Difference between revisions of "Talk:Halo: Starside deck"
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For those who haven't read the books, Jiralhanae = Brute and Sangheili = Elite.<BR>This looks like a promising new deck. Good Luck!--[[User:ChippyYYZ|ChippyYYZ]] 21:02, 3 November 2008 (UTC) | For those who haven't read the books, Jiralhanae = Brute and Sangheili = Elite.<BR>This looks like a promising new deck. Good Luck!--[[User:ChippyYYZ|ChippyYYZ]] 21:02, 3 November 2008 (UTC) | ||
:Yeah, I probably should've said that, making changes now.--[[User:Xahn Borealis|Xahn Borealis]] 21:42, 3 November 2008 (UTC) | |||
== New cards == | |||
For those who thought the boarder type cards useless, I give you: The Destroyer. Bristling with powerful weapons and with a high ship strength, these ships may seem to tip the balance in favour of anyone who plays one. But their most powerful weapons, the Shiva missiles and Plasma torpedoes can only be used when they are played on their own. This, along with their lack of fighter defences, leaves them open to attack from boarder type Actions. So, make a decision. One defenceless Destroyer against a fleet of frigates? Or a tightly-knit fleet of ships, uncapable of instantly destroying any one ship(unless Human or Covenant WSD), but also incapable of instantly being destroyed? I leave it up to you.--[[User:Xahn Borealis|Xahn Borealis]] 14:24, 7 November 2008 (UTC) | |||
== Slipspace tracking drone == | |||
Need ideas for what this should be. Any WMD that the Covenant has deployed in space. Slipspace tracking drone refers to the drone from the stealth ship that latched onto the Iroquois at Sigma Octanus IV and found Reach in [http://en.wikipedia.org/wiki/Halo:_The_Fall_of_Reach Halo: The Fall of Reach].--[[User:Xahn Borealis|Xahn Borealis]] 14:19, 10 November 2008 (UTC) | |||
:Just deleted it. Humans now have an overly powerful weapon to use. <sigh> Does anyone even READ this?--[[User:Xahn Borealis|Xahn Borealis]] 09:16, 12 November 2008 (UTC) | |||
::Put it back in. Thought it would be good to work in a similar way to NOVA bomb and "search discard pile" cards, only the draw pile instead. Are you still there? Feel so alone....--[[User:Xahn Borealis|Xahn Borealis]] 09:57, 11 December 2008 (UTC) | |||
== Suggestions == | |||
"Hey, can you remind me of the changes needed to be made to my deck from our practice the other night? I forgot.--[[User:Xahn Borealis|Xahn Borealis]] 11:33, 13 January 2009 (UTC)" | |||
Some thoughts follow. I'm not confident that the suggestions improve, however. | |||
Dont draw until you get three ships in the beginning, just draw a number of cards and play your ships. If you start with seven cards, this should be enough to get about two cards. One could let players start with a few more cards and discard down to seven. The human can get an additional advantage here. | |||
Ship abilities should not be used on your first turn. | |||
I don't think one should draw up to seven cards. This makes some cards that you cannot get rid of a reliability since the number of new ships you can play is proportional to the number of cards you draw each turn. Instead you could each player just draw two cards per turn, for instance. Instead of redrawing cards you cannot play, a player may discard any number of additional cards at the beginning of his card and draw a new one. This has an interesting effect that the speed at which you get new ships is reduced. | |||
"[Play] when ..."-cards can be played during your opponents' turns. | |||
http://www.dvorakgame.co.uk/index.php?title=Talk:Halo:_Starside_deck&action=edit | |||
Prowlers are not kept in hand. They are played but cannot be targetted as usual. Invent a term for this and clarify which cards can target what. In particular, some cards, e.g. Poor Tactical Positioning, has to be able to target the drones or else a human vs. a convenant is immortal. Nukes and FENRIS mines reveal the prowlers and removes the term. You should probably not say anything about when they are in your hand, but when they are played. One could therefore refuse to play a prowler, play a nuke, and (the next round?) play a prowler with the property. | |||
Most actions are not good enough to warrant not using your ships. You could make it so that any number of actions can be played. There's only a few cards that are so strong that a player may not play the card and use ship abilities in the same turn (FENRIS nukes, Plasma Torpedoes, and Direct Engagement). | |||
