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Revive Card and Zombie Card: 6/21/2011 18:47:08


Ruthless 
Level 57
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When talking about a Gift card with another player, we came up with the idea for a Revive Card. It would fall under the same area as a gift card but this card you could Revive any player of choice back from elimination.

I think a good default setting for this is 1 card per game (but make it customizable so you could also get pieces for it). In team games, you could get someone back in the fight and in FFA's you could spice things up by reviving someone from the dead.

This also brings up the idea for another card, the Zombie Card. This card will revive someone from the dead and they will turn into an AI that isn't a part of any team and will attack anyone. I'm not sure if this part will fly or not, but you could have it where the Zombie will spawn on any visible Neutral spot, including abandons :)

I think these cards can also spark up some new Variant game types where you are fighting off zombies that get like 10-15 armies per turn and they're everywhere.

Please let me hear your input and if it's positive I'll throw it on UserVoice!
Revive Card and Zombie Card: 6/21/2011 19:00:53

bostonfred 
Level 7
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Interesting ideas. Could you use the revive card on someone who had been booted?

Also, what ever happened to my idea about a wild card? When you play it, you can get an extra card (or an extra piece of a card)?
Revive Card and Zombie Card: 6/21/2011 20:07:45


FBG-Humuna 
Level 55
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I like the idea of a wildcard.
I would tweak the idea to have it be a wild "piece", that could be applied toward any card.
Revive Card and Zombie Card: 6/21/2011 20:56:02


Duke 
Level 5
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I like all of these ideas a lot!
Revive Card and Zombie Card: 6/21/2011 21:18:00


Ruthless 
Level 57
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@Boston. I'd like to see that apply, but I think it will have to be a configurable portion of the card because some may want that and some may not (for speed issues).

As for the wildcard...i like that too!
Revive Card and Zombie Card: 6/21/2011 21:19:00


Ruthless 
Level 57
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Haha I can just pictures someone Zombie-ing a large abandon of like 150, then see it rampage their area. It would devalue Abandons and make it so people wouldn't make ginormous ones.
Revive Card and Zombie Card: 6/21/2011 21:33:08


devilnis 
Level 11
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Would the revive card randomly select an unowned territory? Would it randomly select one owned by the player playing the card? Would it be that player's choice? I like it, just interested in the details. Zombie card sounds fun too :) Good lord, could you imagine a Zombie card in our Quad Earth Rumble? OMG!

Since we're throwing out ideas for more cards here, how about a "Salt the Earth" card that would allow you to PERMANENTLY reduce the bonus from a territorial set by 1 per turn. Certain options could be configurable, like make it time-limited instead of permanent, set it to reduce the bonus further, etc. Maybe make it so you can't play it on a bonus set unless you have at least one of the territories in it when you place the order?
Revive Card and Zombie Card: 6/21/2011 22:01:51


Ruthless 
Level 57
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I think you mean, ZOMG! lol.

My intent for the Zombie Card would be that you can play it on a visible neutral so it would have to be next to you in a fog game. But in an non-fog game you can choose wherever you like because you would be able to see all of the neutrals (it would be very useful to use in conjunction with a spy card...hint hint).

Salt of the Earth would be interesting...i don't see it working as pinpointing one bonus...would be nice to let you choose 3(could be any number) bonuses to hinder that are adjacent to each other.
Revive Card and Zombie Card: 6/21/2011 22:07:02


Ruthless 
Level 57
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Thinking about it some more...I think the Zombie AI's should be coded differently in the sense that they should be done Mothra style to not make them so powerful. For those of you that don't know the term, Mothra style is where the Zombie can only choose one territory to attack at a time and it cannot split it's blob. This would make the Zombies a little easier to defend and it wouldn't be a huge game changer. Of course...this portion could be done optionally as people may want to have the Zombies be full AI's.
Revive Card and Zombie Card: 6/22/2011 05:35:01


Diabolicus 
Level 59
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Would be even more fun if the Zombie card could turn an enemy stack of armies into zombies... :-)
Revive Card and Zombie Card: 7/22/2011 16:17:07


Ruthless 
Level 57
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Bump! I still like this idea.

I'm going to throw it on uservoice soon
Revive Card and Zombie Card: 7/22/2011 16:24:31


Ruthless 
Level 57
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Here is the UserVoice item, please vote!:

[http://warlight.uservoice.com/forums/77051-warlight-features/suggestions/2064203-revive-and-zombie-card](http://warlight.uservoice.com/forums/77051-warlight-features/suggestions/2064203-revive-and-zombie-card)

Also I noticed there are a few more ideas that got thrown out that may need a bump as well. So can someone please create them?

Wildcard

and

Salt of the Earth
Revive Card and Zombie Card: 7/23/2011 12:28:33


TrueJon
Level 50
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I havent read every reply to this thread.

I have a few tweaks to the zombie card idea:(numbering has no importance)
1. Follow the rule of "played on any neutral space(including abandoned and blockaded)".
2. Once Zombie card is played, they spread like a virus, attacking any adjacent space with equal amounts of zombies/troops. Imagine you have 1 space containing 5 zombies. This space is bordering 2 spaces not controlled by zombies. Since 5 cannot be split into two equal parts, then the remaining 1 is left behind until the next time zombies can move/attack.
3. If Zombies conquer a space, they receive an automatic bonus of 5 troops added to the space conquered, as if killing troops and the troops turning into zombies themselves.
4. Zombies my only move/attack every other turn as zombies are generally slow moving. Yet bonuses are given to zombies every turn. All zombies must attack(unless idea #2 applies). No defensive plays made by zombies.
5. If Zombies conquer an entire territory, the bonus troops are placed on the borders of the territory that is providing the bonus, as evenly as possible. Territory bonuses for zombies are given every turn, even on turns zombies dont attack/move.

I keep adding more to what I have written above as I reread what I wrote. I am not rereading this again. I may have ideas that contradict another idea, but I hope you understand where I am trying to go.

Thanks!
Revive Card and Zombie Card: 7/23/2011 12:36:05


TrueJon
Level 50
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One last thought. IMHO, I feel a zombie card is way to powerful if available in a game where blockades and abandons are also being played. The only way I think these cards could work in the same game is if a player is only allowed to play the zombie card on a space they abandoned or blockaded.

Maybe settings could be made for the zombie card. These settings could be made by the game/map creator/host.
Revive Card and Zombie Card: 7/23/2011 14:23:16


Addy the Dog 
Level 62
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but can you revive a zombie?
Revive Card and Zombie Card: 7/23/2011 18:15:17


Perrin3088 
Level 49
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ʞɔıɹǝpǝɹɟ ɹıs,
good ideas.. my only issue is with #3..
5 is too definite of a number.. if zombies attack and kill 1 enemy army then how does that one somehow turn into 5? Imho it should be a percentage of the amount of armies killed "Either player or 'zombie and player' at the hosts discretion"
Revive Card and Zombie Card: 7/24/2011 10:59:56


TrueJon
Level 50
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@Perrin - Good point...

I am going to change up that idea now... Whenever space is conquered by zombies, then the maximum automatic bonus would be the amount of neutral or RL player troops killed. The maximum automatic zombie bonus is 5 and never higher than 5. For example, 30 zombies conquer a space controlled by 15 troops, automatic zombie bonus is quantity 5.

I think this tweak could make things better.

Is there a place, if already exists, where a vote could be made?
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