so i was thinking about ultimate evil

Started by breadmaster, August 12, 2012, 04:32:24 PM

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BigBadHarve

#45
Quote from: breadmaster on September 29, 2012, 03:31:35 PM
it seems harv and i can't agree on doom's special, so i'll throw out another powerful alternative.

genius counterattack:  negates the effect of one special card played by opponent.  opponent may not play special cards for remainder of battle (opd)

that baby is JUICY!  too much so?...let's hear it. 


That is indeed a truly evil card. I would say probably too imbalanced simply because it defensively wipes out all of the opponent's specials from which there's no escape, and is usable from a battlesite.

But it would guarantee Doom gets some goodplay, that's for sure.

That actually has me thinking that characters who do NOT appear on sites might warrant more powerful and/or unique cards.

-BBH

breadmaster

oh yeah, it's defenitely powerful.  but it also opens up a weird meta game if doom is on the team

the other player would not play any offensive specials until they've exhausted all their defensive ones

breadmaster

someone has to get the 'fighting' EY, since the other 3 are taken (opponent may not use cards with ___ icon for remainder of battle).  possibly an intellect EY too, since superboy in DC has that one

i was thinking post could use a nice boost, but that's also a really powerful opd from onslaughts citadel as a battlesite.

enforcers could use a kickass card too...hmmm

breadmaster

would a level 10 attack be too 'on the nose' for mandarin? ;)

i'll make a list here of cards that can use icon counterparts.  maybe we can pair any up to characters who suit them

OB: Acts as a level 5 Energy attack. If successful, Longshot may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile. THESE CAN USE FIGHTING AND STRENGTH

OF: Acts as a level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Professor X may use it. If drawn card is not an attack, discard it to the Dead Pile. (OF) FIGHTING AND STRENGTH

FI: Acts as a level 3 Intellect attack. If successful, Havok may immediately draw 2 cards from top of Draw Pile. Discard if duplicate. (FI)

FI is a really good unique card.  more would be nice, but part of it's charm is it's uniqueness...what do y'all think?


breadmaster

how's this for sabretooth

uneasy alliance: acts as a level 1 multi attack, each front line teammate may make 1 attack at -2.  may be played from reserve (opd)

breadmaster

for mystique, both sean and i came up with some ideas...the problem is, i like them all!

1) misdirection: target teammate may not be attacked for remainder of battle (opd)

2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle

3) shapeshift: exchange this special for any card under the battlesite

gameplan.exe

Quote from: breadmaster on October 25, 2012, 10:39:17 PM
for mystique, both sean and i came up with some ideas...the problem is, i like them all!

1) misdirection: target teammate may not be attacked for remainder of battle (opd)

2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle

3) shapeshift: exchange this special for any card under the battlesite

those are all good cards, but I gotta say, #3 is (imo) the best and the most creative! very cool idea; gives her a GREAT purpose on the Front Line (more than a good OPD would); and as a bonus, it gives her a REALLY good 3rd option for a Battlesite card (I use her AG and CA a lot for Battlesite decks). if you pick one, I'd pick that.
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

BigBadHarve

#52
Quote from: ncannelora on October 28, 2012, 04:02:56 PM
Quote from: breadmaster on October 25, 2012, 10:39:17 PM
for mystique, both sean and i came up with some ideas...the problem is, i like them all!

1) misdirection: target teammate may not be attacked for remainder of battle (opd)

2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle

3) shapeshift: exchange this special for any card under the battlesite

those are all good cards, but I gotta say, #3 is (imo) the best and the most creative! very cool idea; gives her a GREAT purpose on the Front Line (more than a good OPD would); and as a bonus, it gives her a REALLY good 3rd option for a Battlesite card (I use her AG and CA a lot for Battlesite decks). if you pick one, I'd pick that.

The other thing about the Mystique card is that it beats DoW in a pinch. You're exchanging the card for a battlesite special, but you're not playing an activator, which is was DoW restricts.