Instead of searching the draw pile, how about searching the discard pile? Otherwise, one can figure out what cards the opponent have by noting which cards are missing. | |||
Perhaps "Transition to Slipspace" should be playable at any time, e.g. in response to a nuke? | |||
Defence of objectives needs to be clarified. State they can defend and that defending ships cannot be used(?). | |||
The amount of text on most cards is too much. You can reduce it by introducing terms and moving things to the rules section. For instance, how WSD and WSA works can simply be stated in the rules section. One could also call it "armor" and thereby introduce objectives as units that can be targetted. | |||
e.g. | |||
"When this is in play, Choose one enemy player to have 5 turns to destroy it, or their fleet is destroyed and they are eliminated from the game. Action: play this to immediately destroy an enemy ship if their fleet size is 5 or more. If Earth is in your hand or in play, discard this card and draw another card. Objectives can be attacked with boarder type Actions in the same way as ships." | |||
(rules section: explanation of armor, countdown, and objectives) | |||
"Armor 2. Countdown 5: Eliminate a player. Discard this card from your hand to destroy an enemy ship of a player with a fleet of size at least five. If Earth is in your hand or in play, you may draw another card." (not sure if you destroy a ship upon discarding or if it is an action) | |||
"Enables Human boarder type Actions once for this card." appears a lot and could be replaced with a term. I think "once" should not be interpreted as "once for this card" but "once for this time the card is in play". For instance, if the card is destroyed and you pick it up later on, then you should be able to activate it again. I would go as far as to say that you enable the actions until end of turn and that it can be used as many times as possible (you use up your boarder card anyhow). | |||
Boarder actions are a bit rare as they are. | |||
Another possibility is to equip weapons to ships. Instead of having e.g. pelicans on a particular ship, you could make pelicans a card that can be played onto a ship. You could make the card particularly good for the "right class" of ships, e.g. by making it more costly on others or that a card can be searched for when played. | |||
PTP should perhaps be reduced to "2 ships" or "sacrifice one of your ships; destroy 3". | |||
--[[User:Fuso|Fuso]] 23:15, 13 January 2009 (UTC) |
Latest revision as of 23:15, 13 January 2009
For those who haven't read the books, Jiralhanae = Brute and Sangheili = Elite.
This looks like a promising new deck. Good Luck!--ChippyYYZ 21:02, 3 November 2008 (UTC)
- Yeah, I probably should've said that, making changes now.--Xahn Borealis 21:42, 3 November 2008 (UTC)
New cards
For those who thought the boarder type cards useless, I give you: The Destroyer. Bristling with powerful weapons and with a high ship strength, these ships may seem to tip the balance in favour of anyone who plays one. But their most powerful weapons, the Shiva missiles and Plasma torpedoes can only be used when they are played on their own. This, along with their lack of fighter defences, leaves them open to attack from boarder type Actions. So, make a decision. One defenceless Destroyer against a fleet of frigates? Or a tightly-knit fleet of ships, uncapable of instantly destroying any one ship(unless Human or Covenant WSD), but also incapable of instantly being destroyed? I leave it up to you.--Xahn Borealis 14:24, 7 November 2008 (UTC)
Slipspace tracking drone
Need ideas for what this should be. Any WMD that the Covenant has deployed in space. Slipspace tracking drone refers to the drone from the stealth ship that latched onto the Iroquois at Sigma Octanus IV and found Reach in Halo: The Fall of Reach.--Xahn Borealis 14:19, 10 November 2008 (UTC)
- Just deleted it. Humans now have an overly powerful weapon to use. <sigh> Does anyone even READ this?--Xahn Borealis 09:16, 12 November 2008 (UTC)
- Put it back in. Thought it would be good to work in a similar way to NOVA bomb and "search discard pile" cards, only the draw pile instead. Are you still there? Feel so alone....--Xahn Borealis 09:57, 11 December 2008 (UTC)
Suggestions
"Hey, can you remind me of the changes needed to be made to my deck from our practice the other night? I forgot.--Xahn Borealis 11:33, 13 January 2009 (UTC)" Some thoughts follow. I'm not confident that the suggestions improve, however.
