Active TopicsActive Topics  Display List of Forum MembersMemberlist  Search The ForumSearch  HelpHelp
  RegisterRegister  LoginLogin
News and Misc.
 Galactic Empires : News and Misc.
Subject Topic: Dream cards for balance Post ReplyPost New Topic
Author
Message << Prev Topic | Next Topic >>
Eaglepreacher
IRC
IRC


Joined: 21 December 2003
Location: United States
Posts: 573
Posted: 28 July 2007 at 5:15am | IP Logged Quote Eaglepreacher

OK for those who wish to design cards and share ideas try to bring balance to the game.  If anyone has an active group add some of these as proxies and give feedback

C5 Prophet of Doom

All across the universe nightmares haunt thier dreams until they speak thier mind.

-requires a one way there and back mission.

-Eliminates all immunities on the terrain as long as he remains on terrain.

-may only be removed from terrain by a card played in reaction.

My intent for this card was to remove all the ridiculous immunities that the promo cards were given.  I also thought maybe as an alternate or additional rule it could double damage done to the terrain or the rule could be double damage or immune deficiency. I chose strength 5 as it must remain on terrain and could only be removed by a card played in react, so in most cases it would be destroyed with the terrain.  Although a flood could be a long term effect on promo cards.  And this card would also work well on the T3 crystal planet allowing weapons to have a harmonic wave affect the destruction.

Back to Top View Eaglepreacher's Profile Search for other posts by Eaglepreacher
 
Galaktische
IRC
IRC


Joined: 27 June 2007
Posts: 354
Posted: 28 July 2007 at 11:51pm | IP Logged Quote Galaktische

How about something like this:

C5 Prophet of Doom

-Played to a terrain or base in the fleet.

-May change location via transporter, shuttlecraft, etc...

-While crew is in play on an opponent terrain of equal or lesser strength it prevents that terrain from using any card rules.

[edited to change wording slightly]



Edited by Galaktische on 28 July 2007 at 11:53pm
Back to Top View Galaktische's Profile Search for other posts by Galaktische
 
Galaktische
IRC
IRC


Joined: 27 June 2007
Posts: 354
Posted: 29 July 2007 at 10:40am | IP Logged Quote Galaktische

I'm sure someone else must have suggested some of these but here are some alternatives.

  1. Make all promo cards persona cards.
  2. Give a card the ability to 'flush' all promo cards or some subset of them.
  3. Make a new race akin to the aethetics that hunt promo cards - I think I've seen some members of this strange alien species lurking about these forums.
  4. Limit stocking promo cards like entities? Say 1 per 25 other cards regardless of strength...
  5. Create an alternative format where promo cards are not playable?
  6. Mail all of your promo cards to me and I'll keep them safe and balanced at the same time.

J--

Back to Top View Galaktische's Profile Search for other posts by Galaktische
 
Lobo
IRC
IRC


Joined: 04 July 2007
Location: United States
Posts: 533
Posted: 29 July 2007 at 2:31pm | IP Logged Quote Lobo

-Other than "send them to me" if there really is an issue with your group whereas one goof always plays with the best promos and that gives them a big edge every single time, i'd offer this suggestion:

Switch decks and play with your opponent's deck(s) for a series of games, the one that wins most prevails.

That format has worked for other games and perhaps gives you (as a player) insight into decks and strategies you may not have considered. It also brings out a strategic element as you may not want your foe to know your best combos, or a tleast try to make them less-than-obvious. Play two games with your own deck and two games with your opponents deck. If you each win 2, then the winner is whoever preserved the most Sector HQ points in their wins OR lasted the most complete turns in their losses.

Bottom Line: lots of ways to get around the "balance" issue without telling people they cannot play with their cards (something i hate in most CCGs).....Lobo

Back to Top View Lobo's Profile Search for other posts by Lobo
 
werewolflht65
Exalted
Exalted


Joined: 08 October 2007
Location: United States
Posts: 780
Posted: 08 October 2007 at 11:55am | IP Logged Quote werewolflht65

Restricted Lists were enacted in MtG because there was a distinct lack of foresight with regards to the possible card combos that people would create.
In light of these combos, some cards (Most of which were just broken) were restricted to keep the game balanced.
The only card that GE ever restricted was the Scintillating Dragoness.
Carl was alittle bit asleep at the wheel, because there was a dearth of other cards that should have been restricted as well.
Now, I'm not one for outright banning cards. But some controls have to be installed if the game is to remain viable and enjoyable for all.