I had a brainstorm of a few other cards - Here are some wacky ideas for fun:

Brood: (Impenetrable hive) For remainder of game, Brood's battlesite and activators are no longer subject to opponent's special card attacks and effects. OPD

Cerebro: (Computer Efficiency) Acts as a level 5 intellect attack. Acts as a level 10 intellect attack if opponent did not begin game with a battlesite.

Green Goblin: (Oscorp) For remainder of game, Green Goblin's team is +3 to venture. +6 to venture if opponent did not begin game with a battlesite. OPD

Hydra: (...and two take its place!) Exchange this card for any two cards from the Draw pile OR Dead pile OR Power pack. May be duplicate. OPD   (Riffing on Breadman's idea here)

Mojo: (Reruns!) Character or teammate may avoid 1 attack of 6 or less. Discard this card to top of draw pile after use.

Psycho-Man: (<name pending>) Acts as a level 5 intellect attack. If not successful, return card to Psycho Man's hand.

Rhino: Acts as a level 10 strength attack. If successful, acts as a level 15 strength hit if opponent did not start game with a battlesite. OPD

I had this notion of cards that had additional effects based on the type of team your opponent was using, Any Hero or Site. It would be interesting to test them out and see how much it really affects things.

-BBH

gameplan.exe

Quote from: BigBadHarve on November 02, 2012, 09:48:00 AM
Quote from: ncannelora on October 28, 2012, 04:02:56 PM
Quote from: breadmaster on October 25, 2012, 10:39:17 PM
for mystique, both sean and i came up with some ideas...the problem is, i like them all!

1) misdirection: target teammate may not be attacked for remainder of battle (opd)

2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle

3) shapeshift: exchange this special for any card under the battlesite

those are all good cards, but I gotta say, #3 is (imo) the best and the most creative! very cool idea; gives her a GREAT purpose on the Front Line (more than a good OPD would); and as a bonus, it gives her a REALLY good 3rd option for a Battlesite card (I use her AG and CA a lot for Battlesite decks). if you pick one, I'd pick that.

The other thing about the Mystique card is that it beats DoW in a pinch. You're exchanging the card for a battlesite special, but you're not playing an activator, which is was DoW restricts.

I had a brainstorm of a few other cards - Here are some wacky ideas for fun:

Brood: (Impenetrable hive) For remainder of game, Brood's battlesite and activators are no longer subject to opponent's special card attacks and effects. OPD

Cerebro: (Computer Efficiency) Acts as a level 5 intellect attack. Acts as a level 10 intellect attack if opponent did not begin game with a battlesite.

Green Goblin: (Oscorp) For remainder of game, Green Goblin's team is +3 to venture. +6 to venture if opponent did not begin game with a battlesite. OPD

Hydra: (...and two take its place!) Exchange this card for any two cards from the Draw pile OR Dead pile OR Power pack. May be duplicate. OPD   (Riffing on Breadman's idea here)

Mojo: (Reruns!) Character or teammate may avoid 1 attack of 6 or less. Discard this card to top of draw pile after use.

Psycho-Man: (<name pending>) Acts as a level 5 intellect attack. If not successful, return card to Psycho Man's hand.

Rhino: Acts as a level 10 strength attack. If successful, acts as a level 15 strength hit if opponent did not start game with a battlesite. OPD

I had this notion of cards that had additional effects based on the type of team your opponent was using, Any Hero or Site. It would be interesting to test them out and see how much it really affects things.

-BBH

i like the notion of the Battlesite/AnyHero effects, too, but it seems backwards to me (from a balance POV). seems like, since Battlesites tend to offer more defense, that the better (more potent) effects should be against those Battlesite teams. particularly, that Cerebro card... seems like it'd be too good as a non-OPD against AnyHero decks...
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

mattkoz

#54
Is there a list being compiled where we can track these ideas all in one place. Maybe a wiki type page?


Also, I would like to bump one of my ideas for Apocalypse that I shared in another thread:

http://www.beenhereandthere.com/SMF/house-rules/apocalypse/msg8495/#msg8495

breadmaster

i'm not very good with computers at all, so me making a wiki is pretty much impossible

if you have any ideas, by all means, throw them in here.  even insane ideas...throw em all, and we'll see what sticks!

