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Card Ideas!: 3/19/2013 02:07:50


Red Menace
Level 55
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So I have been thinking and these are just some of my ideas for cards. So here we go!

- Tank Warfare: Raises the user's kill rate by a 20% for 1 turn. (Percent and turn amount can be modified)

- Fortification: Increases the user's defence rate by 20% for 1 turn. (Percent and turn amount can be modified)

- Tactical Training: Increases luck rate for individual user by 15% for 1 for 1 turn.(Percent and turn amount can be modified)



I hope you like them although I can already see some problems with these, if a game was to based in a time before tanks, the card's name wouldn't make sense. So maybe you guys could suggest another name if you have any ideas :D
Card Ideas!: 3/19/2013 03:25:15


[WG] Warlightvet 
Level 16
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luck doesn't give anyone an advantage or disadvantage lol, a card to increase luck would if anything be bad
Card Ideas!: 3/19/2013 04:13:33


Berserk 
Level 59
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A luck card really would suck....

I wouldn't much care for the others, either. Cards that fiddle with the numbers sound like a way to get a game mired down in too much calculation. Either that, or just a way to make the game less about strategy and more about who has the "gotcha" card at the right moment. It might not ruin the game, but it certainly wouldn't be an improvement.
Card Ideas!: 3/19/2013 11:57:42


Aranka 
Level 43
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-1
Card Ideas!: 3/19/2013 12:52:50


[WG] Warlightvet 
Level 16
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you clearly didn't understand how luck works, but for the others they've been suggested before and they could add some interesting variables in some games, since they would influence large scale fights instead of just small ones like reinforcement cards
Card Ideas!: 3/19/2013 18:27:32


Ironheart
Level 53
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kill rates thing has same problem as the luck.
Card Ideas!: 3/20/2013 23:36:28


Red Menace
Level 55
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Thanks for the feedback guys, and I guess I didn't quite understand the luck :P
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