In Magic, unlike in GE, I can assemble a deck of nothing but commons and land, and beat people with uber theme decks. I have done this, and still do it on occasion.  But in GE, it is literally impossible to win with a deck of commons, and anyone who thinks they can do it, is more then welcome to face my Duelist Championship deck. And, after the dust settles, you will be as enlightened as I have become with regards to how screwed up GE is.

Any takers?
Back to Top View werewolflht65's Profile Search for other posts by werewolflht65
 
Gekonauak
IRC
IRC


Joined: 10 May 2006
Posts: 1595
Posted: 08 October 2007 at 12:34pm | IP Logged Quote Gekonauak

no, GE is very much a Mr. Suitcase game.
Back to Top View Gekonauak's Profile Search for other posts by Gekonauak
 
werewolflht65
Exalted
Exalted


Joined: 08 October 2007
Location: United States
Posts: 780
Posted: 08 October 2007 at 12:43pm | IP Logged Quote werewolflht65

Ahh, Geko, I see the rays of enlightenment have shined upon you... :)
Back to Top View werewolflht65's Profile Search for other posts by werewolflht65
 
Gekonauak
IRC
IRC


Joined: 10 May 2006
Posts: 1595
Posted: 08 October 2007 at 1:59pm | IP Logged Quote Gekonauak

i've always known that, even back in the days when I was playing instead of designing.
Back to Top View Gekonauak's Profile Search for other posts by Gekonauak
 
RobPro
IRC
IRC


Joined: 10 May 2004
Location: United States
Posts: 835
Posted: 08 October 2007 at 3:09pm | IP Logged Quote RobPro

Mind posting some of these decklists? I'm curious to see some "back in the day" stuff.
Back to Top View RobPro's Profile Search for other posts by RobPro Visit RobPro's Homepage
 
werewolflht65
Exalted
Exalted


Joined: 08 October 2007
Location: United States
Posts: 780
Posted: 08 October 2007 at 9:49pm | IP Logged Quote werewolflht65

That's Easy Rob. Just take the Vek Deck you already have, and restructure it from the High cards down. THAT was the deck to have back a decade ago. Here, I'll lay out my old V-Slaughter deck here for you. I have a little time to kill typing it all out...


Vektrean Command/Draw Deck (Duelist Version)

Terrain:

1x Planetary Storm
1x R/T-2 Asteroid Shield
1x T-3 Vacation Planet
4x T-4 Reactionary World
1x T-5 Vektrea Prime
2x T-6 Katryn
3x T-6 Command Central
3x T-6 Vorn Ringed Gas Giant
3x T-7 Fantasy System
3x T-7 Vektrean System
3x T-7 Custom Planet "Jozef"
2x T-8 Scandig System
2x T-8 Nuemannia
2x T-9 Vincennes
2x T-9 Corporate Homeworld
2x T-9 Shinnicera
2x T/B-9 Vektrean Asteroid Starbase
1x T/B-10 Flagstar
1x T-10 Mayfair games Galaxy Express 999
1x T-10 Intergalactic Void

40 Terrain Cards 40/225

Ship cards

1x S-1 Ship from the Future
1x S-2 Independent Freighter
1x S-3 Independent Tug
1x S-4 Local Police Ship
4x S-5 Vektrean Heavy Cruiser
4x S-5 Independent Pirate Ship
3x S-6 Vektrean Spy Cruiser
3x S-6 Police Cruiser
3x S-6 Vektrean Battle Cruiser
3x S-7 Vektrean Dreadnought
2x S-8 Lost Pirate Ship
2x S-9 Lone Wolf Dreadnought
1x S-10 Indirigan Super Carrier
1x S-10 Explosive Ore Carrier

30 Ships, 30/225

Luck Cards:

1x R/L-1 Lucky Crew Action
1x R/L-2 Phaser Malfunction
3x R/L-3 Unlucky Targeting
4x R/L-4 Miscommunication
1x R/L-5 Defensive Override
3x R/L-6 Lucky Maneuver
3x R/L-6 Distress Beacon
3x R/L-7 Temp Correct
3x R/L-7 Anomaly Portal
3x L-7 Alien Artifact
3x L-7 Alien Artifact-Stargate
2x R/L-8 Vacuum Effect
2x R/L-8 Twist of Fate
2x L-8 Well of Time
2x L-8 Call it Good!
2x L-8 Frayed Time Spindle
2x R/L-8 Targeting Error
2x L-9 Acc. Time Line
2x L-9 Discard Equivalencey
2x L-9 Artifact: Imperial Constitution

