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Jul 19th, 2018
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  1. Thinking of ideas for a melee themed card game. Here's what I have so far. Small decks, like 30 cards, determined almost entirely by the character you choose. You draw some amount, Idk. Then you have "neutral phase". You each play a card face down and flip them up simultaneously. Often you have to choose some information hidden, Idk how this would work generally, for where you're aiming your read attacks, or where you're positioning some of your defensive stuff. each card would have a frame counter, whatever types (transcendental, grab, projectile, defensive, shield, etc) and then a neutral effect and possibly a punish effect. The neutral effect would say something like "from close range, beats moves >5f moves at medium and close range" or "from a range of your choice, choose a range - beats defensive moves at that range", or a defensive one would say "choose a range - beats attacks >3f on that range" or cc would be "if you're under 30, beats attacks that hit >3f and for less than 20%, but you take the damage" or a whiff punish one would be like "choose a range - beats attacks >4f not on that range". There'd be 3 ranges, close medium and far. Okay so. If neither move beats the other move, you just draw a card and move on to the next phase of neutral. If both moves beat each other, it's a trade, and if the punish part of the card involves damage, you both take the damage from the other's and then draw a card and do another neutral. If your card beats theirs, then you deal whatever damage comes from the punish, then you get to do your combo. How this works is that it shows how many frames you get from the move, and then you can play any other move that is less than that many frames, and you get the punish effect on that one. This can go on and on but your opponent picks up their defensive hand, which I guess is drawn from a defensive deck, Idk how this would work exactly yet, and they can present them at any point, stuff like SDI away or panic nair or something, and if they work based on the difference between your max frames and the move you chose to use, so if you get stomp read in neutral and it gives you +10f, and you choose your 9f move cause it does the most damage, and they have a defensive option that works unless you choose something that is >2f from your max window, then their defensive option works. But then if they choose something that has a property of like "beats air dodge" for neutral or defensive (or I guess they can be the same deck really) then they can get an even crazier punish. The defensive options are usually reset to neutral but sometimes you get to use the punish effect of the defensive option (like Luigi's nair out of combo or whatever). Anyways through all of this you're building damage, and then some moves, in their punish part, say like "finisher at >50%" and then if you land that either in neutral or as part of a combo and you meet the requirements, you get one of their stocks and you both draw some amount of cards and continue with neutral. Maybe you get a "free action" that can be charging needles or whatever as samus, or taunting, which I see as revealing part of your hand in order to mindgame their reads. I think there should also be a "hype meter", which would go up with certain attacks or doing risky reads, maybe if this is a digital only game (and it seems like it would need to be with lots of secret position choosing) there could be some dynamic system for the hype meter, where if you do less common combos you get more hype. And then there'd be cards that require amount of hype meter to activate, so you gotta choose between safe things that can't be out-read, or build up hype so you can play crazier stuff. I think another dynamic that would be good is resource management between stocks, like, intentionally dropping combos early so you can save cards for other situations. Being ahead in cards ofc would be a crazy advantage, and even letting people have a big punish but conserving cards could be worth. Idk how decking should work. One idea is that it becomes "desperate mode", like you're out of ideas, and you keep playing by shuffling your graveyard and just flipping top card over for every play, neutral and punish, that could be fun lol. Like you do stupid things but you become impossible to read, so you might make some comeback? Idk. Sideboarding between games would be important too, but the card pool for each character would be fairly limited so it wouldn't be as much about memorizing what cards they could have but reading how they'll use what they likely have. Most games should involve most of your deck being played. Between games the loser of game 1 also gets to choose a stage, which modifies when finishers kill and maybe has other effects. Characters have static modifiers too, like adding or subtracting some amount from the frame windows required for followups, or modifying when finishers kill them. Okay I think that basically covers it. There would not be a card that simulates wobbling. I feel like I can really easily come up thematic cards for almost everything in the game but actually balancing them and making them fun is a lot more work. Idk how card draw would work that's always really difficult to balance. Maybe cards that have difficult requirements for punishes and end your combo early but you get to draw 2 cards. Idk what this would represent thematically. Lots of stuff to figure out. The shell seems potentially v fun tho. A card game where you can fuck people lol.
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