Tight Dan
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Post by Tight Dan on May 9, 2018 12:22:32 GMT -5
Oh yeah and you can use my characters if you want there has to be at least one OK one at this point
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Awkward
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Post by Awkward on May 9, 2018 12:24:37 GMT -5
Oh yeah yeah, you can use my characters too.
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Deleted
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Post by Deleted on May 9, 2018 12:25:42 GMT -5
Actually thats a pretty neat idea akward having an Arcana theme for all of our characters.
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Post by Just14 on May 9, 2018 12:41:30 GMT -5
Actually thats a pretty neat idea akward having an Arcana theme for all of our characters. That takes forever.That's why I changed the Reaper's Game.
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Post by empireoffire on May 9, 2018 14:50:12 GMT -5
You can separate them into designated factions depending on individual character morality like order/chaos/balance/empty or something. Or fighting style like might/mind/magic/etc. or power/intelligence/gag.
lso my characters are free for ya'll do to as you please.
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Post by CMPunkCMPunk on May 9, 2018 16:21:31 GMT -5
Here's my vision for Vitcards.
Each player, before building their deck, selects a Hero. That's not necessarily a good guy, just a Vitcon character of special significance. Each Hero has their own Hero Power, which can have varied, modest effects. This allows for interesting mixing and matching, while also keeping the concept Malefio suggested. However, instead of all the cards following that character, players can mix and match. Every Hero has 30 health and their Hero Powers cost 2 Energy.
Starting turn 1, the players each have one Energy, and that steadily increases up to a total of 10. Each card has Energy cost, which helps balance cards with stronger effects meant to be played later in the game with cheaper cards means to be played earlier or which can be played a few a turn. In a general sense, this leads to more interesting possibilities than a flat, all cards must be balanced against all other cards system, and is less static than something like "can only play one monster at a time".
There are two principal categories for cards. Actions and Characters. Characters are like Pokemon or Minions from Hearthstone or Monsters from Yu-Gi-Oh, you use them to attack enemies and can only have a maximum of 7 on the board, all lined up in a row. The first turn they're played they can't attack, since they have to Prepare. Some Characters, including speedy ones, don't have that trait, but most do. In a general sense, the monsters will be in the single digits in terms of their stats: Attack and Health. Attack is how many points of damage they do to Characters or Heroes, while defense is how much they can take before they die and go to the discard pile. Actions, on the other hand, are like spells from Magic the Gathering or Yu-Gi-Oh!, and they can have lots of impacts. Basically they can encompass single-use actions (think Pot of Greed), Plans (which react to enemy actions like trap cards), and Weapons (which are equipped by the Hero and allow them to attack like a Character, with each weapon having a set number of attacks before it breaks).
Classification of characters is easy. Generally most Character cards would just be classified as Normal, but there is the possibility that they could fall into Tribes. This isn't like Types in Pokemon where it turns into boring rock-paper-scissors, it's more like a tag applied to the character. As a simple example, there could be the Contestant Tribe for Total Drama characters. To explain, I'll make an example card:
Island Supply Drop - 3 Energy
All Contestants currently in play receive +1/+1 (+1 attack and +1 health).
"Dude, I hope there are snacks in there!"
In this example, if the board is full of Contestants, you can power them all up simultaneously for a nice tempo swing. On the other hand, if you don't have the Contestants out, either because you didn't put enough in your deck or the enemy cleared them out too quickly, it's unuseful. That's the tradeoff for using Tribe cards: you get nice synergy effects in return for using cards that are otherwise sub-par.
As well, there are generally Keywords. While some special cards have particularly unique effects, Keywords are basic, common effects that can be given to a decent amount of cards. Things like Quick, where they'd be able to attack the turn they're summoned, or Tank, where enemy Characters and Heroes would have to attack them before attacking the Hero or other Characters.
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Deleted
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Post by Deleted on May 9, 2018 17:03:32 GMT -5
What if each user has a theme. Like I want to build the X deck or Mally deck.
Or what about i dont know elements.
Or I don't know how many Vitcoins you have to spend to get the complete version of that deck.
Oh thats what we can put on the line or we can have tournaments where the entrance fee is 5 coins or whatever. Winner gets half the pot 2nd place gets 30%, 3rd gets 15%, 4th gets there entrance fee back.
Also we can make championship battles where the winner has a belt and/or a title they have to defend.
Actually can we build a RP around this whole thing. Kinda of how the yugioh RP was going to be for the Verse. Like we can be students at Vit acadamy (with some people being students others being professors), card shop owners, famous duelist celebrities, pro Vitcars players etx.
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Awkward
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Post by Awkward on May 9, 2018 23:05:36 GMT -5
There's a lot of big ideas being thrown around, which is great, but whoever's leading this should make sure that the game is turning into something that they want to do. I'm also gonna rally for all cards being free to use in any deck- the categorizing thing seems to be giving a bigger headache than it's worth, and I'm sure we could brainstorm ideas for new card functions if ever need be. But once again I'm cool with categorizing if need be.
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Deleted
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Post by Deleted on May 10, 2018 0:07:08 GMT -5
I am more in favor of having all the cards in front of us so to speak then categorizing them. So that way we can either do our own themes with certain deck recruitments through in.
