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RobPro
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Posted: 26 October 2007 at 1:54pm | IP Logged Quote RobPro

I think GE would stand a chance. Magic, L5R, Pokemon, etc. keep doing better every year... it's the CCGs that don't receive much support or followthrough from their company that do poorly.

There are crurrently -0- Sci-Fi CCGs (that I am aware of). If GE game back and really got people involved, it could do it. You'd need to be at GenCon, host regional tournaments, give the winners a prize worth attaining... the game has all the mechanics patented/copyrighted/what-have-you, so Hasbro/Wizards couldn't try and sue you for "stealing" their ideas.

I think GE's deckstocking is one of the things that makes it great, just the power level/rarity of cards needs to match their strength.

As long as you keep the same cardback, you can do whatever to reprint or just make all entirely new cards. This lets people play with their old cards if they want (which I wouldn't suggest making tournament-legal, since not all of the old ones should ever be printed again), and also encourages them to pickup new cards to bolster their decks.

I have a couple ideas on how to make the CCG successful, but I'd rather not post them. 8)
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Lobo
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Posted: 26 October 2007 at 2:18pm | IP Logged Quote Lobo

-Just a note, there are a couple of Sci-fi CCGs still producing, Star Trek 2.0 being one of them.....Lobo
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Aramax
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Posted: 26 October 2007 at 5:10pm | IP Logged Quote Aramax

actually you can change the backs there has already been a sucsessful game that had 3 differnt backs to the cards(Over Power)
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werewolflht65
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Posted: 27 October 2007 at 1:19am | IP Logged Quote werewolflht65

Verc and I are kicking around the idea of making it a shareware computer game instead of a CCG, for the obvious financial reasons.

We are also experimenting with a new format, one more closely resembling MtG.
Basically, we threw out the 5 card minimum per category, the 8 category rule, and set a deck minimum of 60 cards, with a strong reccomendation that 1/3 of the deck be Terrain and 1/3 be Ships. Other then the standard stocking limits (Three level 6's and 7's, Two level 8's and 9's etc) and no limit on Entities (except for no duplications), we tried it tonight and I actually lasted longer then 6 turns against Harold Hennings CCN dueling deck. Eventually, being Terrain hosed in the early game caught up to me, and I fell apart, but I was slugging it out best I could with Krebiz(!) cards from a sealed Starter deck. :)
The other rules we added to this variant are: Ships are played ENGAGED; They only have phasers, and you need to pay their engagement cost on the following turn(s) to keep them running. Yes, this will favor phaser-boat races, like the Indirigans initially, but we don't see that early advantage offering any form of staying power.
R/T-2 Asteroid Shields anyone?

With the removal of the low strength stocking limits, it frees a deck from the "dead weight" issue, of having to stock a bunch of nearly worthless cards in the deck just to support the higher strength cards.

So, now I get to make a truly wunderkind monstrosity, and see what happens tomorrow...
:)


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Vercinorix
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Posted: 27 October 2007 at 2:46am | IP Logged Quote Vercinorix

werewolflht65 wrote:
Verc and I are kicking around the idea of making it a shareware computer game instead of a CCG, for the obvious financial reasons.

We are also experimenting with a new format, one more closely resembling MtG.
Basically, we threw out the 5 card minimum per category, the 8 category rule, and set a deck minimum of 60 cards, with a strong reccomendation that 1/3 of the deck be Terrain and 1/3 be Ships. Other then the standard stocking limits (Three level 6's and 7's, Two level 8's and 9's etc) and no limit on Entities (except for no duplications), we tried it tonight and I actually lasted longer then 6 turns against Harold Hennings CCN dueling deck. Eventually, being Terrain hosed in the early game caught up to me, and I fell apart, but I was slugging it out best I could with Krebiz(!) cards from a sealed Starter deck. :)
The other rules we added to this variant are: Ships are played ENGAGED; They only have phasers, and you need to pay their engagement cost on the following turn(s) to keep them running. Yes, this will favor phaser-boat races, like the Indirigans initially, but we don't see that early advantage offering any form of staying power.
R/T-2 Asteroid Shields anyone?

With the removal of the low strength stocking limits, it frees a deck from the "dead weight" issue, of having to stock a bunch of nearly worthless cards in the deck just to support the higher strength cards.

So, now I get to make a truly wunderkind monstrosity, and see what happens tomorrow...
:)

I should clarify this a bit.

Part of this came from my observations of the problems with the current rules regarding command points. Command points are basically a non-issue in a multiplayer game, but are a severe limiting factor in duels. My suggestion was a way to change the command point system to allow a more freeflow game which makes more sense in general.

Basically, there is no limit to how many ships or bases anyone can have in play. What command points would then do is allow you to play a number of ships/bases/dragons/psys to be played engaged, allowing you to use their phasers or equivalents on the turn played. No other systems, equipment or anything else that requires points to be engaged would function on the turn played.

Any extra command point generating cards would have to generate their points during your allocation phase to open up more command slots for playing engaged units, and engaging cards like Time Knights would of course reduce the number of slots available to play units engaged.

We're going to mess around with this and see how it works.