46 Luck Cards 46/225

Occurance Cards

1x R/O-1 Time Skip
1x R/O-2 Dream State
1x O-3 Bureaucracy
4x R/O-4 Repair Delivery
2x R/O-5 Tactical Retreat
3x O-6 Galactinet
3x O-6 Tech Breakthrough
3x O-7 Surprise Attack
3x O-7 Quantum Occurance
2x R/O-8 Reserve Call Up
2x R/O-8 Cessation of Fire
2x O-8 Tech Breakthrough
2x O-9 Alliance Treaty
2x O-9 Discovery of Discoveries
2x O-9 Ship Collision
1x O-10 Planetary Destruction

34 Occurance Cards 34/225

Crew Cards

1x R/C-1 Super Model
1x C-2 Engineer
1x C-3 Media Personality
1x R/C-4 Marine
1x C-5 Captain
3x R/C-6 Marine NCO
3x R/C-6 Damage Control Team
1x C-6 Cyber Mage
3x C-7 Tactical Officer
2x C-7 Android
1x C-8 Spiritual Leader
2x R/C-9 Temporal Engineer
2x C-9 Admiral
2x C-9 Senior Admiral
1x C-10 War Prophet
1x C-10 Legendary Officer

26 Crew Cards 26/225

Bases

1x B-1 Military Outpost
1x B-2 Border Post
1x B-3 Growing Civilization
1x B-4 Police Headquarters
1x B-5 Penal Colony
3x B-6 Battlestation
3x B-7 Academy
3x B-7 Science Academy
2x R/B-8 Citadel
2x B-9 Starbase
2x B-9 Planetary Shield (Custom Base)

20 Base Cards  20/225

Ability Cards

1x A-1 Spiritual Guidance
3x A-2 Cybermage Implant
1x R/A-3 Undercover Agent
1x A-4 Planescape
1x A-5 Solar Eclipse
3x A-6 Promotion

10 Ability Cards  10/225

Equipment Cards

1x R/E-1 Terrain Attack Shuttle
1x R/E-2 Transport Shuttle
1x R/E-3 Shuttlecraft
1x E-4 Main Bridge
1x R/E-5 Pirate Fighter
1x R/E-6 Tactical Fighter
3x R/E-6 Vektrean Fighter
3x R/E-7 Holographic Simulators
2x E-8 Starburst Accelerators
2x E-9 Future Ship

16 Equipment Cards  16/225

Exceptions: 2x R/M-9 Luck Demon, 1x H-10 Akru Supernova

And there ya go, a 225 card, by the book, card drawing ass whoopin...
Which is why I don't play by the standard rules anymore. Harry and Geo's decks were just plain better then this.



Edited by werewolflht65 on 08 October 2007 at 9:52pm
Back to Top View werewolflht65's Profile Search for other posts by werewolflht65
 
Gekonauak
IRC
IRC


Joined: 10 May 2006
Posts: 1595
Posted: 09 October 2007 at 8:22am | IP Logged Quote Gekonauak

How do yo guys play this card?

L-9 Artifact: Imperial Constitution
Back to Top View Gekonauak's Profile Search for other posts by Gekonauak
 
Gekonauak
IRC
IRC


Joined: 10 May 2006
Posts: 1595
Posted: 09 October 2007 at 8:23am | IP Logged Quote Gekonauak

How where Harry's and George's decks better? What made them better?
Back to Top View Gekonauak's Profile Search for other posts by Gekonauak
 
werewolflht65
Exalted
Exalted


Joined: 08 October 2007
Location: United States
Posts: 780
Posted: 09 October 2007 at 10:47am | IP Logged Quote werewolflht65

Gekonauak wrote:
How where Harry's and George's decks better? What made them better?


They had cards I didn't have. Like, Scepter of Time, nearly 100% Custom Terrain, and a few other cards that I can't remember the names of, one of which was a piece of equipment that let them fool with their libraries..
Back to Top View werewolflht65's Profile Search for other posts by werewolflht65
 

If you wish to post a reply to this topic you must first login
If you are not already registered you must first register

  Post ReplyPost New Topic
Printable version Printable version

Forum Jump
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot delete your posts in this forum
You cannot edit your posts in this forum
You cannot create polls in this forum
You cannot vote in polls in this forum

Powered by Web Wiz Forums version 7.6
Copyright ©2001-2003 Web Wiz Guide

This page was generated in 0.7695 seconds.