BigBadHarve

Quote from: ncannelora on November 02, 2012, 02:29:44 PM

i like the notion of the Battlesite/AnyHero effects, too, but it seems backwards to me (from a balance POV). seems like, since Battlesites tend to offer more defense, that the better (more potent) effects should be against those Battlesite teams. particularly, that Cerebro card... seems like it'd be too good as a non-OPD against AnyHero decks...

At first glance maybe - but you're forgetting that the player would have to use Cerebro, for starters. Also, Cerebro's not on any homebases so that card couldn't appear in a battlesite. It certainly makes him more appealing.

Also, look at the existing cards - there are many more ways to counter a battlesite than there are ways to counter any heroes.

Any Heroes can be knocked out by the following:

Gods of Stone Event
Starjammers: Stick Together (if using Marvels)
Symbiotic Hero Captured Event

And I believe that's it. 3 options, one of which involves using Starjammers, an already overly strong character. If I've missed something let me know.

Battlesites have to worry about the following:

DoW
X-babies: Lil Rogue
Puppet Master: Liddleville
Entropy event
Superboy: Dubillex
Any icon lockdown event (for attack purposes)

Also, they have to worry about being KO'd, for which the following are specifically designed:

X-babies: Lil Wolvie
Inhumans: Karnak
New Warriors: Speedball
Hydra: Fenris
Acolytes: Rusty collins
Mole Man: Uproot earth
Marauders: Arc Light

And, if using Marvels:
Nick Fury: Secure perimeter
Ka-Zar: Law of the Jungle
New Warriors: Rage
Spider Woman: Coordinated effort
Alpha Flight: Maddison Jeffries
Domino: Demolitions
Shadowcat: Phased Disruption


That's far more counter strategies against Sites than against Any Heroes.

So, a few very powerful cards given to relatively obscure characters is a good thing, I think. ;)

-BBH

mattkoz

Quote from: breadmaster on November 02, 2012, 03:17:28 PM
i'm not very good with computers at all, so me making a wiki is pretty much impossible

if you have any ideas, by all means, throw them in here.  even insane ideas...throw em all, and we'll see what sticks!

How about a Google Doc? That would be fairly simple.

breadmaster

what i was thinking, was that when all characters have at least one suggestion, i'd compile them

then we'd have to determine which idea to go with for characters that have a few suggestions

thetrooper27

I like alot of these new mechanics. 

Venom's EM and Havok's FI are cool in my book because they force a defense.  I read this whole thread, and I believe someone mentioned that they didn't like CU specials, but they're not bad for the same reason.  Cards that aren't high valued, but have secondary effects that make them an almost must to be defended might shake things up a little.  Maybe you guys can mull over that and come up with something.  If CU is just horrible, then maybe you could up the numerical value to give it some play, and make it a OPD if necessary.  Marauders Harpoon is a one per deck that could be good for another character.

Sunfire's FO is a really awesome card, but I don't really like Sunfire, and I'm sure a villain in need of a boost could use it.  Juggernaut would be awesome with it.

I'm also a fan of cards that replace themselves, such as the Skeletal Plates.  I can't think of any other characters with a LO special. 

Lastly, I really appreciate that you guys consider battlesite usage and unique to character qualities of specials.  It seems that it might make sense for some cards to be more powerful if they can't be used on a battlesite.  And whoever mentioned Spiderman's "With Great Power" being unique to him had the right idea.  Doom should have something like that... Apocalypse and other Legendary villians, or even heroes for that matter, might deserve a cool special that no one else has.  I made a Hulk special with this effect:

Strongest One There Is: Hulk may not be Cumulative or Spectrum ko'd by cards with a Strength Icon, and Hulk is +1 to all Strength actions for remainder of game. (OPD)

I've used it in a deck, and it's powerful indeed, but not totally broken.  Negates can take care of it, plus any number of characters with a KL special can handle it.  Maybe you could design an Any Hero that is almost like a KL except that its "one" card instead of "all" cards. 
"wow...never notice how JACKED pym is in that pic before!" -breadmaster