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New Card Idea: 2/16/2012 10:34:00

wigibob
Level 3
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we could add a card (slightly changing what moros said) where the neutrals fight you and your enemys instead of sitting there watching themselves die but only ever have a income of 5 or something like that
New Card Idea: 2/16/2012 11:57:48

RvW 
Level 54
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|> there could be some discrepency if you recaptured it during the same turn

The way I see it, if you recapture a territory during the same turn (or even, play the fortify card on a territory which you don't control *yet* but are pretty sure you'll capture during the next turn), then you control the territory *when the card is actually played*, so it would make sense for it to work in that case.

|> An additional idea could be to have it not be removed when someone captures it, but have it only defend along one(multiple selectable?) connection(s), meaning that capturing it from behind would be easier then capturing it from the front, so that your enemy couldn't hold onto it once captured without a significant force, while you could hold it with a smaller force

This directly ties into two other suggestions; per-connection kill-rate modifiers and allowing (to map makers) the creation of one-way connections. I didn't see any news about either being "approved" by Fizzer for inclusion into WL...
New Card Idea: 2/16/2012 16:47:04


Ironheart
Level 54
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i oppose all ideas of a airstrike card because if u spy ateri u card just strike it and well war will get very messy because u have upper hand in the war.a fortification sounds good against suicide attacks
New Card Idea: 2/16/2012 18:17:35


Perrin3088 
Level 49
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RvW, I presume like many other cards it would have a duration affect, and I had meant that response for if you captured it in later turns while the effect was already active.
New Card Idea: 5/19/2012 14:23:54


I'M RETIRED
Level 5
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How about if there was a nuke card.
You target the card on a territory and it and a number of surrounding territories become neutral and wastelands. For example u target a territory and it becomes a wasteland of 20 and every territory that touches it becomes a wasteland of 10.
New Card Idea: 5/19/2012 17:26:00

RvW 
Level 54
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MEGA:

- To keep things organized it would be nice if you could start a new thread (preferably with a title which is a little more descriptive than just a generic "new card idea"...).
- Such a card has been proposed (numerous times) before; I'm pretty sure there's a few UserVoice suggestions already which you can vote for.
- Personally I would never use such a card (as in: add it to a game / join a game which has it), because it's ridiculously overpowered: it's effects are huge (if well-aimed you should be able to take out at least three bonuses, which (thanks to the wastelands) would take multiple turns to re-conquer) and there's absolutely no defence against it.
The only "reasonable" use I can think of is a game where each player gets one at the beginning of the game and its weight is zero (read: you'll *never* get another one, kind of similar to NOD's nuclear missile in the first C&C game), meaning you'll have to be extremely careful when to use it and, when used, gives you the huge disadvantage of not having one any more while your opponent still does.
Of course, even that would only work with two players (or two teams). Well, maybe with 3 players/teams some interesting things can happen too... But in a big FFA, the first players to be eliminated will just (in their last turn) toss nukes randomly all over the map, completely destroying carefully-planned strategies of players they couldn't even *see* yet...
Anyway, if such a card existed at all, I'm afraid many (new) players would add it to their games, thinking how awesome it is to use it, not fully realising their opponent will get to use it *against* them as well.
New Card Idea: 5/19/2012 17:31:25


Moros 
Level 50
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But you would be able to determine how strong the wastelands are, or even set them to 0. Or you could only use it on territories you can see (by touching it, or with spy/survey/recon cards).
New Card Idea: 5/19/2012 18:24:25


Ironheart
Level 54
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seems better than the airstrike idea and would seem like a weakened sanction fused with abandon or blockade(depending if happens at the beginning of the turn ).
New Card Idea: 5/20/2012 00:46:40


Perrin3088 
Level 49
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RvW, I think I would make a game with 50 of these, and see who can reliable nuke the other person to death first..
New Card Idea: 5/20/2012 20:35:16


I'M RETIRED
Level 5
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@RvW

OK, didnt know the idea had been proposed b4.
The things is, its a nuke, it's not a weapon thats used every day. You could set it so that u get it in 30 pieces, so that you only get one after 30 turns. Its a card that ends the game and I think it would be fun.
New Card Idea: 5/21/2012 01:10:24

RvW 
Level 54
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|> Its a card that ends the game and I think it would be fun.

