User Created MWO Card/Board Game
#21
Posted 12 July 2012 - 12:47 PM
#23
Posted 12 July 2012 - 09:07 PM
#24
Posted 12 July 2012 - 09:17 PM
#25
Posted 12 July 2012 - 09:36 PM
And you ripped off someone elses art to do it...
someone take away his photoshop privileges, or just shoot me, whichever is easier.
(look: i approve of both the enthusiasm and the effort... just, like, bend that toward your own universe... make something new... no game is truly original, but give it a different coat of paint or a different mechanism)
Edited by DEHK, 12 July 2012 - 09:41 PM.
#26
Posted 13 July 2012 - 04:23 AM
DEHK, on 12 July 2012 - 09:36 PM, said:
Good definition!
DEHK, on 12 July 2012 - 09:36 PM, said:
someone take away his photoshop privileges, or just shoot me, whichever is easier.
Or just shoot me, because I'm on fire!
DEHK, on 12 July 2012 - 09:36 PM, said:
(look: i approve of both the enthusiasm and the effort... just, like, bend that toward your own universe... make something new... no game is truly original, but give it a different coat of paint or a different mechanism)
The most fun games are those based in something we know (and love). I'm a big fan of the Battletech universe and I like to play every BT/MW game in every platform. Most of us are here (and are founders) because MWO is Battletech - if it was some generic game of brawling giant robots I would probably skip it.
I didn't try to make something new: on the contrary. I'm having an effort to make my game the more similar to MWO as possible. That's why every element is the game (including every element in the art) is a rip off of MWO.
The fun here is to play MWO in a game board.
#27
Posted 13 July 2012 - 04:59 AM
Thank you so much for the time you put in. I know all about passions. Any way we can get a PDF? I'll host it (i have unlimited bandwidth server)
#28
Posted 13 July 2012 - 05:16 AM
#29
Posted 13 July 2012 - 05:25 AM
#30
Posted 13 July 2012 - 05:47 AM
Will print it out and try it when I get the chance!
#31
Posted 13 July 2012 - 05:59 AM
#32
Posted 13 July 2012 - 06:00 AM
For costing forumla, why not at least derive it from the TT BV or BV2 calculations? That may still result in balance issues, but while not perfect by any means, the BV is fairly "accepted" by BattleTech community. Either that or base it off the CBill cost. Either one works. Then if you find balance issues, it will help illustrate balance problems in your translations of the combat mechanics instead (requiring tuning in the combat mechanics).
I've always found in the past having a "formula" for most mechanics makes it much easier to tune things by adjusting one variable here or there in the future. And removing any "arbitrary" values being assigned to things helps keep down arguments on what this number should be, or that number or whatever. Just stick to the formula, and tweak it a bit to achieve "good enough" balance
Thoughts?
#34
Posted 13 July 2012 - 06:06 AM
Printing and playing it tonight
EPIC!
<(^(00)^)>
#35
Posted 13 July 2012 - 06:08 AM
Have you thought up any rules on how players are to set up the "map", meaning the addition of obstacles and high ground, or do you leave that up to the players to decide
Good Job
Glasswlkr, on 13 July 2012 - 06:00 AM, said:
I've always found in the past having a "formula" for most mechanics makes it much easier to tune things by adjusting one variable here or there in the future. And removing any "arbitrary" values being assigned to things helps keep down arguments on what this number should be, or that number or whatever. Just stick to the formula, and tweak it a bit to achieve "good enough" balance
that is a good point, you could modify
- ECM
- Used in: opponent player Attack Phase, just after receiving Damage.
- Effect: if a player has at least one mech in game with ECM, he can ignore 1 Damage received by one of his mechs during a turn. This ability is not cumulative if the player has more than one mech with ECM in game.
- Used in: opponent player Attack Phase, just after receiving Damage.
- Anti-Missile
- Used in: opponent player Attack Phase, just after receiving Damage.
- Effect: a mech with Anti-Missile can ignore once in a turn 1 Damage received from Indirect Fire.
- Used in: opponent player Attack Phase, just after receiving Damage.
- Commander (or Beagle, or TAG?)
- Used in: player’s Attack Phase, when dealing Damage.
- Effect: if a player has at least one mech in game with the Commander ability, he can choose one of his mechs to deal +1 Damage in a turn. This ability is not cumulative if the player has more than one Commander mech in game.
- Used in: player’s Attack Phase, when dealing Damage.
Or I believe that is what Glass was suggesting in the second part of his post
Edited by Brunhin Graywind, 13 July 2012 - 06:26 AM.
#36
Posted 13 July 2012 - 08:06 AM
Glasswlkr, on 13 July 2012 - 06:00 AM, said:
For costing forumla, why not at least derive it from the TT BV or BV2 calculations? That may still result in balance issues, but while not perfect by any means, the BV is fairly "accepted" by BattleTech community. Either that or base it off the CBill cost. Either one works. Then if you find balance issues, it will help illustrate balance problems in your translations of the combat mechanics instead (requiring tuning in the combat mechanics).
I've always found in the past having a "formula" for most mechanics makes it much easier to tune things by adjusting one variable here or there in the future. And removing any "arbitrary" values being assigned to things helps keep down arguments on what this number should be, or that number or whatever. Just stick to the formula, and tweak it a bit to achieve "good enough" balance
Thoughts?
I will make a formula for calculating the cost, based of the card stats.
BV and C-Bills cost from the TT are based on several things that do not aply to this game, so I will just ignore them.
#37
Posted 13 July 2012 - 08:34 AM
Odanan, on 13 July 2012 - 08:06 AM, said:
I will make a formula for calculating the cost, based of the card stats.
BV and C-Bills cost from the TT are based on several things that do not aply to this game, so I will just ignore them.
Fair enough
Was just throwing some suggestions out there to perhaps make it a bit easier for you than coming up with your own formula from scratch
Looking forward to seeing how this develops!
With the support of some of the PGI folks so far, who knows wouldn't it be funny if it ended up as an in-game mini-game in MWO in some distant future update? lol
#38
Posted 13 July 2012 - 09:17 AM
Brunhin Graywind, on 13 July 2012 - 06:08 AM, said:
Have you thought up any rules on how players are to set up the "map", meaning the addition of obstacles and high ground, or do you leave that up to the players to decide
Good Job
that is a good point, you could modify
- ECM
- Used in: opponent player Attack Phase, just after receiving Damage.
- Effect: if a player has at least one mech in game with ECM, he can ignore 1 Damage received by one of his mechs during a turn. This ability is not cumulative if the player has more than one mech with ECM in game.
- Used in: opponent player Attack Phase, just after receiving Damage.
- Anti-Missile
- Used in: opponent player Attack Phase, just after receiving Damage.
- Effect: a mech with Anti-Missile can ignore once in a turn 1 Damage received from Indirect Fire.
- Used in: opponent player Attack Phase, just after receiving Damage.
- Commander (or Beagle, or TAG?)
- Used in: player’s Attack Phase, when dealing Damage.
- Effect: if a player has at least one mech in game with the Commander ability, he can choose one of his mechs to deal +1 Damage in a turn. This ability is not cumulative if the player has more than one Commander mech in game.
- Used in: player’s Attack Phase, when dealing Damage.
Or I believe that is what Glass was suggesting in the second part of his post
Nice! I will adapt some of these suggestions to the game.
But how could a mech have ECM 2?
#39
Posted 13 July 2012 - 09:30 AM
There is also a (distant) plan to make the mechs' card images represent their real variants, like this and this. It's a huge work and I will need the help of the repainters, but eventually it can be done.
#40
Posted 13 July 2012 - 09:37 AM
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