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Attributes (Warfare 22nd, 23rd century)

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X3M
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A friend of mine is designing a card game. Where all players pick from the same deck. 120 or so?
Details=tldr.

In short, we are looking for attributes that would fit the cards in terms of the theme.

Each card is going to have 1 to 3 attributes, that are considered advanced.

What he has so far as basics are:
Speed: None/Slow/Fast
Range: Melee/Short/Long
Armor: None/Light/Heavy
Size: Small/Large

He wants to reduce the basics. And add more "advanced" attributes.

Borrowed and maybe used, from SC2:
Biological/Mechanical
Maybe Psionic. But the others are not really want we seek.

Are there other games that explain their attributes on the internet?

https://en.wikipedia.org/wiki/Attribute_(role-playing_games)
Does not fit what we seek.

X3M
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Not much progress.

He asked, what about cloaked? And the weapons only works when the one aiming, has a detector.

Then I suggested, shielded. I guess, he could do lasers for that one.

I make a difference of Units and Structures in my game. But a replacement would be better. Especially for this card game. I was thinking about Soft and Firm. But we are not sure if those should be in the game. Since he has armor names like None/Light/Heavy for his cards.
Could they be used at the same time?

So, the total at the moment is now:
Biological/Mechanical/Soft/Firm/Cloaked/Shielded

Still looking for more. One and only bump.

questccg
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Just some corrections ... that I can see

Speed: Slow/Normal/Fast (how can you have a unit without a speed? Unless it's a building or something stationary... still not a unit).

Type: Melee/Ranged/Flying (using an RPS-3, you can figure out that Melee beats Ranged beats Flying beats Melee).

Size: Small/Mid-sized/Large (again following 3 attributes).

Line of Sight: Short/Medium/Long

Plating: None/Light/Heavy (Physical) - None/Low-Energy/High-Energy (Shields) - None/Mid-Cloak/Long-Cloak (Cloaking)

Explanation = "Plating" can come in three (3) form:

  1. Physical armor : absorbs melee damage.
  2. Energy Shield : absorbs ranged damage.
  3. Cloaking device: absorbs flight damage.

But all three increase the HEAT and could result in an overload if the coolant levels are not watched. If an overload occurs - that unit self-explodes and is destroyed.

I don't know if this helps or not but it's basic + extra and not an exact copy of something like SC2.

Note: Cloaking can be sort of a "Fog of War" or like "Radar". Cloaking will conceal a flying unit until it becomes in RANGE of another unit (given the "Line of Sight").

X3M
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Thanks for replying

questccg wrote:
__Speed:__ Slow/Normal/Fast (how can you have a unit without a speed? Unless it's a building or something stationary... still not a unit).

Can't recall that he would have units without speed.

questccg wrote:

__Type:__ Melee/Ranged/Flying (using an RPS-3, you can figure out that Melee beats Ranged beats Flying beats Melee).

He has ground/air
And is using the RPS-3 on Melee/Short/Long. I think he got that from my game.
But I will suggest this one to him, reducing 3x2 to 3.

questccg wrote:

__Size:__ Small/Mid-sized/Large (again following 3 attributes).

I understand the 3-RPS. But I think, he is also going for those 2x2-RPS.

questccg wrote:

__Line of Sight__: Short/Medium/Long

How would that work?
When a card is effective against an attribute. It has x2. And then against 2 other attributes, x0.5.
I don't see how he can use line of sight.

questccg wrote:

__Plating:__ None/Light/Heavy (Physical) - None/Low-Energy/High-Energy (Shields) - None/Mid-Cloak/Long-Cloak (Cloaking)

Explanation = "Plating" can come in three (3) form:

1. Physical armor : absorbs melee damage.
2. Energy Shield : absorbs ranged damage.
3. Cloaking device: absorbs flight damage.

But all three increase the HEAT and could result in an overload if the coolant levels are not watched. If an overload occurs - that unit self-explodes and is destroyed.

I don't know if this helps or not but it's basic + extra and not an exact copy of something like SC2.


I like the explanation for the 3 types.

questccg wrote:

Note: Cloaking can be sort of a "Fog of War" or like "Radar". Cloaking will conceal a flying unit until it becomes in RANGE of another unit (given the "Line of Sight").

IF you put it like that, I understand the line of sight.
Camouflage is yet another cloaking type.

PS. He should join this forum.

questccg
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Reminds me a little bit of...

"TradeWorlds" where you have to COMBINE three (3) cards to create a unit.

Maybe it could be similar: instead of defining all of the "attributes", perhaps all a player would really need is THREE (3) of these.

Granted this is just an idea... Not 100% sure it would work. But it could depending on the nature of his game.

The other attributes would DEFAULT to some pre-determined DEFAULT value.

Like if the TYPE is not specified, the DEFAULT = Melee.

Get what I mean??? This is sounding more and more cool to me... Sounds pretty neat in my book.

Like if PLATING is not specified, the DEFAULT = (Physical) Light.

Ya man this would ROCK!!! I can picture this really working well for the game... You should share this with your friend.

To recap: USE ONLY THREE (3) cards for three (3) attributes you can CUSTOMIZE. The other attributes DEFAULT to some pre-defined value.

I'm excited for your friend... This to me sound like a GREAT IDEA!

Cheers!

questccg
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Default Configuration Card

So all you need is ONE (1) card which specifies all the "Default" Configuration for all the attributes.

You can VARY this per faction in the game. So if you have up to six (6) Players who can play at the same time, each "Default" Configuration is DIFFERENT from the others.

Players could randomly draw a configuration card at the start of the game.

Then the whole THREE (3) Card configuration is pretty straight forward and you can of course refer to your Configuration card for all the other attributes which are DEFAULT.

Simple yet very dynamic + asymmetric too!

questccg
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Or you can have "units" cards

The other way you can go is with "unit" cards which allow you to plug three cards and the rest of the "defaults" are defined.

That's another direction... and may be more suitable for the game - especially if it is more tactical units vs. units battle.

For the previous idea, I was more thinking about "Mech" Combat one unit vs. another unit...

Anyways if you need explanations or more depth, let me know...

Just some ideas I got while reading and thinking about all those attributes. I thought it would be great to simplify and allow customization giving more variable play...

Cheers.

X3M
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We should not get too much

We should not get too much attributes.
:)
The limit that he wants is 120. So, he works to that.

I think, it would be best if he starts working with symbols for the attributes. So that he can fit more on a card.

The cards have 4 sections.
- A name with picture
- Attributes
- Weapon positive attributes, meaning "to what attributes will it do more damage".
- Weapon negative attributes, meaning "to what attributes will it do less damage".

The 4th section is twice as big as the third.

***

Combining cards.
While your game is awesome with that fact. And it played really strategic (despite the mistake we made(same guy too)). I don't know if it could work for him.

The big difference between the games is that he plans on making the cards, opened up technology. And by worker placement, and chips. The number of "cards" would go up on the field.

How I think he should pull it of:

- Body that has attributes. Like your ships.
- Weapon that has attributes as targets.

That would be 2 cards per combination. With 120 in a deck, that is 60 x 60 = 3600. Which is really cool.

I'll suggest it to him.
But knowing him, he will like it, start on it. And then burn himself out.
He has the vacation, not me. So, I leave it in his hands.

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