Author Topic: Cards  (Read 3663 times)

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Cards
« on: January 11, 2013, 11:54:55 PM »
Here is the list of cards I am going to be adding this weekend. Sorted in order in which you unlock them. There are offensive and defensive cards, and you unlock cards by spending points you earn in either of the two trees.

Teleport, Ace, Add Route -- Offensive
Purge, Pulse, Remove Route -- Defensive

Cards beside each other are counters. That is, you play each card, and it takes effect immediately, but if the opponent plays an opposing card, instead of both being active, the effect is canceled out. Example: Patriotism buff followed by Propaganda debuff.

-----------------------------------------------------------

Patriotism = Patriotism
Patriotism Info = Improve Defense
Patriotism Description = Encourage patriotism among your populace, making it difficult for enemies to gain control of your target star.
Propaganda = Propaganda
Propaganda Info = Reduce Defense
Propaganda Description = Spread military propaganda, weakening the resolve of your enemy and making the target star easier to capture.

Spy = Spy Network
Spy Info = Improve Sight
Spy Description = Hack into the target enemy's communication frequencies, giving you complete visibility of their empire.
Stealth = Dark Veil
Stealth Info = Stealth
Stealth Description = Jam all enemy communications coming from the stars under your control, effectively rendering enemies blind while in your territory.

Stabilize = Wide Load
Stabilize Info = Improve Route
Stabilize Description = Temporarily widen the target hyperspace route, allowing more ships to pass through in a shorter period of time.
Degrade = Hyperference
Degrade Info = Degrade Route
Degrade Description = Temporarily destabilize the target hyperspace route, limiting the number of ships that can pass through.

Defense = Defensive Turrets
Defense Info = Improve Defense
Defense Description = Install a series of automated defensive turrets at the star of your choice, making enemies lose twice as many ships per turn.
Offense = Sabotage
Offense Info = Improve Offense
Offense Description = Sabotage an enemy fleet, making them lose twice as many ships per turn.

Bounty = Bounty Hunters
Bounty Info = Create Ships
Bounty Description = Hire a fleet of bounty hunters, instantly increasing the number of ships on the friendly star of your choice.

Explosion = Sucker Punch
Explosion Info = Destroy Ships
Explosion Description = Smuggle a rigged ZD-12 warhead into the middle of the target enemy fleet, causing significant casualties.

Ace = Ace of Spades
Ace Info = Steal
Ace Description = The first card used by your opponent in the next 30 seconds is negated and becomes yours, replacing the Ace of Spades.

Bribe = Bribe
Bribe Info = Gain Control
Bribe Description = Rig the election of the target star, significantly boosting your empire's control.

Anarchy = Anarchy
Anarchy Info = Remove Control
Anarchy Description = Organize mass unrest and chaos on the target star of your choice, immediately making the owner lose control.

Teleport = Strike Team
Teleport Info = Teleport
Teleport Description = Teleport up to 25 ships from a fleet of your choice to a remote star of your choice.

Purge = Purge
Purge Info = Purge Enemies
Purge Description = Rouse your entire army against your oppressors, immediately destroying all hostile ships currently in orbit around your stars.

Remove = Last Resort
Remove Info = Destroy Route
Remove Description = Completely remove a hyperspace route of your choice. Must be connected to a star system under your control.

Add = Back Door
Add Info = Add Route
Add Description = Establish a new hyperspace route between a pair of star systems. One of them must be under your control. Cannot cross other hyperspace routes.
« Last Edit: January 24, 2013, 11:57:25 PM by ArenMook »

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Cards
« Reply #1 on: January 11, 2013, 11:57:18 PM »
Most of these cards have a duration and a cooldown associated with them. Ones that don't are the final two: Add Route and Remove Route.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Cards
« Reply #2 on: January 12, 2013, 12:25:29 AM »
I'm thinking all cards should be like "potions" that you can buy in the store (once they are unlocked). All of them would be one-time use, and higher level cards should cost more money.

The cards should each have a "weight" associated with them, and the player's choice of cards should be limited by a "weight limit" instead of a number of cards. This way the player can choose to take many lower level cards, or a few higher level ones. Or, more commonly -- a mix of the two.

Cripple

  • TNP Alpha
  • Full Member
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 117
    • View Profile
Re: Cards
« Reply #3 on: January 14, 2013, 03:55:23 AM »
I like the cards you listed above, thats good and I can't wait to play with them :P

I don't like the system of 'potions'. If I unlock something, I want to be able to use it every game, I don't want to waste my time between each game to buy them again again and again. It brings nothing interesting except frustration.

I like the "weight limit" instead of number of cards, create your own build with a lot of small cards or just 2 or 3 big fucking powerful ones is good :D. And because of it, you can create more different cards because you will be able to tweak the cost. You can do cards with small effects, and very powerful one.
Graphicstream Dev.

greyDrifter

  • TNP Alpha
  • Jr. Member
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 98
    • View Profile
Re: Cards
« Reply #4 on: January 18, 2013, 10:16:54 PM »
While here might not be the best application, a feature I crave.
Is to be able to simulate the computers ability to send ships to multiple locations (not simultaneously but round robin).  To have exit vectors to multiple systems that are non-paradoxical.  Call it a controller, traffic controller, or queue. 

And every new feature means potential bugs to find, to poke and prod, and to place beneath a lense and let radiation fall upon them.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Cards
« Reply #5 on: January 23, 2013, 12:07:36 AM »
7/17 have been implemented so far.

Patriotism, Propaganda, Wide Load, Hyperference, Defensive Turrets, Sabotage, and Back Door.

Unfortunately there are no unique icons yet, so it's quite difficult to tell them apart right now.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: Cards
« Reply #6 on: January 24, 2013, 06:10:25 PM »
All cards now work (except card steal, which I removed for now).

Give them a try, let me know how the game feels now with all the new options. :)
« Last Edit: January 24, 2013, 11:56:34 PM by ArenMook »