Oh yeah, I think that this whole discussion should be in its own topic. The subject of this post has nothing to do with conjectural rules variants ;)



Edited by Vercinorix on 27 October 2007 at 2:57am
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werewolflht65
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Posted: 27 October 2007 at 7:57am | IP Logged Quote werewolflht65

Yeah, what he said... :)

Also, I am going to pirate an idea someone else posted, with regards to draws and plays;

During the allocation phase, you have a choice: You have a total of 7 card plays/draws which you can use for each turn. You can either play 1 card and draw 6 or play 6 and draw 1 or any combination that adds up to 7. Obviously, cards that affect playing and drawing (Like Cyber-Mage, Scepter of time, etc) would add to this, as would cards that negate plays/draws (like Bureaucracy and Cessation of Time).
The reason for this change is to speed games up. As it stands now, multi-player games take WAY too long. No game should take 3-4 HOURS to complete. If I want to sit at a table and play a game that lasts that long, I'd break out Supremacy and conquer the world again.
:)


Edited by werewolflht65 on 27 October 2007 at 7:59am


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RobPro
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Posted: 27 October 2007 at 9:14am | IP Logged Quote RobPro

Wouldn't it make more sense to put the decksize at 100? Yes, there were decks that could duel at 60-75, but I think 100 would make more cards/combos available that just fitting the most broken ones into a 60 card deck.
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MogwaiSC
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Posted: 27 October 2007 at 9:57am | IP Logged Quote MogwaiSC

I particularly like the idea of the exchangeable draws and plays. I
frequently find myself at particular times when I don't have or want to play
more than one or two of the cards I have in my hand. It would be nice to
be able to use those unused plays as draws. It would also reduce the
tendency to build MDM decks.
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Vercinorix
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Posted: 27 October 2007 at 12:37pm | IP Logged Quote Vercinorix

By the way, you don't want to mix the variable draw/play option with the 'command points allow engaged play of units.'

You NEED a softcap of 3 card plays to keep any type of game balance when lots of ships can be played with partial use of their weapons on the turn played.

As an example of why mixing the two is very bad... It is now turn 3. You were the first player. Everyone else has one unit out protecting the Sector HQ. Your hand is loaded with ships, so you play 5 engaged. That's definitely enough to blow away almost any ship out there. If you allowed that as a basic rule element instead of something that you have to work for with cards, most games would last no more than 4-5 turns tops. That's not good.

I'm not against second turn or third turn kills... it just should not be easy to pull off and definitely should be card-based and not core game mechanic based.

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Eaglepreacher
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Posted: 27 October 2007 at 12:59pm | IP Logged Quote Eaglepreacher

Your 7 card play/draw just increased the chance for mega draw decks.  And it will change nothing for it.  Still allowing the cyber mage to add and free card plays and free card draws is the basis of the MD decks.  Now instead of having 3 cards to play i can now play 7.  by making the softcap you just changed the 7 card draw/play back to the original rule.

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MogwaiSC
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Posted: 27 October 2007 at 3:08pm | IP Logged Quote MogwaiSC

I think Verc is right; the played-engaged/soft draw-play options shouldn't
be used together. I think the soft draw-play option would have the least
effect on the game. I don't think it would exacerbate those who use MDM
decks at least not for multiplayer games; in our group anyway, the person
who is strongest is usually the target of all other players; e.g. if I plop
down that Indirigan S10 with a Chieftain on it, everyone else is going to go
after me until it's gone. If someone were to suddenly spring 5 ships onto
the board, the other three of us would immediately make them the primary
target. I would imagine that other groups would end up doing the same
thing. It is a concern, but I think it could be made workable.
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werewolflht65
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Posted: 27 October 2007 at 10:10pm | IP Logged Quote werewolflht65

Ok, we can shelve the soft 7 for now. I'd rather keep the Command to Engage rule, since it makes more sense, especially in a duel.

I'll see if I can get with Verc during the week, and hammer out some games to test various issues.

With Harry throwing one of his hissy fits this past weekend, it is doubtful we'll see him playing again, which means we can go back to restricting the Power 9 and bringing the deck limit back down to 180 cards or so.

Great, I get to go back and rebuild all 14 decks...Again...


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RobPro
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Posted: 27 October 2007 at 11:46pm | IP Logged Quote RobPro

You could always make it empire specific. Some empires get thew 7 card play/draw, some get the command thing. It might make for more diverse ways to play winning decks.

I wouldn't like a complete change of GE into this system, but having the option to play your deck differently with a different HQ would be intriguing.

I'd suggest adding a hand-size limit to either of those, so there's still some advantage to "old school" HQ's.
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werewolflht65
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Posted: 28 October 2007 at 7:21am | IP Logged Quote werewolflht65

No, because I see where Verc was heading. If you can play up to 7 cards, and most are ships, and they can be played engaged, somebody is dying.

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RobPro
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Posted: 28 October 2007 at 1:41pm | IP Logged Quote RobPro

Well, what if you did it like this.

Vektrean Fleet Command Sector HQ:
-May use command points to play ships engaged.
-Maximum decksize of 150 cards.