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Post by empireoffire on May 10, 2018 0:39:04 GMT -5
There's a lot of big ideas being thrown around, which is great, but whoever's leading this should make sure that the game is turning into something that they want to do. I'm also gonna rally for all cards being free to use in any deck- the categorizing thing seems to be giving a bigger headache than it's worth, and I'm sure we could brainstorm ideas for new card functions if ever need be. But once again I'm cool with categorizing if need be. Categorizing could just be YGO attributes or something that only really matter for support card effects.
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VitBunny
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Post by VitBunny on May 10, 2018 1:52:57 GMT -5
So uh.
I'm not involved with Vitcon at all. But I really like TCGs. So here's my thoughts.
You need to know what you want to express while playing the game. It the point to call on vitcon characters to fight another summoner? Are YOU a vitcon character fighting another character? In games like MtG and Heathstone, it's possible to build decks that never summon any creatures. Meanwhile games like Pokemon and Vanguard are based completely on character cards. The game needs to have a narrative of some sort and spring from there.
Second point, before you make this a skin for Hearthstone/Shadowverse, a lot of card game mechanics are based on the limitations of the medium. The reason Heathstone has a refilling mana system is because that can be automatically kept track of on a computer. If you tried to do something like that on tabletop, it would require a lot of extra bookkeeping. How is this game going to be implemented? If it's going to be on a digital tabletop, the actual mechanics need to be possible on tabletop. If actions will be taken play-by-post, table position (like for Link monsters or some Heathstone effects) or card orientation (YGO defense mode, MtG tapping) will be much harder to keep track of.
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Post by CMPunkCMPunk on May 10, 2018 3:02:11 GMT -5
So uh. I'm not involved with Vitcon at all. But I really like TCGs. So here's my thoughts. You need to know what you want to express while playing the game. It the point to call on vitcon characters to fight another summoner? Are YOU a vitcon character fighting another character? In games like MtG and Heathstone, it's possible to build decks that never summon any creatures. Meanwhile games like Pokemon and Vanguard are based completely on character cards. The game needs to have a narrative of some sort and spring from there. Second point, before you make this a skin for Hearthstone/Shadowverse, a lot of card game mechanics are based on the limitations of the medium. The reason Heathstone has a refilling mana system is because that can be automatically kept track of on a computer. If you tried to do something like that on tabletop, it would require a lot of extra bookkeeping. How is this game going to be implemented? If it's going to be on a digital tabletop, the actual mechanics need to be possible on tabletop. If actions will be taken play-by-post, table position (like for Link monsters or some Heathstone effects) or card orientation (YGO defense mode, MtG tapping) will be much harder to keep track of. Yeah, I threw out what I did just to suggest something, but if I am being totally honest I think TCGs are outside the scope of Vitcon in terms of workload.
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Awkward
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Post by Awkward on May 10, 2018 9:13:14 GMT -5
It's great that there's so much potential interest for this game, so much that it can apparently bring people out of the woodwork as a pleasant change, but I honestly think a lot of you are overcomplicating the entire thing. I don't want to speak too much on behalf of the game creator's intentions for the project because I am not that person, but I don't think this was ever intended to be the next competitive TCG on the scale of something like Hearthstone; rather, as a neat game that allows a plethora of Vitcon's characters to appear as cards for battles. I think that's the primary focus for Vitcards, because if you're intending to join primarily for competing in a TCG with the desire for balance and competitive viability, then there are many other already existing alternatives available. However, Vitcards is unique in how it allows the Vitcon characters we enjoy to appear (even if it's just as a simple card), which no other TCG can replicate. It would be absolutely amazing if Vitcards were able to progress to the point of having stellar balance and true competitive potential, but I don't think that necessarily needs to be at the forefront, or at least before certain other aspects. This is just my view on it. Still, while I disagree with some of the ideas being shared, I appreciate the level of piqued interest behind Vitcards, and I would also enjoy it if any of these alternate visions were enacted upon by game creators that truly desire it.
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Post by Ultra on May 10, 2018 11:16:28 GMT -5
I don't Mind if you use my characters, I also Still have my Old Deck from the Previous Vitcards on my PC.
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VitBunny
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Post by VitBunny on May 10, 2018 15:16:24 GMT -5
Honestly, just make MtG or YGO or Hearthstone cards of your characters. Saves the ganeplay problems.
If this is actually meant to be playable though, I do have some ideas (Based on the Zatch Bell TCG that happened and died over a decade ago but had some really neat ideas).
Decks are "Topics" and cards are "Posts". Each Topic has 20 "Pages" that contain 3 Posts each, similar to a forum like Vitcon. This allows for a 60 card deck.
Each turn, you move forward in the Topic up to three Pages. This brings you to a new page, which has new posts for you to play that turn (this is like drawing a new hand each turn). When you take damage, you are forced to move forward some number of pages. When you reach the end of your Topic, you lose the game.
The first Page of your Topic is always character creation, where you put out character cards. Future cards on other pages can include more characters, items, events, or whatever else. Your "casting resource" is your Page Number. Cards cost some amount of resource to cast, and you may expend resources up to the page number you are on each turn.
You decide what your Topic looks like before the gane begins. Decks are played in a fixed order. No randomization. The deck lists are given to a game moderator beforehand to make sure the plays are legal. The game variance comes from how many pages the player chooses to mive forward each turn. This makes it more tactical and less random. In addition, the only outside number players have to keep track of is their Page Number. This dictates their hand, their health, and their casting resource all at once.
Creature combat is a whole other question I haven't figured out yet. If this seems interesting though I'll put more thought into it.
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