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Uservoice: 25 new cards, units, and features: 4/14/2016 17:16:17


AbsolutelyEthan 
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Uservoice: 25 new cards, units, and features: 4/14/2016 17:25:58


GeneralPE
Level 56
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Mental idea. Warlight isn't card-based. Eys
Uservoice: 25 new cards, units, and features: 4/14/2016 17:35:05


AbsolutelyEthan 
Level 63
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thanks josh
Uservoice: 25 new cards, units, and features: 4/14/2016 17:46:58


GeneralPE
Level 56
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What deductive skills. Not like anyone could just look at my profile.
Uservoice: 25 new cards, units, and features: 4/14/2016 17:51:15


AbsolutelyEthan 
Level 63
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youre right... a little weird you brought that up tho.
Uservoice: 25 new cards, units, and features: 4/14/2016 18:32:03

wct
Level 56
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Trojan -pick an adjacent enemy territory. That territory gains half the troops it currently has this turn, but will lose 2/3 of the new total the turn after.


50% more is multiplying by 3/2. Then multiplying by 2/3 the next turn gives X * 3/2 * 2/3 = X * 1 = X. Basically, it only helps the enemy (for one turn).

I suppose it might prevent the enemy from deploying a big stack there. That might be useful. But otherwise it seems like maybe you meant to have a bigger reduction than that.
Uservoice: 25 new cards, units, and features: 4/14/2016 19:12:49

snife 
Level 56
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You have to multiply by 1/3 in the second turn.

So delayed bomb card.
Great with multiattack. Enemy could attack you with these troops before he will lose them.


I haven't looked at the new cards yet but in general I like a bigger diversity.
The only problem I see is, that this is confusing for newbies. Should be for members only and could this way encourage more ppl to buy it (damn I am no member).
... Should be for lvl 50+ only ;)


I read through your post now.
I like some of the ideas. I would really like to see a second type of sanction cards. This can give better opportunities to simulate trade and embargo in the same game (diplo) and improves the abilities of a gamemaster (scenarios).

Some of the units are funny too. I like best the shroud guy and the scavenger. Don't really see such big changes to the gameplay by a unit which is 2 (or 3,4) armies strong but dies nothing else.

Cards I like: white wash, quake, firewall and warbonds but the numbers should be adjustable.

Edited 4/14/2016 19:35:25
Uservoice: 25 new cards, units, and features: 4/14/2016 19:37:11


willc
Level 56
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What about a spy card that shows what cards they have.
Uservoice: 25 new cards, units, and features: 4/14/2016 19:37:59


willc
Level 56
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It could be called an intel card
Uservoice: 25 new cards, units, and features: 4/14/2016 20:13:05


RandyRamPlaysiPadPro
Level 21
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The features that you wanted Fizzer to added,I think it's not worth with cards and units with a controller on cards and a gamer special unit
Uservoice: 25 new cards, units, and features: 4/14/2016 20:34:39


AbsolutelyEthan 
Level 63
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^ psst, those were a joke
Uservoice: 25 new cards, units, and features: 4/14/2016 20:36:56


AbsolutelyEthan 
Level 63
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@snife

Yea they should be ajustable, i just gave an example of what i thought would be fair


The trojan card wasnt thought with much care, maybe instead of losing 2/3 they just lose all but 1.
Uservoice: 25 new cards, units, and features: 4/15/2016 04:56:39

M. Poireau 
Level 57
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I'm against the idea of just adding dozens of new cards in theory, but I do like some of the specific ideas.

When I evaluate an idea, I'm always primarily concerned about how it could be used in different and creative ways by Warlight players, to develop new modes of play and new strategies.

I'm not terribly fond of "gimmicky" cards like, say, Quake (because they only really have the one possible use - to stop/delay an attack somewhere), but given that we already have a precedent for Commanders as a special unit, I think these ideas have some interest and merit:

* A Commander who creates additional armies wherever he goes ("Synergist"). This could give rise to interesting play modes where there is no base income or no bonuses, but you move your Commander around to reinforce areas.

* A Commander who, if attacked and survives, becomes stronger. This encourages you to involve your Commander in fighting rather than leaving him in the corner. Interesting! ("Lycan" in the Uservoice.)

* A "slippery" Commander, who, if eliminated, immediately respawns (perhaps weaker?) in an adjacent friendly territory. This Commander would need to be *surrounded* to be killed, which is pretty interesting and could give rise to new strategies.

Perhaps in some games, a player's picks could include their choice of Commander "type", whether they want a Tough Commander or a Synergist Commander or a Slippery Commander...

Another idea:

It would be amazing to have a card which allows you to create a second, additional Commander. (Particularly for multi-attack games; and you could fake out your opponents by presenting one of them as "bait".) Lots of possibilities here! Include several such cards in a template, and you've got a completely different kind of game going on.
Uservoice: 25 new cards, units, and features: 4/15/2016 04:56:49

M. Poireau 
Level 57
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Some notes:

Before posting something like this as a Uservoice, I wish you would spend some more time thinking through the ideas you are posting.

For instance:

1. What is "Controller Support"? It has a circular definition, unless I misunderstood something...

2. "War Bonds" is identical to a negative Sanctions card; no need for a new card for this.

3. "Trojan" has some questionable math, as others have pointed out.

This kind of thing makes me suspect that all the other ideas haven't been thought out, either.

I'd vote for a finished, polished, and tested version of new card ideas, but not for this. Not yet.

Edited 4/15/2016 04:57:38
Uservoice: 25 new cards, units, and features: 4/15/2016 06:23:51


AbsolutelyEthan 
Level 63
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This was just me brainstorming a bunch of ideas, I'm not suggesting a dozen new cards be added at once. This was merely to stoke the fire to see what ideas people gravitate to. I corrected the trojan idea in this thread but can fix it in the uservoice i suppose. Warbonds could increase the percentage each turn, maybe it starts at 10% then to 15% then to 20% before ending.

The controller support is a joke as it is mentioned 3 times...
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