My personal preference is towards the DarkRaptor approach. It is a bit less "M:TG" and also holds true to the current notion of stats that can be found on the cards.
Going back to the notion of locations, on each players turn, perhaps they should have the option to play a location card each turn, which would have certain bonuses or negatives. Imagine (for example) +10 attack to Magic and -10 attack, defense or whatever to Tech.
Imagine then: They play a location card. It is +10 Magic Attack, -10 Attack to either Tech or perhaps to all others. The player only has a Tech Skylander in hand, so has no choice but to play a Tech Skylander and loses, unless some other effects are applied. The only issue with this mechanic is it would necessitate some kind of (unfortunately very M:TG like) overflow damage to the Portal Master as a victory condition, otherwise the Skylander and location could just be ignored.
I feel it would be a great way to add a touch of complexity to the game, while keeping it in line with the video game, and bolster the card options.
Location mechanic aside, I would submit that instead of a victory condition of "eliminate X amount of Skylanders", have victory occur when you have exhausted your deck. It might be easier to keep track of. Still, as familiar as the damage to the "player" might be, I still prefer that mechanic.
darkSpyro - Spyro and Skylanders Forum > Skylanders: Spyro's Adventure > Skylanders Next Step
Tramz Red Sparx Gems: 42 |
#51 Posted: 21:15:14 27/01/2012
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Tramz Red Sparx Gems: 42 |
#52 Posted: 21:20:28 27/01/2012
Quote: aza123neo
Methinks the problem is, as was said before, originality is very hard to come by these days. Every approach is going to sound like one game or another. The best we can do is to try to add a few mechanics that combine the best of others, and/or at least something unique, to give it a new spin on the old formulas. Also we have to keep it true to what the video game has already established. You know, I wonder if a rare "interrupt", limited in the number allowed in a deck, that would allow you to switch out one Skylander for another mid-battle (much in the way you can do in the video game) would be entirely too overpowering.
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GothamLord Yellow Sparx Gems: 1790 |
#53 Posted: 21:37:48 27/01/2012
My card was just something random I threw together playing around compared to Dark Raptor's. Personally my approach was more taking from the online game with everyone having a personal "Skyland" to defend, hence a Stronghold (Maybe changed to Lair?) and various flora to provide energy and defensive impliments to add onto provinces. Once all provinces would be destroyed it would be game over, or a deck was out of cards. I take it generally no one however liked mine as there wasnt any response to it.
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DarkRaptor Green Sparx Gems: 225 |
#54 Posted: 21:40:24 27/01/2012 | Topic Creator
I was trying to figure out a Win Condition, as Defeat X Skylanders seems the best beyond doing direct damage to the 'Portal Master', which feels too much like Yugioh and Magic. Defeating X Amount is again not set in stone, but decking seems a bit off sense your not doing anything to the deck (In the Dragonball Z Card game you attacked the deck, and decking was one of the win conditions)
Thing is with the interrupt type thing I wouldn't mind seeing it in card form, but its hard to tell if it would be over powered until more cards are devolved, and testing is done. Is there an interest in me making more cards?
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Tumblr Blog about the Skylanders TCG I am creating: http://skylandertcg.tumblr.com 2/24 is Stealth Elf week! |
Tramz Red Sparx Gems: 42 |
#55 Posted: 22:04:20 27/01/2012
@GothamLord I like your idea. I actually think there is a game there in terms of defending a Skyland, flora for energy, etc.. Mainly I'm trying to keep the creative juices flowing so we could perhaps come up with the best game possible, even a mesh of ideas from everyone (one does wonder what would happen if both you and DarkRaptor brought your ideas together and collaborated on a single game. We might get the best of both).
@DarkRaptor I had considered decking as a simpler way of acknowledging that you were out of Skylanders. I am trying to imagine 9 and 10 year old little Timmy keeping track of how many Skylanders they've used. You and I might say, "Simple, just count your discard pile if you forget". But I am hoping for a more elegant solution. Perhaps I underestimate kids. :] Anyway, notwithstanding the notion of blending both game concepts, it does seem like plenty of ideas are out on the table to start making a few more cards and seeing what could be added or refined from there. I'd love to hear some additional input on game mechanics from others that read this forum.
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dumavrock Red Sparx Gems: 14 |
#56 Posted: 17:04:23 19/03/2012
Think of it it like pokemon where the trainer has to put energy down along with there pokemon in order to attain.
But for skylanders ot would be one location card that works for that element like this sample deck I put together. 40 cardmax. 4-Terrafin 4-Chop-chop 3-prism break 3-ghost roasted 4-ghost swords-gives earth and undead skylanders + attack 4-hidden treasure-gives earth luck and tech attack 4- time twisted-gives undead and earth more speed 4-healing elixer- gives any skylander + health every turn or so 5-pirate seas- gives earth and water more speed 5-darklight crpyt- gives undead and magic more attack |
Edited 2 times - Last edited at 04:38:12 20/03/2012 by dumavrock
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Landerfan2012 Gold Sparx Gems: 2048 |
#57 Posted: 17:20:57 19/03/2012
Quote: GameMaster78
ya, we all know how many cards u have
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131/174 Trap team and Gearshift on reservation |
zebas1234 Blue Sparx Gems: 985 |
#58 Posted: 03:34:29 15/06/2012
it would also be cool like many of u know ar cards from the 3ds right
if u do it would be cool to have an app on the 3ds were ur skylanders pop out of the card like pokedex 3d and ar cards game right who agrees with me well this isint related to this topic but its an exaple
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