Dont draw until you get three ships in the beginning, just draw a number of cards and play your ships. If you start with seven cards, this should be enough to get about two cards. One could let players start with a few more cards and discard down to seven. The human can get an additional advantage here.
Ship abilities should not be used on your first turn.
I don't think one should draw up to seven cards. This makes some cards that you cannot get rid of a reliability since the number of new ships you can play is proportional to the number of cards you draw each turn. Instead you could each player just draw two cards per turn, for instance. Instead of redrawing cards you cannot play, a player may discard any number of additional cards at the beginning of his card and draw a new one. This has an interesting effect that the speed at which you get new ships is reduced.
"[Play] when ..."-cards can be played during your opponents' turns. http://www.dvorakgame.co.uk/index.php?title=Talk:Halo:_Starside_deck&action=edit Prowlers are not kept in hand. They are played but cannot be targetted as usual. Invent a term for this and clarify which cards can target what. In particular, some cards, e.g. Poor Tactical Positioning, has to be able to target the drones or else a human vs. a convenant is immortal. Nukes and FENRIS mines reveal the prowlers and removes the term. You should probably not say anything about when they are in your hand, but when they are played. One could therefore refuse to play a prowler, play a nuke, and (the next round?) play a prowler with the property.
Most actions are not good enough to warrant not using your ships. You could make it so that any number of actions can be played. There's only a few cards that are so strong that a player may not play the card and use ship abilities in the same turn (FENRIS nukes, Plasma Torpedoes, and Direct Engagement).
Instead of searching the draw pile, how about searching the discard pile? Otherwise, one can figure out what cards the opponent have by noting which cards are missing.
Perhaps "Transition to Slipspace" should be playable at any time, e.g. in response to a nuke?
Defence of objectives needs to be clarified. State they can defend and that defending ships cannot be used(?).
The amount of text on most cards is too much. You can reduce it by introducing terms and moving things to the rules section. For instance, how WSD and WSA works can simply be stated in the rules section. One could also call it "armor" and thereby introduce objectives as units that can be targetted. e.g. "When this is in play, Choose one enemy player to have 5 turns to destroy it, or their fleet is destroyed and they are eliminated from the game. Action: play this to immediately destroy an enemy ship if their fleet size is 5 or more. If Earth is in your hand or in play, discard this card and draw another card. Objectives can be attacked with boarder type Actions in the same way as ships." (rules section: explanation of armor, countdown, and objectives) "Armor 2. Countdown 5: Eliminate a player. Discard this card from your hand to destroy an enemy ship of a player with a fleet of size at least five. If Earth is in your hand or in play, you may draw another card." (not sure if you destroy a ship upon discarding or if it is an action)
"Enables Human boarder type Actions once for this card." appears a lot and could be replaced with a term. I think "once" should not be interpreted as "once for this card" but "once for this time the card is in play". For instance, if the card is destroyed and you pick it up later on, then you should be able to activate it again. I would go as far as to say that you enable the actions until end of turn and that it can be used as many times as possible (you use up your boarder card anyhow).
Boarder actions are a bit rare as they are.
Another possibility is to equip weapons to ships. Instead of having e.g. pelicans on a particular ship, you could make pelicans a card that can be played onto a ship. You could make the card particularly good for the "right class" of ships, e.g. by making it more costly on others or that a card can be searched for when played.
PTP should perhaps be reduced to "2 ships" or "sacrifice one of your ships; destroy 3". --Fuso 23:15, 13 January 2009 (UTC)