so i was thinking about ultimate evil

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

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teesaw

Bread - same question from me.

I started work on my own set of homemades, and If there's some overlap I wouldn't want to step on your toes.  If this is still in process, I'd love it if we could connect on this.
"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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breadmaster

the set is coming along great!

we are zeroing in on a printer, and there's been a lot of testing lately (not very exciting stuff for updates ;))

bios tells me he's about 80% done on the images, and we should have a new set of sample cards from the printer this Friday!  I'm not sure about his spider-man set

teesaw, don't worry about stepping on this set's toes.  I take no offense, regardless of what you plan to release.  homemades are a wide open field, and there's always room for more.  what kind of set were you thinking of doing?

teesaw

Quote from: breadmaster on December 21, 2013, 02:43:12 PM
teesaw, don't worry about stepping on this set's toes.  I take no offense, regardless of what you plan to release.  homemades are a wide open field, and there's always room for more.  what kind of set were you thinking of doing?

I framed out a rough set based on the current marvel "tier one" properties, the stuff that they've got the biggest emphasis on.  A few key elements (without hijacking your post, of course)

-Four new missions
-new locations/aspects
-new BU (6/7/8 +4 and a 8+5 OPD)
-new teamwork cards (req 4 and req 5)
-tactic:defend card type (http://www.beenhereandthere.com/SMF/custom-cards/new-card-type-tactic-defend/)
-20 new heroes
-15 variant heroes

I posted in the op online board, but I wish it was open source or something - would love it if I could use opo to play test. 

Once the set is a bit further to completion I will post on the boards and get some feedback.
"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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breadmaster

sounds great.  love the idea of a big opd basic universe!

opo is still good for testing.  you can just use an existing card as a proxy for whatever you want to test

speaking of testing, there's been another contender for the hell's kitchen aspect

undercover cop: opponent must reveal all special cards in hand, and discard one of hell's kitchen's choice

this is a lot different from the 'ffp-inherent' aspect that was tested, but it adds a different flavor.  especially paired with ghost rider's AI.  do you place the key special, or keep it in hand, vulnerable to the aspect?

breadmaster

another weaker one in testing was big apple's aspect (taunt opd).  it was ok, but not good enough to overcome the negative inherent

2 other ideas were floated that keeps the same 'city that never sleeps' idea

-acts as a level 6e/I attack, may be made after opponent concedes the battle

-acts as a level 2e/I attack, each front line character may make 1 additional attack.  all attacks may be made after opponent concedes the battle

-something like a DoW, that prevents the opponent for conceding for remainder of game, until some action is taken


teesaw

Quote from: breadmaster on January 07, 2014, 04:57:12 PM
another weaker one in testing was big apple's aspect (taunt opd).  it was ok, but not good enough to overcome the negative inherent

2 other ideas were floated that keeps the same 'city that never sleeps' idea
-acts as a level 6e/I attack, may be made after opponent concedes the battle
-acts as a level 2e/I attack, each front line character may make 1 additional attack.  all attacks may be made after opponent concedes the battle
-something like a DoW, that prevents the opponent for conceding for remainder of game, until some action is taken

I've got two ideas:
- For the remainder of the battle, Big Apple team may draw 1 card for each power card used to attack or defend.  Drawn cards other than power cards are discarded to the power pack.  Do not discard duplicates
- All front line heroes K.O.'d in the current battle may continue to fight and are not discarded until the end of the battle

"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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gameplan.exe

Quote from: breadmaster on January 07, 2014, 04:57:12 PM
another weaker one in testing was big apple's aspect (taunt opd).  it was ok, but not good enough to overcome the negative inherent

2 other ideas were floated that keeps the same 'city that never sleeps' idea

-acts as a level 6e/I attack, may be made after opponent concedes the battle

-acts as a level 2e/I attack, each front line character may make 1 additional attack.  all attacks may be made after opponent concedes the battle

-something like a DoW, that prevents the opponent for conceding for remainder of game, until some action is taken


you could take a riff from the Marvels card for X-Men: Original Team and go something like this:

"For remainder of game, or until a character is KO'd, opponent may not concede any battle."
"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

breadmaster

so a bunch of these were tested and they were all pretty underwhelming.  this is one aspect where it's better to go overboard than under, since it's not a great team, and the homebase has a negative inherent

hmm...

teesaw

What about this (reworked from previous post):

- For the remainder of the battle, Big Apple team may draw 1 card for each card played.  Drawn power cards are placed in hand; all other cards drawn in this way are discarded to the power pack.  Do not discard duplicates.

