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Card ideas: 2025-01-22 14:23:31


Rex Imperator 
Level 59
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anti-multi-attack
Your oppenent can't multi-attack for X turns.
Card ideas: 2025-01-22 14:23:51


Rex Imperator 
Level 59
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love the Chuck Norris card.
Card ideas: 2025-01-22 14:27:14


Rex Imperator 
Level 59
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Anti-card card
Your oppenent can't play card for X turns.
Card ideas: 2025-01-22 14:29:17


Rex Imperator 
Level 59
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Random distribution card
At the begenning of the game, if the is in picking territory, put this card on an oppenent so X of his territories are auto distibuted.
Card ideas: 2025-01-22 14:30:54

Rento 
Level 62
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I like how alex calls the previous thread a joke, then immediately suggests a stefano36000 card.
Card ideas: 2025-01-22 14:33:03


alexclusive 
Level 65
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Rento card
The game suddenly changes to Hopscotch style. You no longer border the territories next to you, but those thereafter (two away). The orders log makes the notion: "A wild Rento appeared, catch it if you can!" when this happens.
Card ideas: 2025-01-22 14:41:21


stefano36000 
Level 63
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wait! I missed the stefano36000 card, is it about cooking or about unlikely combos?
Card ideas: 2025-01-22 15:16:41


MarkusBM 
Level 60
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Delayed Reinforcement Card
Next Y turns, get X extra deployments

Effectively a negative sanction played on yourself, but with a set troop value instead of a percentage. Hell, could even expand the concept to just:

Set Sanction Card
Next Y turns, [player] receives X extra income (can be a negative value)
Card ideas: 2025-01-22 15:41:24


Rex Imperator 
Level 59
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No, it's about instant death.
Card ideas: 2025-01-22 15:44:27


Rex Imperator 
Level 59
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Stack Army by "one army must stand guard" Card
With this card, all your territories with one army on with "one army must stand guard setting" put there armies on one territory that you seletct. Next, the one army must stand guard keep on working normally.
Card ideas: 2025-01-22 15:47:39


TR-8R 
Level 62
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TR-8R card:
play this card to change the team of someone
Card ideas: 2025-01-22 15:55:00


l4v.r0v 
Level 59
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Glue Card
Play on an opponent’s territory to prevent all attacks and transfers from that territory on this turn

Delayed Glue Card
Play on an opponent’s territory to prevent all attacks and transfers from that territory on the next turn

Moat Card
Play on any territory to block all attacks and transfers to that territory on this turn

Delayed Moat Card
Play on any territory to block all attacks and transfers to that territory on the next turn

Storm Card
Play on an opponent’s territory to block all transfers to that territory on this turn

Delayed Storm Card
Play on an opponent’s territory to block all transfers to that territory on the next turn
Card ideas: 2025-01-22 16:24:25


TR-8R 
Level 62
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Portal Card
cause permanent connection between any 2 territories, can reach any opponent's territory this way or can vanish far away to stall even longer if you are a bum staller like tarlwolf
Card ideas: 2025-01-22 17:26:52


krinid 
Level 63
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@l4v
Glue Card
Play on an opponent’s territory to prevent all attacks and transfers from that territory on this turn

Delayed Glue Card
Play on an opponent’s territory to prevent all attacks and transfers from that territory on the next turn

Moat Card
Play on any territory to block all attacks and transfers to that territory on this turn

Delayed Moat Card
Play on any territory to block all attacks and transfers to that territory on the next turn

Storm Card
Play on an opponent’s territory to block all transfers to that territory on this turn

Delayed Storm Card
Play on an opponent’s territory to block all transfers to that territory on the next turn

Glue Card/Moat/Storm are refined versions of Isolation Card from the Custom Card Package by dabo1. I'm refreshing that mod to work with proper territory clicks and Custom Cards, so will publish that in the near future.

Isolation blocks all attack/transfers to or from a given territory for X turns. Do we need it broken down into blocking attacks, transfers by opponent/owner?

I am considering adding an option to begin efficacy at start of current turn (like spy) or at end of current turn to begin @ start of next turn (like sanction).

