 on: October 29, 2010, 5:54:29 pm »

Im all for homemade CCG/TCG's. Id be interested in seeing what you have done :) Ive got a lot of Indy games under my belt, as a play tester  (Lost Legacy, Legacy The Coming Guardian, Dungeon Crawler)
« Last Edit: October 29, 2010, 9:21:13 pm by ImDoneItsOver »
Logged

thepineapple1

  • Sr. Member
  • ****
  • Offline Offline
  • Gender: Male
  • Posts: 632
    • Youtube thepineapple1
    • Email
Re: Killzone Card Game - HELP
« Reply #10 on: October 29, 2010, 6:19:03 pm »

Jugga:
No I'm not trying to sell it to developers, but I won't mind having money thrown at me ;D
I'm just making it for the fun of making it, same as I did with the EoJ Custom Cards.

ImDoneItsOver:
I've actually left the trademark and stuff on the bottom of every card. Now that I care about that, but without it, the cards would look too square.

I've just uploaded one of the cards.
I will upload another file ASAP explaining the things.
Keep in mind this is a work in progress, so... 'don't be hating'
http://flic.kr/p/8P5cYy

Sample card (no background) + description:
http://flic.kr/p/8P2gcr
« Last Edit: October 29, 2010, 6:32:39 pm by thepineapple1 »
Logged
 

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #11 on: October 29, 2010, 6:53:52 pm »

If you were planning on me being the financier, you're about to hit a major bumb in the road.  :D

Impressive work, as always.

Keep the black backgrounds. It not only looks better, but it's more in keeping with the game as well.
Logged

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #12 on: October 31, 2010, 2:42:09 pm »

OK, Buddy. I took a look. And before I can offer any more opinions, you'll have to answer a few more questions:

1. I've never played Pokemon or any other TCG other than EoJ before. Where did you come up with that concept for a game board? I'd much prefer a 16X16 board, but to it's credit, your idea allows the player to need only a little bit of table space to play it.

2. To answer your bench question about "would this option benefit the game," you'd need to tell me how the game would play without it. It appears to be designed into the game from the outset.

3. I couldn't answer the vehicle question without fully understanding the rest of the game concept (i.e. in light of your answer to #2)
  
Logged

thepineapple1

  • Sr. Member
  • ****
  • Offline Offline
  • Gender: Male
  • Posts: 632
    • Youtube thepineapple1
    • Email
Re: Killzone Card Game - HELP
« Reply #13 on: October 31, 2010, 4:12:34 pm »

1. The "pokemon" style board, would allow combat for only 1 character at a time.

2. The bench (in pokemon) is the place where u put your characters to wait for battle.
a) when your "active character" gets knocked out, you chose any of the pokemon from your bench to become your active.
b) during your turn (before attacking) you can retreat the "active character" and replace it with a character from the bench.
(the main difference is that having a bench, allows you to equip weapons on those characters before battle, so once you put them into battle they are all set as you wanted them to).

3. Hope #2 was clear enough
Logged
 

Jugga

  • Hero Member
  • *****
  • Offline Offline
  • Gender: Male
  • Posts: 1,863
    • Email
Re: Killzone Card Game - HELP
« Reply #14 on: October 31, 2010, 5:42:06 pm »

Well, one answer to your vehicle problem could be to allow each side to place a vehicle at the outset of the game, so that there is always at least one on the board to play a card against. How you were going to have vehicles effect your main character (if at all) and the primary game is another question.

Question about 2b: You'll need to explain how many cards are drawn at the outset, and how many you get to play each turn. It sounds like you're saying that you start with nothing on the bench, and must make a character active before you can apply any weapons cards or bench him. Then, once benched, he's already equipped with the weapon he had if you decide to make him active again (or are you saying you're allowed to change weapons on a character while he's benched?)
Logged
Pages: [1] 2 3 ... 18   Go Up
 

Page created in 0.484 seconds with 38 queries.