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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 20 December 2007 at 9:16am | IP Logged
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What GE needed to do was make all types of threats answerable.
Things like Planetary Destruction, on a smaller scale, would have dealt with the promo terrains.
Like....
H5 Planetary Rupture Destroy a terrain of equal strength.
Or making some cards that cannot be reacted to be card actions, only other card plays.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 20 December 2007 at 9:19am | IP Logged
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Also, there needs to be a bigger difference between the card types. Hazards, Occurences, Lucks, and Monsters can all do a lot of the same things. I'd like to see them differentiate more.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 20 December 2007 at 9:33am | IP Logged
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ooh, I like Planetary Rupture.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 20 December 2007 at 4:50pm | IP Logged
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It's an idea for a card that removes a broken terrain from play. I could see one as an H7, but not higher than that.
Geko, what kind of answers would you see as necessary to balance out the powerlevel between promos/regular cards?
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 21 December 2007 at 8:12am | IP Logged
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there are other cards to get rid of RW. O4 Invasion for one. I would maybe put it as a O6, keeping it the same category as the O10. With a stipulation on the card that it can affect terrain with immunities.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 21 December 2007 at 8:16am | IP Logged
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balance out the powerlevel between promos/regular cards?
????
Okay, i'll bite... what the terrain? or the ships?
The terrain? nothing much can be done about that. The company would have eventually incorporated some of the immunities into regular terrain, but it would have been a slow build.
The problem with it was that in a typical TCG the war of escalation is inevitable. The terrain didn't just escalate the war by a step, it escalated it by 20.
And, I blame myself for that.
The ships, I don't really see as a problem at all.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 21 December 2007 at 8:17am | IP Logged
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Or making some cards that cannot be reacted to be card actions, only other card plays.
Not sure what you meant by this.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 21 December 2007 at 10:23am | IP Logged
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Suppose I had an R/O7 card that couldn't be negated or voided from an ability on a card (RW, Time Knight, etc.) but could be reacted to via a reactionary cardplay.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 21 December 2007 at 10:31am | IP Logged
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sort of the only way to counter it would be a card played from a player's hand?
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 21 December 2007 at 11:18am | IP Logged
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Right.
What do you think of that?
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 21 December 2007 at 11:21am | IP Logged
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Answer to power cards???
Define a "Power Card" in GE... I can tell you from experience that while there are some nice cards in the game, no one card stands out as a powerful card in its own right. Now, a couple of cards played together make for some broken combos.
Discard Equivalency + Temporal Engineer comes immediately to mind.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 21 December 2007 at 11:55am | IP Logged
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it is an interesting idea, but it would all depend on what the card does.
Or, did you mean for this to be on the Planetary Rupture card?
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 22 December 2007 at 6:57am | IP Logged
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Incorporate rules which eliminate the broken combos. The cards which some here have problems with allow players to draw too many cards or play too many cards or react too many times etc etc. So incorporate rules which max out number of reacts a player can do, nummber of card plays and number of card draws or a max hand size.
well wolf that combo is no more whacked out as any of the upper strength Garshains with future ship on it. able to destroy most ships one turn and then destroy one ship firing at it in reaction on opponent turn
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 22 December 2007 at 12:26pm | IP Logged
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I told Geo back in the day that when GE came out with the idea of letting players directly design their own cards, the right of way in the game had turned to those with the biggest wallet.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 22 December 2007 at 11:04pm | IP Logged
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If they made O7 Quantum Occurence reactionary, that might help with a lot of problems. ;)
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 23 December 2007 at 7:03am | IP Logged
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Along with Lucky Shield repair and just about every other card that was designed with a preventative maintenance feature.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 23 December 2007 at 11:53am | IP Logged
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What does lucky shield repair have to do with opponents that have huge hands?
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 23 December 2007 at 4:44pm | IP Logged
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I was referencing the line that the Quantum Occurrence should be a reaction card. I'll use quotes next time.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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