Edited 1/22/2025 17:37:07
Card ideas: 2025-01-22 17:35:29


krinid 
Level 63
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@MarkusBS
Delayed Reinforcement Card
Next Y turns, get X extra deployments

Effectively a negative sanction played on yourself, but with a set troop value instead of a percentage. Hell, could even expand the concept to just:

Set Sanction Card
Next Y turns, [player] receives X extra income (can be a negative value)
Set Sanction Card seems the better of the 2 (over Delayed Reinf). Maybe even make it a "Super Sanction Card" where you can assign both or either of a set amount of extra units + a % gain. With options (checkbox for each) for whether can be cast on self, teammates, enemies.
Card ideas: 2025-01-22 17:38:56


krinid 
Level 63
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@Rex Imperator
Anti-card card
Your oppenent can't play card for X turns.
That's an interesting one, I'll implement this in the Custom Card Package refresh I'm putting out.
Card ideas: 2025-01-22 17:41:25


krinid 
Level 63
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@Morg'th N H'Throg
Chuck Norris card

Everyone loses, you lose, your opponent loses. Only Chuck wins.
Totally LMAO at this. But this is effectively a force VTE that displays a message "Chuck Norris wins". so funny
Card ideas: 2025-01-22 17:47:48


krinid 
Level 63
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@alex
Martyr card
If your commander is eliminated, you do not lose the game, but only lose the commander.
Isn't this essentially just the Tank mod? Make a Tank with strength of 7 instead of 10, limit it to only being able to create 1, and there you have the Commander that can be killed. All that's missing is the Commander graphic itself.

Although I'm not clear on the purpose of this being a card. Do you mean that this functionality isn't for the whole game, just for the turn you play the card or some fixed duration from time of start of card play? If so, that's different. But I don't think the game allows this yet - I believe it's coded that Commander death = game over, and don't think a mod can stop this (Dutch might have something to say about this though). I suppose a new mod that creates a Special Unit that looks like a Commander but doesn't inately cause gg and decides the outcome based on card plays could accomplish this.

Final days card
Every turn from now on, an ever increasing number of player territories becomes neutral. The last player to stand wins. Essentially, you now have to hold as many territories as possible for as long ss possible, irrespective of bonuses.

Interesting idea. So this doesn't happen until someone plays the card? Feels like this would be a better idea for the mod to just set a particular turn # for this to start on, with settings for how quickly it proceeds. I'm not clear on how the card comes into play in a meaningful way.

Epidemy card
All territories controlled by all players lose X% of their armies. This is useful if you are at a stack/total army count disadvantage.
Pestilence Card in Custom Card Package does this for a fixed damage amount, but I'm considering adding option for a %.

Airstrike card
Like an airlift card, except that it kills a certain number or percentage of armies instead of transferring them. Can be played on fogged territories too, in which case you will not see the impact.
I'm working on this. Was going to call it "Airlift Attack" but I like Airstrike better.

Edited 1/22/2025 18:23:07
Card ideas: 2025-01-22 17:53:29


krinid 
Level 63
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@(ง︡'-'︠)ง let's fight!!
Commander Card
Place a commander on a territory you own.
Do you mean (A) adding additional Commanders in a Commander game? Or (B) adding a Commander to a non-Commander game?

If (A), Connected Commanders mod sort of does this, but the additional commanders are all placed at start of game and not via cards.

If (B), would these new Commanders still cause instant loss if they die? If no, this is effectively the Tank Card Mod. If yes, interesting but seems like a disadvantage to play the card b/c you know have a direct way to lose the game in 1 capture.

Card Card
You get a card for chosing card.
Like in Tarabonia's choice, but it would be possible to chose the card midgame.
Can you expand on this? I'm not clear on what this means - you play a card, and you receive 1 of some other card of your choosing? Not sure how Tarabonia comes into play.

Boot (Staller) Card
Gives a card piece whenever the opponent takes a turn slower than after 80% of the given time. When the card is full you can boot him.
This is so funny! Tempted to implement it, lmao

Edited 1/22/2025 18:03:10
Card ideas: 2025-01-22 18:11:20


krinid 
Level 63
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@Motoki
Annexation card
A territory your opponent has becomes yours.
I've got something like this in the works. What other thoughts on how it works did you have in mind? Notably with regard to special units, armies on the territory, etc?

Edited 1/22/2025 18:11:51
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