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Description
The game appears to be unnecessarily complex and I feel as if the game isn't to be as fun as expected.
Thus the game is to be rewritten.
A card'll have the following properties:
- Name (the name of the card)
- ID (the UID to identify the card)
- Class (the class that the card is)
- Faction (the faction the character of the card belongs to)
- HealthType (the health type of the card)
- Health (the cards hit points, works the same as before but there is no longer a DR)
- Shields (the cards shield hit points, works the same as before, but there is no longer a DR)
- Overguard (the cards overguard hit points, works the same way as before)
- OnPlay Ability
- OnTurn Ability
- Status Effects
Damage Types:
The game'll continue to have the 16 original damage types.
The damage types are as follows:
Impact: applies the impact status effect. 1.5x damage to Grineer, Kuva Grineer, Scaldra, and Anarchs.
Puncture: applies the puncture status effect. 1.5x damage to Corpus and Orokin.
Slash: applies the bleed status effect. 1.5x damage to Infested and Narmer.
Cold: applies the cold status effect. 1.5x damage to Sentients. 0.5x damage to Techrot.
Electricity: applies the electricity status effect. 1.5x damage to Corpus Amalgam, The Murmur, Anarchs.
Heat: applies the heat status effect. 1.5x damage to Infested. 0.5x damage to Kuva Grineer.
Toxin: applies the toxin status effect. Bypasses shields entirely. 1.5x damage to Narmer.
Blast: applies the blast status effect. 1.5x damage to Infested Deimos. 0.5x damage to Corpus Amalgam.
Corrosive: applies the corrosive status effect. 1.5x damage to Grineer, Kuva Grineer, and Scaldra. 0.5x damage to Sentients.
Gas: applies the gas status effect. 1.5x damage to Infested Deimos, and Techrot. 0.5x damage to Scaldra.
Magnetic: applies the magnetic status effect. 1.5x damage to Corpus, Corpus Amalgam, and Techrot. 0.5x damage to Narmer.
Radiation: applies the radiation status effect. 1.5x damage to Sentients and The Murmur. 0.5x damage to Orokin and Anarchs.
Viral: applies the viral status effect. 1.5x damage to Orokin. 0.5x damage to Infested Deimos and The Murmur.
Void: applies the void status effect. 1.5x damage to Overguard and Zariman.
Tau: applies the tau status effect.
True: true damage cannot be reduced.
Status Effects:
The same status effects'll remain in the game but'll have different effects.
Impact: each stack gives +5% chance to fail to do an action. +1.5% chance to die instantly on an attack if no shields. Lasts 2 turns.
Puncture: each stack gives +5% critical chance to each attack. Lasts 3 turns.
Slash: deals 15 slash damage per turn. Lasts 2 turns.
Cold: each stack increases critical damage by +0.1x and +2.5% chance to fail to do an action. At 10 stacks or higher the card'll be unable to do an action at all. Lasts 5 turns.
Electricity: has a 15% chance to spread to each other enemy card. Deals 8 electricity damage per turn. Lasts 2 turns.
Heat: deals 8 heat damage per turn. Lasts 3 turns.
Toxin: deals 8 toxin damage per turn. Lasts 2 turns.
Blast: At 5 stacks will deal 5 blast damage to each card at this location and all blast status effects get removed. Lasts 5 turns. Once duration runs out will explode with 6 blast damage being dealt to all enemies at this location..
Corrosive: cards affected by this will take +8% damage per stack.
Gas: deals 5 gas damage to all cards at this location. Lasts 2 turns.
Magnetic: cards affected by this take +8% damage per stack to shields and overguard. Breaking of overguard or shields while affected by magnetic'll apply an electricity status effect. Lasts 3 turns.
Radiation: gives +5% chance per stack to cause the card to attack its own side.
Viral: gives +8% damage to health per stack.
Void: all damage dealt to anything on the enemy side is instead dealt to the card affected by this. If multiple cards are afflicted by void then the one to take damage is randomly chosen.
Tau: increases status chance by +10% per stack.
Flying: cards afflicted by this cannot be attacked by melee attacks.
Invisible: cards afflicted by this cannot be targeted.
Invincible: cards afflicted by this cannot take damage.
Taunting: cards afflicted by this will always be attacked over anything else unless the attack states otherwise. If a different card is affected by Void while a card is taunting the card afflicted by void will still take damage first.
New Gameplay Mechanics:
- Locations:
- The game'll no longer have multiple locations per game, but rather a singular one.
- Maps:
- The game'll now have maps. A map will give players challanges or affect cards in specific ways. Buff some aspects of the game and restrict others. This'll provide another system of difficulty to the game.
- Operators:
- New way to win the game will now be by defeating the operators. An operator'll have 1000 health, 100 shields, 0 overguard. The winner of the game is the player that kills the operator first.