Vektrean Spy Command Sector HQ:
-Each turn, may perform 7 card plays. Any unused cardplays may be used as card-draws at the end of the turn.
-Maximum handsize of 15 cards.

I just think it'd be easier to play with cards that give you alternate options than to rework the core game entirely. Kind of like different Strongholds in L5R.
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werewolflht65
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Posted: 28 October 2007 at 1:47pm | IP Logged Quote werewolflht65

Have to try that one too...

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RobPro
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Posted: 28 October 2007 at 2:07pm | IP Logged Quote RobPro

Well, the game was heading towards making the Sector HQ's take a more active role (hence Q cards), so why not try out your new ideas in the form of extra text on the HQ?

I'm not saying the Vektreans should get the ones I wrote, or even that the effects should be worded that way, just that's the style they should be in.

Sound good, or bad idea?
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werewolflht65
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Posted: 28 October 2007 at 2:32pm | IP Logged Quote werewolflht65

We are kicking around something Andy had said, that GE was the best multi player CCG made.

Sorry Andy, I played Magic in a group setting for 12 yrs, and I hardly ever dueled. GE  sucks Monkey Balls as a Multi Player game.

It is what it is. It's no MtG, and it never will be.


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RobPro
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Posted: 28 October 2007 at 2:36pm | IP Logged Quote RobPro

Uhh, GE is WAY better for multiplayer than MtG. The vast majority of MtG cards are created with a 1v1 in mind. Almost every GE card scales in games with more players.

But, each to their own opinion I guess.
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werewolflht65
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Posted: 28 October 2007 at 2:37pm | IP Logged Quote werewolflht65

Name one card that scales....

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RobPro
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Posted: 28 October 2007 at 2:39pm | IP Logged Quote RobPro

Most cards say 'every opponent' instead of 'target opponent,' cards that say '1 complete turn' get progressively better... Magic just isn't designed with those things in mind.
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werewolflht65
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Posted: 28 October 2007 at 2:41pm | IP Logged Quote werewolflht65

Only Time Wave comes to mind for GE

But, for Magic, the list is very long and quite distinguished.

Eathquake, Tranquility, Syphon Soul, Armageddon, Wrath of God, do I need to continue?

Magic doesn't care whether you are dueling or a group game. There are cards in GE I can only play in group, that have no use in a duel: Time Intrusion and And now for something completely different. There are others, but I have made my point.


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Gekonauak
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Posted: 29 October 2007 at 9:43am | IP Logged Quote Gekonauak

No, I'm sorry, MtG is not a multi-player game. It does have quite a bit of cards that can be used in a multi-player format, but the game itself is designed to be a 1-vs-1 game.

And, you do know that all of the various changes that you have made for GE, haven't changed anything about how GE works?
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werewolflht65
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Posted: 29 October 2007 at 10:04am | IP Logged Quote werewolflht65

I've played Magic since Antiquities, and 95% of that time in a group of 6-9 people.

To say Magic isn't a group game is a farce. It works just fine with one opponent or 5.

GE on the other hand, has cards that are useless in duels, but work well in group.

So, what Shulte should have said was, GE was designed strictly for Multi-player, and some cards would be un-useable for the dueling format.


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MogwaiSC
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Posted: 29 October 2007 at 10:57pm | IP Logged Quote MogwaiSC

Can you Magic guys go get another thread? :/
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werewolflht65
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Posted: 30 October 2007 at 5:18pm | IP Logged Quote werewolflht65

lol

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Aramax
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Posted: 31 October 2007 at 9:29am | IP Logged Quote Aramax

werewolflht65 wrote:
We are kicking around something Andy had said, that GE was the best multi player CCG made.

Sorry Andy, I played Magic in a group setting for 12 yrs, and I hardly ever dueled. GE  sucks Monkey Balls as a Multi Player game.

It is what it is. It's no MtG, and it never will be.

You must not be playing the game I am,GE is so much better at multiplayer

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werewolflht65
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Posted: 31 October 2007 at 9:48am | IP Logged Quote werewolflht65

Really? Because I rarely see a MtG game with 5+ people lasting longer then an hour.

But I regularly see GE Multi-player games lasting 2-4 hours.


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Aramax
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Posted: 31 October 2007 at 9:53am | IP Logged Quote Aramax

werewolflht65 wrote:
Really? Because I rarely see a MtG game with 5+ people lasting longer then an hour.

But I regularly see GE Multi-player games lasting 2-4 hours.
So Star fleet battles,3rd riech and all role playing games suck because they are long?

All the multi  player magic games are  WAIT WAIT WAIT WIN

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werewolflht65
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Posted: 31 October 2007 at 10:04am | IP Logged Quote werewolflht65

Look, a difference of opinion is expected. I prefer fast CCG games and slower Board or RPGs.

Car Wars would be really dull if the first trigger pull blew the crap out of your opponent.

So would Battletech and SFB.

RPGs would be REALLY boring if one of the players walked into a room, slapped the cuffs on the guilty party, and ended the adventure before it even got started.

As for GE, Duels usually go to the person who got their combo off first.

But in Multi-player, unless someone breaks out a combo to open up the game, people drop into Turtle mode, and the game drags on and on and on...


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