I am too lazy to create an account on the user voice forum (don't want too many accounts and passwords), so I would like to suggest 2 new cards here and if some kind soul were to take this content and post it in the user voice forum for ideas and features, it would be appreciated. I don't even care if they want to claim the credit
After seeing a few multi-player games (role-plays, pseudo-truces/alliances) where its up to the player trust to enforce, I thought it would be interesting if we could have a card that could actually enable this
Card Name: Union
Card Effect: Takes 2 players and forcibly makes them a team for a set duration of turns. While this card is in effect, the two players moves function the same as if they were an actual team. When the card effect ends, the players revert back to independent factions*
Recommended Default turns for duration is 4 turns
Recommended Default fragments to complete a card is 13 (It is a very powerful card)
Possible Base Card Image: https://commons.wikimedia.org/wiki/File:TheAmazingRace-Intersection.png
(this is also what inspired this idea)
Card Name: Divorce (alternative name: split), but Divorce would be more interesting
Card Effect: Takes 2 players on the same team and forcibly makes them independent factions. While this card is in effect, all moves function as if the teammates were enemies. When the effect ends, the players revert to being part of a team **
Recommended Default Duration of turns is 3 turns
Recommended Default fragments to complete a card is 11 (like e-blockade)
*Implementation of Union: This idea while interesting poses a number of challenges for gameplay. These are recommendations for specific scenarios that will most commonly be encountered and cause potential headaches. User-testing to identify other issues not forseen is highly recommended
1. A standard 1 vs 1. The card would not work, though the player could play it.
2. AI gameplay, the AI would discard the card when the hand is full, like they do with airlift, the spy.recon/surveillance/and e-blockade cards
3. A union played on a player already in a union: All players that a target player is united with are also part of the team, until a union card expires
(ie: player A unites with player B, player B had a union with C, A, B and C are part of the same team until the union between B and C expires
4. In an FFA where there are X players left and all remaining players are united. Unless a Divorce is in effect, The result is treated as a team win (exp earned from winning game divided evenly among all players united). However, in the event that there are no defeated players because all players played union to be the winning team, the game is treated as a draw (no exp rewarded except those from relevant achievements earned in the course of the game), otherwise, this could be exploited for exp farming :)
5. X vs X (applies to X vs X vs X and so on), If a player from one team plays union on a player from a different team, for the duration that union is in effect, only the player is brought over to the team, not their teammates (because they aren't united by union).
6. Cascading Unions: Referencing the scenario outlined in 5., In the event a player from another team plays union to get their teammate back, the player playing union will be added to the same team of the original union until the original union effect's expires.
7. This card is obtainable by being a warzone member, or a really high level
8. Union takes effect at the end of the turn played (like sanctions or diplomacy)
**Implementation of Divorce: This card poses even more challenges than union to bring to the game. These are recommendations for specific scenarios that will most commonly be encountered and cause potential headaches.
1. A standard 1 vs 1. The card does nothing as the two players are already competing against one another.
2. Played against an existing union: While Divorce is in effect, the effects of all Unions involving the targeted players are negated. Any subsequent unions are also negated until Divorce expires.
3. AI gameplay: If there are teams in the game or a known union, The AI would use the card against the team/union it feels most threatened by, similar to its logic for playing sanctions/diplomacy.
4. In an FFA where there are X players left and remaining players are united. If Divorce is played, the union is negated and the game continues between the unified and non-unified until Divorce expires (it obviously carries on like normal if union expires first).
5. X vs X (applies to X vs X vs X and so on): If a player from one team plays divorce on a player from a different team, for the duration that divorce is in effect, The targeted player is treated as a separate faction from the rest of their teammates. Since Divorce negates any unions involving the targeted player, the remaining teammates must either do battle with their former teammate or wait for Divorce to expire.
6. Cascading Divorces: If multiple divorces are played between two players, the effect simply carries on until the final divorce expires.
7. This card is obtainable at an advanced level (level 50 or higher) or purchasing the mega strategy pack
8. Divorce takes effect at the beginning of the turn played, even before deployments (like e-blockade or airlift). This makes Divorce very potent against a team as for the one turn the targeted teammates (either natural or through union) who coordinate to be working together could end up sabotaging or even destroying themselves. It also allows a player who doesn't want to share the glory the game. Divorce will not stop the situation outlined in union's 4th scenario.
Feel free to add commentary/thoughts/suggestions/concerns or raise any other scenario questions you can forsee. If you really like the idea and have an account on the idea thread, please add this to the user voice forum (one warzone account is enough for me to manage).
Edited 8/18/2019 22:10:49