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Messages - Dabem

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I'm hoping to play some netrunner on lackey to prepare for the regionals coming up. I know you said that you aren't updating the plugin. Do you still have all the data packs available so far? up to study in static?

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CCG Design Forum / Re: Space Theme Card Game
« on: March 28, 2013, 12:44:00 PM »
Progress could be called development, or advancement.

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CCG Design Forum / Re: Space Theme Card Game
« on: March 26, 2013, 06:30:48 PM »
Sorry I've been a bit absent from the boards since it's been a busy month.

Progress could be a gear icon. Combat could be a gun shape.

This seems to be becoming very similar to game of thrones in the challenge mechanics. I would hate for this to become 'game of galactic thrones'. Do you still make challenges on specific locations or planets? Making specific attacks combined with the missions system sounds like it could be different enough to seem novel to me.

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CCG Design Forum / Re: Space Theme Card Game
« on: March 14, 2013, 12:58:23 PM »
I will be watching this to see what brews. A conflict system that does not make military 'the king of all conflicts' sounds very interesting to me.

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CCG Design Forum / Re: Space Theme Card Game
« on: March 12, 2013, 03:15:24 PM »
Exhausted does apply to ships. Their resources can be exhausted. Particularly in the second definition although all the first 3 of the second dictionary referenced apply. There may be something more thematic, but exhausted isn't missapplied in this case.
1. Discover
To discover a planet you must draw a card from the planet deck and place it face up next to the deck. There may not be any more discovered planets than there are players. If there is no change with the discovered planets in 3 turns then all undiscovered decks may be reshuffled into the planet deck.
I didn't understand what this meant.

How is the income and currency governed? Is there any way to win a 'battle' through diplomatic means? (like the enterprise often did)

I like this concept especially if military was not the way to an easy victory like it is in most card games.
Please change the 'player one' to 'player C' in your battle example. I was kinda confused by having 2 different example naming conventions.

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CCG Design Forum / Re: System Down: The Customisable Hacker Card Game!
« on: January 10, 2013, 02:14:33 PM »
Interesting.

Where would the new AV card go if you placed down more than 5?

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CCG Design Forum / Re: Idea for non-random card drawing
« on: November 12, 2012, 02:59:56 PM »
This is a similar card game.

I think it's a cool idea. You just need to make sure there are no dominant strategies that make the game no fun to play because the person who goes first always wins.

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CCG Design Forum / Re: Card-driven Lock Picking Mechnic
« on: November 12, 2012, 02:47:57 PM »
I like dan55's suggestion. that actually has elements of skill and deductive thinking. Maybe that could only be available if you are trained in lockpicking.

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CCG Design Forum / Re: What is the coolest game card you ever saw?
« on: October 25, 2012, 12:36:48 PM »
magic and roborally?

star wars TCG was way down on the list. It's nearly the 10th he designed.

on topic: Netrunner (also from Garfield) is fantastic. It oozes theme, graphics are great, the game is complex and not entirely dependent on a good or bad draw. It also includes elements of bluffing and requires you to play your opponent and not just the cards in your deck. What more could you ask for?

I've only played the latest version from Fantasy flight and it's awesomesauce. But I'm told the old netrunner was a force to be reckoned with too.

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Plugins & Plugin Creation Forum / Re: Android: Netrunner
« on: September 17, 2012, 01:30:02 PM »
Shame I didn't get any interest in this. If I were to make the plugin myself would anyone be interested in playing?

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CCG Design Forum / Re: How many cards can you create in 3 weeks?
« on: September 10, 2012, 01:26:37 PM »
DavidChaos brings up some great points.

I'm not sure I would want to read 117 cards every 6 weeks. This is part of why I got out of CCGs and am loving the ECG (expandable card game) or LCG format now. It allows me to focus on getting cards I already know I want.

Remember games like vanguard and magic have huge teams working on them at least 40 hours a week. That includes a ton of playtesting and quite a few writers. If your team isn't as big as theirs with as much capital you may want to space your releases out a little more.

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CCG Design Forum / Re: How many cards can you create in 3 weeks?
« on: September 06, 2012, 01:42:23 PM »
good ones or absolute crap?

A game is not made from cards, it's a combination of mechanics, feel, story and player interaction. Once you have an idea for the basic mechanics, general feel, a good story to tell, and the experience you want to create I found cards sometimes make themselves. If you already have a great idea I could see making 100-200 cards in 3 weeks. But a great game is not about quantity it's about quality. If you're just pumping out cards quality will likely suffer. I would focus on making a basic prototype, with essential cards, and expanding from there once you can see does and doesn't fit your theme, or which mechanics don't work, or what causes undesirable player interactions.

It would be much better to use those three weeks to playtest than just hammer out cards.

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Plugins & Plugin Creation Forum / Android: Netrunner
« on: August 28, 2012, 03:31:23 PM »
Does anyone plan on making the plugin for the new game from fantasy flight?

Alas! I haven't even got my physical copy yet, it's still on order. I do have a friend who lives 1000+ Miles away that I would like to play with as soon as there is an online version. I understand for LoTR the policy is that one has to wait for 6 months before a digital version can be made available. Would that be the same for Android: Netrunner?

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CCG Design Forum / Re: System Down: The Customisable Hacker Card Game!
« on: August 10, 2012, 06:55:29 PM »
I was thinking more like Infected/Corrupted for the Mill (if anything).
That sounds good. I meant in regards to the cards you draw from the attack. Recode to me made sense for the 'throw away to get a card mechanic' because it made it sound like you were refining your hand.

I agree to not to look too closely at things yet. I'll let the numbers fix themselves in playtesting.

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CCG Design Forum / Re: System Down: The Customisable Hacker Card Game!
« on: August 10, 2012, 06:25:14 PM »
so if you draw then you are down 5 'health'? X+Y?

Is this one of the more powerful cards or just a common scenario? With only 40 cards in my deck that's an 8th of my deck. I may avoid the draws just to conserve some health.

This is very close to being something incredibly awesome, it just needs to be finely tuned.

Recode makes sense to me for the draw mechanic. Maybe download for the mill/draw?

The draw mechanic as written seems fine. I'm sorry I skipped over the phases part and missed it.

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