- Focus Schools
- The game'll now have players choose a focus school that'll give players more options during the game. Players'll be able to charge the focus ultimates and use them as well.
- Faction Syndicates:
- Once a certain number of damage has been dealt by the player in total a faction syndicate that the player has chosen to pledge to will activate an effect.
- Card Classes:
- Cards'll now be classified by their classes. Tank, Attacker, Win Condition, Support, Summoner.
- Card Actions:
- Cards until now had abilities that players would choose from and cast and choose the target. Now cards'll autotarget and attack enemy cards or do their abilities on their own once they're played.
- Card Costs:
- Cards'll now cost credits based on their rarity. Players will have the resource of credits throughout the match. The player will get a certain number of credits at the end of each turn. Some maps, cards, factions, and focus schools will be able to have an effect on how many credits a player can earn. Either positive or negative.
Card Classes:
Cards'll now be given classes based on their playstyle.
- Tank: all tank cards'll be able to taunt enemy cards and have increased constitution.
- Attacker: all attacker cards'll attack enemy cards. They can only attack an operator if there are no enemy cards present.
- Win Condition: all of these cards'll attack the operator unless there is a taunt happening.
- Summoner: cards that summon other cards, either to your hand or to the board.
- Support: cards that provide extra damage, attacks, healing, shields, credits, or otherwise.
Faction Syndicates:
Warframe has 6 Faction Syndicates that a player could pledge allegiance to. Thus in this game there'll be such syndicates as well.
Each syndicate'll have an effect that it'll cast onto the board once the player does a total of 1000 damage. All damage instances'll have 10% status chance, 10% critical chance, and 1.5x critical damage multiplier. These will be affected by status effects that cards are inflicted with.
- Steel Meridian: gives the effect of Justice, which deals 50 Blast Damage to all enemy cards and operator and restores 25% of max health to all cards.
- Arbiters of Hexis: gives the effect of Truth, which deals 50 Gas Damage to all enemy cards and operator and restores 25% of max health to all cards.
- Cephalon Suda: gives the effect of Entropy, which deals 50 Magnetic Damage to all enemy cards and operator and restores 25% of max energy to the operator.
- The Perrin Sequence: gives the effect of Sequence: which deals 50 Radiation Damage to all enemy cards and operator and restores 25% of max shields to all cards.
- Red Veil: gives the effect of Blight, which deals 50 Viral Damage to all enemy cards and operator and restores 25% of max energy to operator.
- New Loka: gives the effect of Purity, which deals 50 Corrosive Damage to all enemy cards and operator and restores 25% of max energy to all cards.
Operator Schools:
Madurai, Vazarin, Naramon, Unairu, Zenurik. The details are TBD.
Factions:
Factions'll remain the same.
- Grineer
- Kuva Grineer
- Corpus
- Corpus Amalgam
- Infested
- Infested Deimos
- Orokin
- Sentient
- Stalker
- Narmer
- The Murmur
- Scaldra
- Techrot
- Duviri
- Zariman
- Anarch
- Prime Grineer
- Steel Meridian
- Arbiters of Hexis
- Cephalon Suda
- The Perrin Sequence
- Red Veil
- New Loka
- Conclave
- Cephalon Simaris
- Ostron
- The Quills
- Solaris United
- Vox Solaris
- Ventkids
- Entrati
- Necraloid
- Kahl's Garrison
- The Holdfasts
- Cavia
- The Hex
- Devil's Triad
- Nightcap
- Tenno
- The Corrupted
Health Types:
Cards'll have different health types based on their associations.
These are:
- Tenno
- Grineer
- Kuva Grineer
- Corpus
- Corpus Amalgam
- Infested
- Infested Deimos
- Orokin
- Sentient
- Narmer
- Zariman
- The Murmur
- Techrot
- Scaldra
- Anarchs
- Ostron
- Object
Maps:
The game has many common locations for players to visit. These locations can be turned into maps that have interesting effects.
Cards that are associated with a faction that is associated with a map will get buffs of some kind when in play.
Card Actions:
Cards'll take actions on their own. Each card'll either take an action once when it is played or take an action every turn.
The player cannot choose to target a specific card, but every card has a way it chooses to target opposing cards. All attacker cards will target cards with highest or lowest health, effective health, overguard, shields, rarity, number of specific status effect, etc... .
Cards will also be able to have multiple of these as the hierarchy of targetting. If multiple cards are tied for the criteria the card will be chosen random from the said cards.
Support cards will be able to choose a target similar to attacker cards, only they won't directly deal damage.
Tank cards will never target a card and will simply taunt and do whatever other ability they have.
Win Condition cards will always target the operator unless a taunt is in effect.
There will be other changes to come with this. But at this instance this is sufficient information to begin rewriting the game logic. The actual backend logic may be fully dropped as it'll provide litle to no real benefit once the game logic is reset.
The UI must be fully dropped as it no longer will function anything like it has until now.