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Doogles
19-10-11, 05:35
So this is something I've been throwing around in my head for a while.
Battle Chip Challenge could potentially be a heavily strategic game if all the random factors were removed and things were balanced a bit.
Things that would be changed for the sake of a card game:
>the Battle Chip deck and the way the command line randomly selects cards from each row
>The way some cards will randomly damage one of the three cards in the other player's command line
>The fact that some navis are decidedly better than others
>The way slot-in chips work.
>Cards having different power levels such as Cannon-1, Cannon-2, etc.

Concept Rules
One navi chip per deck. At the beginning of the battle you set your navi chip out and it decides your health, navi attack damage, element, navi speed, and memory. Certain navis will have specific modifiers on their cards, such as float.
Battle flow
Battle start- Players draw seven cards, and lay out three chips face up.
Battle Phase- Players attack with as many cards as can fit within their memory limits. Fastest navi will attack with the first of their cards, and it'll go back and forth between players til all cards are used up for this turn. the player's chosen cards will be pushed forward to indicate that they are in use that turn.
Regardless, while attacking, you can attack either your opponent's chips or their navi. Players can attack the opponent's "in play" chips to prevent them from being used against them. When attacking the opponent's navi, the number of battle chips they have in play will give them a defense boost depending on the navi.
Navi attacks will have an attack cost, instead of being at the end of the turn. Attacking with your navi replaces chip attacks that turn. Considering that navi attacks have costs and replace chip attacks, they'll be powerful moves.
Past the first turn, players can slot-in cards for a custom gauge cost.
Draw Phase- Players draw a card and play any abilities they may have in their hand (Such as stage cards), and discard cards for their custom gauge.
Powerup Phase- Players may place cards into the play area for a memory cost. This memory cost is cut from the total memory the player can use to attack this turn.

Past the first draw phase, battle play out as Power-up > Battle > Draw until the battle is over. Not sure what to do once out of cards or if that's even a possibility. Gonna need playtesting.


Luck Draw
Certain situations require you to perform a "luck draw". Your opponent names evens or odds, and you draw a card from the top of your deck. If it matches what your opponent called, then it's a favorable outcome for you.

Modifiers
Stage terrains- Different terrains will affect navis of different elements differently. Stages will power up chips and navis of their specific element, for example, to various degrees. Fire, for example, being an offensive element, will gain a higher attack bonus than others, while grass, being defensive, will have less of an attack bonus but will heal grass navis every turn.
Stage terrains include-
Normal- No bonus. Every match starts as this.
Lava- Damage bonus to fire chips, damages non-fire, non-flying navis each turn and will damage active shield chips.
Water- Heals water-type navis and damages fire-type navis each turn. Damage bonus for water and elec-type chips.
Ice- Speed bonus for water-type navis, water chips will inflict freeze status.
Metal- Damage bonus for elec-type chips
Hole- Sword chips are no longer usable unless the navi can float. Will stack onto other terrains. Whether there is a hole in play or not is decided by an indicator in the play area as opposed to a battle chip set.
Poison- Damages all navis every turn unless they can float or have poison immunity.
Holy- Halves damage for one navi for certain number of turns. After it runs out, stage returns to normal terrain.

Status effects-
Confusion- Luck draw before using a card. Favorable outcome and the card works. Status goes away after you get a favorable outcome or the turn ends.
Freeze- Players cannot attack until they get a favorable luck draw.
Paralysis- Player is slowed down next turn.
Curse- Player will take damage after each card or navi attack they play until certain conditions are met (Decided by the curse card)

Elements and the ways they interact
Normal- No interaction with other chips. Typically balanced navis and chips.
Fire - Increased damage to grass navis. Fire attacks will remove grass and ice terrain. Damage boost when used by fire navis and on lava stages.
Grass- Increased damage to electric navis. Grass chips, when used by a grass navi, will allow the user to search their deck for a grass stage chip and play it when on a normal stage. Damage boost when used on grass stage or by grass navis.
Electric- Increased damage to Water navis. Many electric chips will paralyze the opponent. Damage boost on metal stage or water stage, or when used by electric navi.
Water- Increased damage to fire. Damage boost when used on water stage or ice stage, or used by water navi. Speed boost on ice stage.
Wind- Increased damage to cursor type navis. Typically have high speed stats.
Cursor- Increased damage to breaking type navis. Will ignore object type chips.
Breaking- Increased damage to sword type navis. Will automatically destroy object chips.
Sword- Increased damage to wind type navis. Very good at destroying enemy chips.
Healing- Will heal the user. Healing navis typically heal themselves at the end of turns. When a healing chip is used by a healing navi, it will negate curse effects.
Number- Will have add or subtract bonuses dependant on the card used. Effect is doubled when used by a number-type navi. Often have luck-based effects, such as coin flips or card draws.
Quake- Have a chance to turn the stage into a hole stage. Increased damage to object chips. Quake chips, when used by a quake type navi, will automatically activate the hole effect on the stage.
Object- A card type that will automatically take damage for a navi until it runs out of health. Some may have special effects at the end of each turn. Object type navis can "push" their own object cards into their opponent for a set amount of damage in place of a card attack during the battle phase.


