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Subject: Card Prototypes and Description rss

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Tyler Brownwell
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Here are some of the cards that I will test with after I make sure the main mechanics of the game are set.

What essentially drives the combat system is a unit will die if the Attack minus Defense is equal to or greater than the health. Simple.

As you can see, the attack of the unit is in red and the defense of the unit is in blue.

AT: IN(1)LA(0)AI(0)SE(0)BU(0)
DE: IN(1)LA(0)AI(1)SE(1)BU(0)

There are 5 types of units: Infantry, Land, Air, Sea, and Buildings

Each unit has a certain attack and defense towards each kind of unit(some Stats. are not done yet)

For example, the Infantry unit has 1 attack towards Infantry but zero attack towards anything else.

Each unit also has a variety of different characteristics
Mobility=> top right: ex. MO: 2
Health=> top left big number
Unit Name=> next to health
Type of Unit=> unit name color
Unit Cost: next to red triangle
Field of View (where the unit can attack)=> orange triangles
Abilities=> bellow black line


These cards also have resource value and action type and they are on the bottom- these are used to buy buildings move units and many other things

Comment, Critique, Criticize

Thanks!
 
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Stijn Hommes
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I suppose it works fine for testing, but I think many players wouldn't look further when they saw a string of letters on a card. If you want to attract players, I believe you're better off finding icons for what you want to say and use (icon) 1/0 to show your info (first number is attack, second is defense.

The people who buy this sort of game really enjoy graphics, so it would make sense to give them some.
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Confusion Under Fire
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anonymousmagic wrote:
I suppose it works fine for testing, but I think many players wouldn't look further when they saw a string of letters on a card. If you want to attract players, I believe you're better off finding icons for what you want to say and use (icon) 1/0 to show your info (first number is attack, second is defense.

The people who buy this sort of game really enjoy graphics, so it would make sense to give them some.


As well as this I want to be able to read the relevant information without staring at the card, ie a quick glance. Icons down the side would definitely help with the relevant stats next to them.
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Jiří Petruželka
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I'd also advise not to put text directly above picture without underlaying it with some background (visible mostly on the jeep card) and not to use dark text-shadow for dark text.

As for mechanics - would there be a way to thematically describe using infantry card for purchasing/constructing a building? I wouldn't probably ask in case of fictional game, but this one looks realistic. It wouldn't be that bad if there's no answer, but would be nice if there's one.
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Jason Kotzur-Yang
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If the value is zero for any given field, is there any real reason to show it? Seems like it would be lot simpler to +1 vs. Infantry rather than AT: IN(1)LA(0)AI(0)SE(0)BU(0)
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Michael Iachini
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I was going to jump into this thread to say that my head basically exploded with all of the complexity on this card, but then I saw that the others on this thread seemed to have no problem with that part.

I'm guessing this is the kind of thing that's normal in war games, and I have basically no experience with those. So, my input probably isn't very helpful.

But, if you want perspective for more of a Euro-game type of designer, I would ask if maybe you could dramatically simplify your game. All these stats on a single card seems insanely over-complicated.

If this is normal for a war game, though, then carry on.
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Tyler Brownwell
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For right now it's going to be modern theme but once I've solidified the mechanics I will start working on the theme. My idea is future warfare but more of a rugged feel.

As far as complexity, I am thinking of introducing other factions so different areas of characterization is needed. Although I have dumbed this game down a lot I tend over complicate things so I value your concern. I will keep working.
 
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Tyler Brownwell
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Essentially your deck is composed of resources, you decide where they go, either towards building buildings, research, or training a unit.
 
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Confusion Under Fire
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ChaosAndAlchemy wrote:
I was going to jump into this thread to say that my head basically exploded with all of the complexity on this card, but then I saw that the others on this thread seemed to have no problem with that part.

I'm guessing this is the kind of thing that's normal in war games, and I have basically no experience with those. So, my input probably isn't very helpful.

But, if you want perspective for more of a Euro-game type of designer, I would ask if maybe you could dramatically simplify your game. All these stats on a single card seems insanely over-complicated.

If this is normal for a war game, though, then carry on.


Most tactical wargame counters (units) have several stats which include movement, combat, defence and morale. There may be others such as range and leadership etc, at first this may seem overbearing but after learning where these stats are on a counter it becomes intuitive. Also a lot of mechanics in wargames are similar so learning games for an experienced player becomes easier. Quite often it is remembering the differences that causes more problems
 
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David Cheng
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How about a chart like this on each card?

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Tyler Brownwell
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Heres an edit from your suggestions
 
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