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Card ideas: 2025-01-22 18:18:15


krinid 
Level 63
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@ZombieSlayer & alex
Zombie Apocalypse card. A card can be used to drop into a specific location of an opponent. That location turns into a 'zombie' haven and expands 5x on attached territories for every turn. Extra cool if there were actual little zombies on the territories walking around.

Alien invasion card
Like an intervention card, except that it has preferred kill rates and/or starts with 1000 armies. The last player to survive the alien invasion wins.
I believe Yamada Sergata's "I.S. Zombie Slot" mod does this. Not a card activated though.
Card ideas: 2025-01-22 18:18:15

(deleted)
Level 5
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I don't mind implementing these ideas as long as someone gets me a lifetime membership for testing purposes and if someone comes up with the card images.

Ideally running mods in single-player should not require membership because there are no additional warzone server resources dedicated to using single player. In contrast, only multiplayer mods require server resources as they run on the warzone servers, whilst mods in single player only run on the client (your own device).
Card ideas: 2025-01-22 19:49:16


TBest 
Level 60
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>Restart card
The game returns to the picking stage on the same board. You now know what your opponent previously picked. What will you do?

This is something I partly implemented in the past, but then relized would never fully work. You can't un-eliminate someone. I think the idea of returning to an earlier game state is intresting - but not sure if it's possible to support warzone's vast settings. Especially not if there are other mods in play too.

For a " plain " 1v1, it might be fun through.
Card ideas: 2025-01-23 03:59:19


TheGreatLeon 
Level 61
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Stronghold
The defense kill rate of a selected territory is increased by 50% for the duration of the game. Takes effect at the end of the turn played.

Outpost
The offensive kill rate from a selected territory is increased by 50% for the duration of the game. Takes effect at the end of the turn played.

Deferred Income
On the turn played, units do not need to be fully deployed. Any un-deployed units are received as income next turn instead. (Note: This might be better as a mod than a card).

Watchtower
All territories within two spaces of a selected territory have fog removed from the perspective of whoever holds that territory.

Scorched Earth
Eliminate a bonus for the duration of a game. Takes effect at the end of the turn played. This card must be played on a player’s own held bonus.

Explosive Card
[This is just a Bomb Card that is nerfed slightly to happen before income]

Bide Card
Grants x units of additional income for a single turn but attack/transfer orders cannot be issued on the turn this card is played.

Edited 1/23/2025 04:02:23
Card ideas: 2025-01-23 06:27:00


krinid 
Level 63
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@Leon
Stronghold
The defense kill rate of a selected territory is increased by 50% for the duration of the game. Takes effect at the end of the turn played.
You can essentially do this with Yamada Sergata's Fort Tactics mod. These aren't the same Forts as Fizzer's Fort mod which just absorb one 1. There are 2 settings, you can set a fixed amount of damage they absorb, or the second setting which aligns to what you've specified: use Fort Power of -1, which means the fort has the strength of the units on the territory. So 1st destroy the fort, then attack the units. Not exactly making it 50% defense increase but you have to kill 2x the units so kind of the same thing. You can control how many forts can be created and how much they cost.

Outpost
The offensive kill rate from a selected territory is increased by 50% for the duration of the game. Takes effect at the end of the turn played.
Nothing that does this that I'm aware. Would probably best be done with a structure of some type, if for no other reason than to have a visual representation of the effect on-screen so don't have to just remember that the territory has an effect cast upon it.

Deferred Income
On the turn played, units do not need to be fully deployed. Any un-deployed units are received as income next turn instead. (Note: This might be better as a mod than a card).
Isn't this a Commerce game?

Watchtower
All territories within two spaces of a selected territory have fog removed from the perspective of whoever holds that territory.
This is interesting. I think this would need to be done with Special Units, which to my knowledge are the only way to grant visibility to a specific area/territory, and I think it would give visibility to everyone, not just the card player as the setting is the make the Special Unit always visible to everyone. Not sure if this could be done with a structure (maybe Dutch can offer some insight here).