Please don't get me wrong; you are of course very much entitled to your opinion. I did NOT mean to imply "you're wrong", merely "I disagree".

@Perrin:
Well, it sounds like this card will have an accuracy and reliability of 100%, so it becomes a relatively simple matter of optimizing coverage. Especially in Warlords distribution (with at most "number of nukes" + "total number of starting locations per team" in-selection territories) it's trivial. To make that interesting we'd also need a Star Wars Card (in the SDI sense, not the film) to kill incoming missiles. At that point the game has nothing to do with WL however. (New settings idea: play on a map with 95% of all territories (weakly) wastelanded, that would require a completely new strategy.)
New Card Idea: 5/21/2012 01:29:05


Perrin3088 
Level 49
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have you seen my abandon/blockade havoc map..?
http://WarLight.net/MultiPlayer.aspx?TemplateID=90411
New Card Idea: 5/21/2012 03:32:00

RvW 
Level 54
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Nope, didn't see it yet (should I have??). Some questions:

- What's with all the "weird numbers"? For instance, why use a "1.96102104173853" multiplier on Abandon Cards, instead of simply "2"...?
- Isn't it slightly pointless to turn booted / surrendered players into AIs in a card-heavy setting; they'll never use their cards anyway, giving them an even bigger disadvantage than AIs normally have.

As a practical matter, please clearly warn people you lowered the defence kill rate (to below the offence kill rate), because I think that's an even bigger change to the basic game than all the cards. (On a side note, I have absolutely no idea how well the AI handles non-default kill rates...??)
New Card Idea: 8/11/2012 06:49:12


ARC-77 
Level 61
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I think an increased defense and/or offense card is an interesting idea, but it undermines the purpose of stocking up on armies in attacking/defending territories. Although it is an interesting idea, I think it would just end up making the game even more chaotic.
New Card Idea: 12/29/2012 07:55:33


Red Menace
Level 55
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Airbourne:
- Allows you to attack any territory without bordering it.
- Extremely Rare (Changeable)



Tactical Training:
- Increases luck percentage by 15% (Changeable)



Tank Warfare:
- Increases Attack kill rate by 30% (Changeable)
New Card Idea: 12/29/2012 08:25:36


Madara Uchiha
Level 19
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Nuke Card
All the armies present in the selected bonus are reduced to 1 before any attacks have comenced.

Sacrificial Card
One territory doubles the armies present for 1 turn. After 1 turn, that territory is gifted to another selected player. The territory cannot attack during that 1 turn and armies cannot be added to the territory. (Changable)

Junk Card
Completely useless.

Jackpot Card
Play this card to gain another card which is active in game.

Block Card
Play this card to prevent any attack from attacking one territory for 1 turn. (Changable)

Trap Card
Select one territory. If another player captures that territory, all the armies in the territory is reduced to 1 immidiately.
New Card Idea: 12/29/2012 09:27:33


Mudderducker 
Level 59
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I don't think we need another card, I like it how it is.
New Card Idea: 12/29/2012 10:51:08


The Eternal Beauty {Lighter}
Level 5
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That Trap card sounds good. Junk Card for sure :)
New Card Idea: 12/29/2012 10:52:43


Mudderducker 
Level 59
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Block Card
Thats basically diplomacy card which we already have.
New Card Idea: 12/29/2012 11:47:22


{P-D-O}=RzeczpospolitaPolska
Level 3
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The idea is very interesting, but i have got too. Its Blitzkrieg card. That card makes that one territory automatically belongs to a player.
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