thetrooper27's customs!

Started by thetrooper27, December 09, 2012, 10:03:42 PM

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breadmaster

man, i love almost every card suggested for ol rock

let him have a dozen specials!

Demacus

#31
I would leave the word "Placed" of the stipulation...  Taking away ALL advantage for the sake of a single attack is kind of ludicrous. 

EDIT:  I've been pondering Charge Shot, and have come to a couple of conclusions.  1. We are designing an OPD special for Mega Man based upon what can be considered one of his more basic attacks. 2. A Charge Shot is basically created by Mega Man, by drawing energy out of the air around him into his weapon.  3. No one has ever fired off a less then full power Charge Shot.

Taking these thoughts into consideration, I am ready to propose a non-OPD version of Charge Shot.

Charge Shot - Level 5 Energy attack.  Mega Man may discard 1 Energy Power card usable by Mega Man.  Add the Value of the discarded Power card to the Attack Value of Charge Shot.  Added Value does not count for Damage or Venture.

This is basically a derivative of Cyclops' Remove Visor, but with a few small changes.  1. Instead of playing WITH a Power card, you have the option to discard a Power card for an attack boost.  This helps to get around all those pesky defensive cards that state "...with a power card"  2. Being that this card is a basic attack of Level 5, it is less likely to be tagged as an OPD, due to it's lack of hand advantage, though it is potentially a 12 E, it requires 2 cards to get it to that level. 3. By discarding the boosting Power card, the damage and venture are lost, making that 12, less likely to be OPD, as it is less lethal to it's target.

This type of card can also benefit some other characters, like The Hulk, The Madder He Gets... - Same text but with the S icon and keyword, where applicable.  Along the same idea of a Strength version could be one for Doomdsay, "Near Instant Evolution."  Potential characters for an Intellect version could be Dr. Doom, Lex Luthor, or The Joker, call it "Masterstroke," or on the opposite side of the coin, we have Iron Man, Mr. Fantastic, Henry Pym, ect, ect, and call it "Thinking Outside the Box." Another decent name for the Intellect card can be "Eureka!"  I hadn't considered a Fighting Character yet.


thetrooper27

This is awesome... I heart MegaMan.  Okay, I personally would rather combine it like an AE and keep damage and venture.  If it's negated or defended, you're still down 2 cards to one, and you're forfeiting 7 venture points (you're likely to discard a 7 or 6 if you discard anything), so I would rather keep my venture bonus if I'm going to take the chance.  I guess it could be worth it to land that energy icon and ko a character in some cases, but one of the big things I've learned from the Palatinus forum is that every card needs to net you card advantage in some way, or add to your venture total.  As a 5 Energy attack, it's fine.  But using it's bonus puts you at card disadvantage, and that's where I have a little trouble.

But lets not give up!  I see your point that it's kinda one of his basic attacks... but until he copies a robot master, it's what he's got.  In MegaMan 1,2, 3, 9, and 10, he doesn't have the charge shot... so it's kinda special in that way.  The 12 idea was cool, but I agree that its difficult to give it a fair drawback.  If you don't like it as a big energy attack on it's own (such as 10, which is probably the easiest suggestion going for the single card, big value), I'd go with the AE OPD version (Remove Visor), or simplify it to something like a 7energy or 8anypower.  If you like the idea of discarding a card to add to the effect (which I like myself bcause it's unique), I would consider tweaking it a little further to reduce its disadvantage.  The only other option would be to give it a secondary effect, such as if successful, target character may not attack for remainder of battle.  Maybe you guys can think of some better secondary effects.  I hope you will all keep brainstorming!

Also, pitch more ideas for Rush Adaptor!  Woof!
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

Demacus

The Rush Adapter could make for a solid AE.  The loss of hand advantage is a valid point about the Charge Shot.  Perhaps it SHOULD just be an AE, with a 5A stat, but combinable with Energy for a potential 12A/E for damage and venture.  The good ole HN special might work too, just a solid level 8A.  Playing off the Anypower icons, maybe the Rush Adapter could go the JF way and make the Any's count as Fighting.  There's also the nasty HR specials of 9E/F (though F/S and F/I have a much smaller showing in the pool of HR specials, neither seems to make sense for Mega Man)

thetrooper27

Maybe Rush Adaptor could be Mega Man or teammate may avoid one attack of 6 or less.  Rush is used to get MegaMan out of sticky situations...?  Maybe?

Or maybe something like Nigh Invulnerable or Super Endurance?

The +1 bonus for remainder of battle would be better if it were for remainder of game... is that too good?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

SnareguyUT

I like the 5A AE for charge shot.  I also liked the 8A HN, but in the end I like the idea of adding a card to an attack for a charge shot. 

As for Rush Adaptor..I dig the MM or teammate avoid 1 of 6 or less...also thought about it a CW avoid 1 attack, may not be attacked for battle.  But then again, another FL would be cool...perhaps a new combination?  Eneregy and Strength don't coutn for venture?

PowerBalance

Going on a slight tangent here, but imagine if we could embody more of the Megaman feel, by having character cards for all of the Robot Masters, and have weaknesses for each Robot Master?

For example, if we could have Fire Man have a special card that acts as a 6 Energy, that cannot be defended by Ice Man. Or maybe have the special equate to level 8 if used against Ice Man? That would be cool!

Also, one of the key features behind Megaman was the ability for Megaman to take his opponent's weapons. It's not really feasible to take your opponents cards to use in OverPower, but maybe a card that allows Megaman to take a K.O.'d opponent's Power Grid for the remainder of the game?

Overpower: Power Balance - New Custom Expansion!
http://www.oppowerbalance.net
http://www.facebook.com/OPPowerBalance

thetrooper27

I had an idea for that as well, but it would pretty much be a stand alone Mega Man set compatible with regular OP.  I wanted to make characters for each robot master, probably through Mega Man 3, and make additions after that from the following games.  Just start out with the first 3.  Each character would be weak to a particular robot (Cut M an would be weak to Guts Man, Heat Man would be weak against Bubble Man, Hard Man would be weak against Magnet Man, etc.)  Make some new power cards for the set, some neat any heroes... the hard part would be finding artwork for the set!  The new Mega Man comic series would help alot, and I know there's some art from the japanese imports of the Mega Man games that would make SWEET character cards, but I can't find the artwork.   
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

steve2275

#38
in reference to to powerbalance's post
could always also just give megaman  a full AI special

breadmaster

you could work the rock/paper/scissors gameplay into the inherents

cut man +3 to all attacks against elec man
magnet man +3 to all attacks against hard man

and, as mentioned before, metal man +3 to all attacks against every-man ;)

thetrooper27

Quote from: breadmaster on April 16, 2013, 05:38:20 PM
you could work the rock/paper/scissors gameplay into the inherents

cut man +3 to all attacks against elec man
magnet man +3 to all attacks against hard man

and, as mentioned before, metal man +3 to all attacks against every-man ;)

I wish I could show you guys this pic on my phone.  It's a pic of Mega Man shooting a metal blade.  It says in big letters METALBLADE: then below it says "so good, even metal man's weak against it." 
"wow...never notice how JACKED pym is in that pic before!" -breadmaster