Scorched Earth
Eliminate a bonus for the duration of a game. Takes effect at the end of the turn played. This card must be played on a player’s own held bonus.
What do you mean by "eliminate"? Disable attack/transfers in/out of the bonus? Remove the income it gives? Change all territories to neutrals and prevent players from capturing the territories? Depending on what you're looking for here, there are some mods which can do this. Isolation (Custom Card Package) can disable attack/transfers on territories. Another mod on the way I'll be publishing later (written by DanWL) does the same thing but for bonuses instead of territories. If it's income based, don't think that exists yet.

Explosive Card
[This is just a Bomb Card that is nerfed slightly to happen before income]
There is a Bomb+ mod that you can adjust to custom %. Bomb+ let's you decide whether the bomb comes at start or end of turn, and you can assign both/either fixed damage & % damage.

Bide Card
Grants x units of additional income for a single turn but attack/transfer orders cannot be issued on the turn this card is played
Interesting, so a Sanction of sorts + a block on attack/transfers orders. But not playing other cards? Airlift for example.

Edited 1/23/2025 06:37:20
Card ideas: 2025-01-23 11:17:45


(ง︡'-'︠)ง let's fight!! 
Level 62
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Card Card is meant like you have a free choice for 1 card of a range of cards (reinforcment or OP or OD or ...)

Commander Card. I initially thought you can put it in a non commander game. ofc you can put in a commander game as well. Instant death for killing 1 or all commanders. Yes, why not. You can also discard the card if you think playing it doesnt make sense for you. But I am sure you will have situations where it is helpful

Edited 1/23/2025 11:19:04
Card ideas: 2025-01-23 12:26:41


TheGreatLeon 
Level 61
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Commerce games aren’t quite the same as the Deferred Income idea. You can hold unspent gold through a turn in vanilla Commerce games but you can’t “overspend” it on units in subsequent turns - you’re still capped to your income. Unspent gold has to be used on cities in Commerce games.

Scorched Earth would remove the income from the bonus permanently but attacks/transfers/connections/units would all be unaffected. It’s a completely different mechanism to the vanilla Blockade card but shares some of the same use cases. The idea is that it keeps paths open and play flowing compared to Blockade which tends to clog things up.

I’m not familiar with the Bomb+ card but I want something which is before the turn and also before income. It feels like it would take more skill to use and remove the instant game-ending potential of an overpowered vanilla Bomb.

Yes, I think you should be able to use an Airlift and a Bide on the same turn. It’s just normal attacks/transfers that are blocked.
Card ideas: 2025-01-23 15:15:33


alexclusive 
Level 65
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Fata Morgana / Mirage card
A wrong number of deploys will be displayed on one of your (bordering) territories visible to your opponent.
Card ideas: 2025-01-23 16:16:44


(ง︡'-'︠)ง let's fight!! 
Level 62
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Sudden Death Card
The next player who loses a bonus (bonus broken) is eliminated.
Alternative: ... loses a territory is eliminated.

Is played at the end of a turn and counts for the next turn.
Card ideas: 2025-01-23 16:18:30


(ง︡'-'︠)ง let's fight!! 
Level 62
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Anti-Diplo Card / War Card
Ends a Diplomacy Card.

Thought I give it a try.


Edited 1/23/2025 16:51:59
Card ideas: 2025-01-24 18:40:02


Rex Imperator 
Level 59
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lol
Card ideas: 2025-01-24 18:45:19


Rex Imperator 
Level 59
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Temporary Blockade
Play this card on a territory to got the same effect of a Blockade card, except you retake the territory with the stack with the one you blocked the territory. Can do it also with EMB.

Edited 1/24/2025 18:45:46
Card ideas: 2025-01-24 21:21:54


Pink Velvet
Level 60
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I'm gonna make a card that automatically makes me or my team win the game
Card ideas: 2025-01-24 22:30:22


krinid 
Level 63
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@Rex
Temporary Blockade
Play this card on a territory to got the same effect of a Blockade card, except you retake the territory with the stack with the one you blocked the territory. Can do it also with EMB.
How does the recapture of the territory work? You B/EB some with x units, let's say 300% rate so it grows to a 3x sized WL. You attack the WL with x units and it turns to your territory again, and you have x units there?