Some other things that could make this better:

1) the opponent will likely concede on the turn when this is played...maybe allowing it to be placed to the home base will give a lasting effect, since the opponent might be hesitant to make a big venture.

As the player who has this card, if you can keep it until you get to the pp you have an auto-win unless opponent has a dirty trick up their sleeve to block this

2) maybe instead of power cards, it's cards that can be placed to a fl hero and played in current battle...the showing of Cards to the opponent serves to weaken the card, and also reduces the exploit factor when u hold it until the pp

3) not sure how WHW interacts with aspect cards but maybe make it a OPG (is after use remove from the game)

Anyone want to address directly why this card might be over/under powered?  A turn that never ends seems like a city that never sleeps to me...

"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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SUNSPOT

I was going to make a suggestion but another user have said the EXACT same thing in a earlier post


"Looking good. I have a few suggestions:

I'd have Abomination at 5 fighting to allow for a 17 point strength character with an 8 in his grid that can only play strength teamworks. I'd suggest Mephisto swap his 8 and 7 but I think that would make him too close to Malebolgia stat wise so I understand why you have him the way you do. Finally, I think Shatterstar has too strong of a grid. I'd have his energy and intellect at 4 instead of 5 for a total of 20 points.

The specials are looking good, I like the variety and they really seem appropriate for each character. Good job everyone."

breadmaster

thanks for the kind words sunspot!

abomination was switched to a 5f, but I guess I didn't go back and edit any old posts he was listed in

HollyWood

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teesaw

I've tried to e-mail, but the address is dead. 
"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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Latest Customs: Black BoltIron Fist * S.H.

breadmaster

so testing is going well.  the set is really starting to take form, but some of the newer mechanics are still clunky.  are the following cards clear, and any suggestions to tighten up the wording are welcome

absorbing man: Absorbing Man or teammate may avoid 1 attack. On Absorbing Man's turn, this special acts identical to card defended, against character of Absorbing Man's choice. OPD

blink: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character. OPD

leader: Play in front of Leader. May be used next battle, or later. Acts as a level 12 Intellect Attack. OPD (the wording has never been clear on this one.  the idea is similar to the defensive EBs, in that you charge up a card for later.  an attack instead of defense for this one)

morlocks: Morlocks may not be attacked with cards having icons containing values 6 or less for remainder of battle. (this one went through some changes to get here, just want to make sure it's clear now)

psycho man: Next battle, opponent must discard all cards with icons containing values greater than 5. OPD

taskmaster: Opponent must reveal all special cards in hand. Opponent takes turn as normal.  This special acts identical to any card revealed for remainder of battle. 

outer space: Negates the effect of any one non-special card played by opponent.


BasiliskFang

Quoteabsorbing man: Absorbing Man or teammate may avoid 1 attack. On Absorbing Man's turn, this special acts identical to card defended, against character of Absorbing Man's choice. OPD
absorbing man: Absorbing Man or teammate may avoid 1 attack. Discard defended card to Absorbing Man's placed cards. Discard during next draw phase if it is still placed.

Quoteblink: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character. OPD
Play as an attack. If not negated Blink and Target are removed from play. May not be played if it would end game. OPD.

Quoteleader: Play in front of Leader. May be used next battle, or later. Acts as a level 12 Intellect Attack. OPD (the wording has never been clear on this one.  the idea is similar to the defensive EBs, in that you charge up a card for later.  an attack instead of defense for this one)
Acts as a level 0 Any-Power Attack. When moved to permanent record acts as a level 12I attack.

Quotemorlocks: Morlocks may not be attacked with cards having icons containing values 6 or less for remainder of battle. (this one went through some changes to get here, just want to make sure it's clear now)
im not clear on this one.

Quotepsycho man: Next battle, opponent must discard all cards with icons containing values greater than 5. OPD
idk

Quotetaskmaster: Opponent must reveal all special cards in hand. Opponent takes turn as normal.  This special acts identical to any card revealed for remainder of battle.
this is gonna be weird. kinda stepping into legion's new wave territory.

Quoteouter space: Negates the effect of any one non-special card played by opponent.
ok