User Created MWO Card/Board Game
#61
Posted 15 July 2012 - 08:27 AM
Next step: faction cards.
#62
Posted 15 July 2012 - 11:20 AM
#63
Posted 15 July 2012 - 07:23 PM
I recieved a case of cards for my birthday some years ago.
#64
Posted 15 July 2012 - 07:51 PM
Will you bear my children?
#65
Posted 15 July 2012 - 08:15 PM
#66
Posted 15 July 2012 - 09:10 PM
Marric, on 15 July 2012 - 07:23 PM, said:
I recieved a case of cards for my birthday some years ago.
It was published by Wizards of the Coast in the late 90s. I am a huge fan, and I think I have 11 decks built right now.
#67
Posted 16 July 2012 - 12:39 AM
#68
Posted 16 July 2012 - 09:25 AM
#69
Posted 16 July 2012 - 11:15 AM
(Do I add a Mercenary faction card? What would be the special ability of this faction?)
(I didn't add mechs of choice for the Rasalhage... should I change this?)
#70
Posted 16 July 2012 - 11:51 AM
When it comes to base mechs for Rasalhague, and mercs they can use any factions mechs, but at +1 cost.
Now for your personal stalker mech I think you should make the damage 5/5/3. The reason is because a LRM15 does 9 damage on average in TT, but with artemis it does 12 damage on average same as a lrm20. I would round up the 48 average damage to 50. Then you could divide by 10 like you have been basicly doing.
#71
Posted 16 July 2012 - 04:24 PM
Now please help me finding the holes in the rules. Is there something not well explained? Did someone tried the game?
#72
Posted 16 July 2012 - 04:30 PM
Noaceik, on 16 July 2012 - 11:51 AM, said:
The problem is: you only buy mechs in the start of the game.
Maybe something like this: when they destroy an enemy mech, they can replace their most expensive mech in game for that one. But we need to analyze the balance of this.
I'm also trying to find an ability for the Periphery....
#73
Posted 16 July 2012 - 04:31 PM
#74
Posted 16 July 2012 - 04:36 PM
#75
Posted 16 July 2012 - 04:49 PM
*pant* pant*
But a card game would hopefully be better from the looks of it.
#76
Posted 16 July 2012 - 05:02 PM
Odanan, on 13 July 2012 - 09:17 AM, said:
Nice! I will adapt some of these suggestions to the game.
But how could a mech have ECM 2?
Well for ECM you would probably have to modify it to only be able to be used on a single source, but it would be something like "if a player has at least one mech in game with ECM, once per turn he can ignore X Damage received by one of his mechs from a single source during that turn, where X is equal to the highest value of ECM among mechs that player controls. This ability is not cumulative if the player has more than one mech with ECM in game."
It would represent a dedicated anti-missile mech. I mean think about it, if that catapult with indirect 3 shoots at you and you have an advanced anti-missile capabilities on your team, why should it be able to stop only 1 of the missiles?
#77
Posted 17 July 2012 - 04:03 AM
MERCENARY - ability: Salvage Rights. Once in the match you can replace your most expensive mech by one of the opponent you had just destroyed.
PERIPHERY - ability: Uncivilized. You start with 10% less resources but your base can't be conquered.
#79
Posted 17 July 2012 - 04:34 AM
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