What happens if you have x-1 units? Or x+1 units? Is it only recapturable by the player who played the B/EB?

(ง︡'-'︠)ง let's fight!!
I'll add the "Card Card" (might have to work on the name tho, lol) to the mod I'm working on. Configurable to provide either full cards or some # of pieces of a card of player's choice.

Anti-Diplo Card / War Card - Ends a Diplomacy Card
I don't think this is possible in the game at this point. I believe the Diplo is enforced by core WZ with no way to get rid of it. I suppose if you ignore the popup that indicates Diplo is in effect and input attack moves anyhow, the mod could intercept the moves and manually process the attack. But you'd still have to deal with the popup that occurs when Diplo is active, don't see any way around that.

Sudden Death Card
The next player who loses a bonus (bonus broken) is eliminated.
Alternative: ... loses a territory is eliminated.

Is played at the end of a turn and counts for the next turn.
An interesting one. Will consider this one. Until then ... similar-ish themed mods that already exist are:
- Better don't fail an attack: bad grammar aside, failed attacks result in the defender losing 0 armies, and the defender captures the attacking armies that would usually be killed, becoming their units on the target territory
- Don't lose a territory: configurable to apply to starting territories, or all territories; if you lose one of these territories, you lose the game; essentially you're asking for a card activated version of the "all territories" version, with option to apply to a bonus instead
Card ideas: 2025-01-24 23:25:38


krinid 
Level 63
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@Pink Velvet

I'm gonna make a card that automatically makes me or my team win the game

Tbh I'm surprised no one has asked for a Lotto card that randomly chooses a winner when played. With configurable settings to created a weighted random decision based on income & army counts.

Though for those that really want a quick game forced lotto but don't want to make a lotto template, there does exist this lovely TBest mod:
"Lotto Mod -> Instant Random Winner": Picks a random winner among all players in the game, during the first turn. AutoDistribution will be turned on by the mod to skip wasteful picking.
Card ideas: 2025-01-24 23:51:00


Melody
Level 58
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Tacky Card

Start a political discussion nobody wanted xP
Card ideas: 2025-01-25 19:07:32


Rex Imperator 
Level 59
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No, your territory is regiven automaticaly
Card ideas: 2025-01-26 13:15:56


krinid 
Level 63
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@Rex
I'll include that functionality in the mod I'm working on.
Card ideas: 2025-01-26 13:22:20

(deleted)
Level 47
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The Watchtowers idea is implemented as Reconnaissance Card+ in Custom Card Package 2. That mod is not currently public. Uses normal recon cards to alter the fog level.
Card ideas: 2025-01-30 11:33:25


krinid 
Level 63
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@TheGreatLeon
I'm updating the Nuke card, and I'm adding functionality so you can change the turn phase it impacts it, and choose freely among these options:
Active Cards wear off
Discards
Order Priority Cards
Spy-like Cards
Reinforcement Cards
Deploy / Purchase
Bomb Cards
Emergency Blockade
Airlift Cards
Gift Cards
Attacks/Transfers and Order Delay Cards
Blockade
Sanction Cards
Receive new cards

So you can put the impact in any phase you want. Technically, you can make Nuke a weak card that only does a bit of damage to a single territory and 0 damage to the connected territories & place the impact in the Reinf phase (ie: before deployments) to get the effect you've indicated here.

Do you think that is enough, or do you think there is value in having an actual Explosives card, which would essentially be a clone of the Nuke card with different defaults, and maybe even a bit of functionality removed (no need to cause damage to connected territories). It's not a big deal at all to make it a separate card, and then a host could (if they so desired) use Explosives, Bombs & Nukes all in the same game (which would be pretty excessive, but it's possible).
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