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 Post subject: Rough Idea
 Post Posted: Mon Nov 24, 2008 8:11 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I've got a horrible cold/flu/sinus infection/whatever-the-hell-this-is so maybe my diseased brain is playing with me, but what about this idea:

It would be a low HP, moderate cost structure. Likely DL or Elemental I'd think, though MF might work with their contraptions they like so much. A Special Ability with a reload of 2 or 3 that has you pick an adjacent space and deals x damage to that spot. Next turn it cones out and deals [x/2] to the two spots adjacent to that spot and furthest away from the structure. Continue the shockwave effect, doing damage to the edge of an ever increasing cone each round until the damage is 0, or give it a range. Once the cone has passed an area it's safe, as if it were a directed shockwave moving out.

Alternatively, make it a spell with a full circumference centered on target land.


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 Post subject: Re: Rough Idea
 Post Posted: Mon Nov 24, 2008 10:35 pm 
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Joined: Sat Nov 01, 2008 9:09 pm
Posts: 104
Speaking of it as a spell:
Say you drew that first turn... you make your building, 2 flux left, possibly put out a creature, 0 flux left. wait a two+ turns to get your creature to the opponents side... So you've got at least 6 flux... deal 6 damage to a building or spot... 3 damage to surrounding areas... 1 damage to the next... Let's add this up:
6 damage
3 damage x6 (adjacent to center)
1 damage x12 (adjacent to those, WITHOUT overlap) OR 1 damage x36 (WITH overlap)
You're looking at 36 damage without the overlap from 6 flux, or 60 with the overlap. That's 6x(or 10x) damage from the amount of flux you spent.

That's a VERY powerful spell for just 6 flux. It scales even more as you spend more flux. lol
Cool idea, but needs much refining. 8-)

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 Post subject: Re: Rough Idea
 Post Posted: Tue Nov 25, 2008 1:46 am 
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Joined: Tue Nov 04, 2008 12:05 am
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Location: South of Sanity
Hence the subject "ROUGH idea" I was just suggesting the concept, used numbers to make it easier to explain. Also note that your creature isn't immune. You might have taken out a building [assuming you attacked it with the creature first], a D2 card in the second "wave" and a maybe even a pair of D1's but you lost your "messenger" in your case as well. Also in your scenario you saved up for two rounds to cast the spell when he got there, so at best you had one base and one D1 "carrier", only the base is left and nothing to defend it with. You took out a couple of pieces, and he still has his second base and at least a D2 creature to retaliate with, assuming his D1's were still within range of the blast.

I agree it needs lots of tweaking, and was only to suggest the "shockwave" effect, but I don't think it was as insane as you think either.


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 Post subject: Re: Rough Idea
 Post Posted: Tue Nov 25, 2008 6:28 am 
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Well only changing one initial number can mean dramatic changes. ;)

For instance, let's say it's X/3, with the same flux spent from the previous example:
6 damage
2 damage x6

Now this only does a total of 18 damage with 6 flux (3x flux).

X/4 #1:
6 damage
2 damage x6 (round up)
18 total (3x)

X/4 #2:
6 damage
1 damage x6 (round down)
12 total (2x)

This is a big numbers card... so there'd have to be examples of all types of flux spent. I'll make a table in a bit. ;)

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 Post subject: Re: Rough Idea
 Post Posted: Tue Nov 25, 2008 5:47 pm 
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Joined: Tue Nov 04, 2008 12:05 am
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Location: South of Sanity
maybe even look into doing progressively less damage on the order of an inverse square with the "ground zero" being 0, then using the square of each concecutive ring as the divisor.. that would drop off very fast. You'd have to drop at least 10 flux to even get to 1 point of damage in the third ring, and 50 to get to a fourth.

50/25/6.25/1.04/0
40/20/5/0
30/15/3.75/0
20/10/2.5/0
10/5/1.25/0
6/3/0
2/1/0

overly complicated, and completely frivolous given your answers got lower dam/flux but hey... I miss math :-P


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 Post subject: Re: Rough Idea
 Post Posted: Wed Nov 26, 2008 6:45 am 
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Location: Cincinnati OH
That damage is theoretical If there is an enemy on every space within 3 something off kilter, and its still a lesser effect then lightning bolt in the same scenario. Sounds like a fine spell to me. call it Earthquake and have it not hit aloft or water.


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 Post subject: Re: Rough Idea
 Post Posted: Thu Nov 27, 2008 12:23 am 
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Zycomancer wrote:
That damage is theoretical If there is an enemy on every space within 3 something off kilter, and its still a lesser effect then lightning bolt in the same scenario. Sounds like a fine spell to me. call it Earthquake and have it not hit aloft or water.

There's times when you have a crowded area, so in times like that you'd be like :evil:. What damage range do you like the most Zyco? X/2, 3, or 4?

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 Post subject: Re: Rough Idea
 Post Posted: Tue Dec 02, 2008 6:07 am 
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Joined: Sat Nov 01, 2008 2:51 am
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Location: Madison, WI
How about making this an uncontrolled creature called... wildfire legion? I was thinking creature vs enchantment so that "wind" cards could push the creatures in one direction or another. And how about it doesn't affect desert, mountain, or ocean spaces... it can spread on plains/forest spaces... and deals 1 damage to any adjacent figure (if on the appropriate land type). Furthermore, each member of the wildfire legion can have a lifespan of... say... 3?


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