Difference between revisions of "Help talk:Editing"

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(New page: Please adjust to fit contents and/or style, remove what is unnecessary... --~~~~)
 
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Please adjust to fit contents and/or style, remove what is unnecessary... --[[User:Joeyeti|Joeyeti]] 13:20, 7 February 2007 (UTC)
Please adjust to fit contents and/or style, remove what is unnecessary... --[[User:Joeyeti|Joeyeti]] 13:20, 7 February 2007 (UTC)
I once tried to create a Smash Bros game and it utilized a '''Rock, Paper, Scissors''' weakness theme where strike> grab, grab > counter and counter > strike. Maybe "counter" can be reworked to be any defensive move or block. This would work well with your format if each type of attack corresponded with a stat attack: STR, block: WT, grab: DX maybe? Characters could also get stat bonuses when uses different types of attacks. I also wanted a feeling of combos where the victim must break free from the combo or die in one turn. I will mention the game I had wanted to make before learning you had already attempted a Smash game.
The attacking player attacks another player with an attack where the attack has a printed speed which is added to the attacker's corresponding stat that will equal the attack's net speed(ex: grab 3+ DX 8 = 11 speed) <br>
--> if that defending player does not play the superior attack type with greater speed to defend (strike> grab, strike 4 + ST 6 = 10 speed) then they take damage. If the defend successes (strike speed 11 > grab speed 11) then they take no damage and it is now the defending player's turn. <br>
--> If they block with an equal attack type (grab speed 12 > grab speed 11) then don't take damage and ''but it is still the attacker's turn''. (note grab speed 11 does not defend grab speed 11)<br>
--> Inferior cards cannot block.
This rewards combos and makes superior defending important. Cards can have added effects of course and an attack's damage is not equal its given speed.
Since cards are used up so quickly it might be wise to allow 2 or even more cards to be drawn per draw. Maybe a draws can be rewards for doing something or just have many cards with draw bonuses.
Just an idea, I have not played tested this but I am interested in hearing comments on this mechanic.
[[User:Aetherknight|Aetherknight]] 19:33, 11 December 2008 (UTC)

Revision as of 19:33, 11 December 2008

Please adjust to fit contents and/or style, remove what is unnecessary... --Joeyeti 13:20, 7 February 2007 (UTC)

I once tried to create a Smash Bros game and it utilized a Rock, Paper, Scissors weakness theme where strike> grab, grab > counter and counter > strike. Maybe "counter" can be reworked to be any defensive move or block. This would work well with your format if each type of attack corresponded with a stat attack: STR, block: WT, grab: DX maybe? Characters could also get stat bonuses when uses different types of attacks. I also wanted a feeling of combos where the victim must break free from the combo or die in one turn. I will mention the game I had wanted to make before learning you had already attempted a Smash game.

The attacking player attacks another player with an attack where the attack has a printed speed which is added to the attacker's corresponding stat that will equal the attack's net speed(ex: grab 3+ DX 8 = 11 speed)
--> if that defending player does not play the superior attack type with greater speed to defend (strike> grab, strike 4 + ST 6 = 10 speed) then they take damage. If the defend successes (strike speed 11 > grab speed 11) then they take no damage and it is now the defending player's turn.
--> If they block with an equal attack type (grab speed 12 > grab speed 11) then don't take damage and but it is still the attacker's turn. (note grab speed 11 does not defend grab speed 11)
--> Inferior cards cannot block. This rewards combos and makes superior defending important. Cards can have added effects of course and an attack's damage is not equal its given speed.

Since cards are used up so quickly it might be wise to allow 2 or even more cards to be drawn per draw. Maybe a draws can be rewards for doing something or just have many cards with draw bonuses.

Just an idea, I have not played tested this but I am interested in hearing comments on this mechanic. Aetherknight 19:33, 11 December 2008 (UTC)