Not sure if I'm forgetting anything. If you have any questions or suggestions, feel free to ask. I'd especially love suggestions on simplifying the ruleset.

Xearez
19-10-11, 12:48
how about 30 in a deck? thats the number of battle chips you are allowed in every BN game. also, maybe each card could have a certain number of HP? that way some are harder to get rid of than others.

Doogles
19-10-11, 17:54
I considered the 30 cards thing, and it would make sense for the context, but it's something that would require some playtesting. Like I want the event of players running out of cards to be relatively rare.

Well, I'm just worried that having each card having its own HP would give each player too much to keep track of. I'd like the game to be as simple as possible in terms of rules, but still have a fair amount of depth and strategy.

In fact, I'd like to figure out some way to replace coin flips, because I'd like to keep matches relatively quick and things like coin flips tend to slow things down, and also increases setup time. Replacing the coin flip mechanic allows for players to play a match using the cards alone, which is preferable.
Maybe instead of flipping a coin, you draw a card from the top of your deck and the memory value decides? Even is heads, odd is tails. Though outside of a fixed-deck system this would allow the player to fill their deck with even-numbered cards to beat this system. This is part of the reason I lean more and more toward a fixed deck system.

Ryo Hazaki
19-10-11, 18:07
I considered the 30 cards thing, and it would make sense for the context, but it's something that would require some playtesting. Like I want the event of players running out of cards to be relatively rare.

Might I suggest having players reshuffle their discard piles to become their new deck when their deck is depleted?

Doogles
19-10-11, 18:33
Might I suggest having players reshuffle their discard piles to become their new deck when their deck is depleted?
That's an idea, but I don't think we should really start throwing stuff like that in until some playtesting has been done.
Re-shuffling the discard pile presents problems, such as the possibility of allowing the player to re-use their infinity+1 sword card late in the game for a cheap comeback.

And I kind of feel like if running out of cards is a regular enough occurrence that it needs its own rule, then matches are lasting too long.

Ryo Hazaki
19-10-11, 18:57
What you could do is have certain 'cheap' cards be removed from the game after their use, instead of going to the discard pile.

Kairos
19-10-11, 19:02
This is a really good idea and I like it a lot.


But how would this/will this be made? Sprites? Art? And how would it be played? With some sort of program or something?

Doogles
19-10-11, 20:17
What you could do is have certain 'cheap' cards be removed from the game after their use, instead of going to the discard pile.
Well, like I said, this is something that would need to be playtested before we make any specific rules pertaining to it.
Preferably, discarded cards should be officially out of play.

This is a really good idea and I like it a lot.


But how would this/will this be made? Sprites? Art? And how would it be played? With some sort of program or something?
Sprites and art, probably, to begin with. After playtesting and balancing I'd probably do some "official" art for it.
As for how it would be played, it would probably start as a print and play game, and then if it's well received and I could find a programmer, probably an online version.

The Walrus
19-10-11, 21:33
This is the best thing I've see in the idea section for the longest time and I love it.

Doogles
20-10-11, 03:14
I'm still drawing blanks on something that could replace a coin flip in the game.
I keep going back to having set decks, with each deck doubling as a traditional deck of cards, and a card draw replacing coin flips (even=heads, odd=tails)

Weaker chips would be on the 2s and 3s, etc, while strong cards would be face cards like aces and whatnot.
I just worry about ripping off Yomi in that regard, since it does basically the same thing.

NDraxian0
20-10-11, 20:56
In fact, I'd like to figure out some way to replace coin flips, because I'd like to keep matches relatively quick and things like coin flips tend to slow things down, and also increases setup time. Replacing the coin flip mechanic allows for players to play a match using the cards alone, which is preferable.
Maybe instead of flipping a coin, you draw a card from the top of your deck and the memory value decides? Even is heads, odd is tails. Though outside of a fixed-deck system this would allow the player to fill their deck with even-numbered cards to beat this system. This is part of the reason I lean more and more toward a fixed deck system.

I'm still drawing blanks on something that could replace a coin flip in the game.
I keep going back to having set decks, with each deck doubling as a traditional deck of cards, and a card draw replacing coin flips (even=heads, odd=tails)

Weaker chips would be on the 2s and 3s, etc, while strong cards would be face cards like aces and whatnot.
I just worry about ripping off Yomi in that regard, since it does basically the same thing.


I have a few suggestions for this problem that would allow for a non-fixed deck.
1) The easiest and least exploitable method is to simply never need a coin mechanic at all. Reduces the amount of chance significantly. Whether thats a plus or a minus is subjective though. The disadvantage to this one really depends on how much you want a coin toss like system.


My next three ideas involve dealing with that pesky exploit of the even/odd memory value idea.

2) Make the "coin toss" card draw based on the one opposite of who would need to call it. The logic behind this one is that if you have control over the deck thats used for your own "coin tosses" rigging it would be an advantage to you. However if you have control over the deck that's used for your opponents "coin tosses" rigging it for "one side" means your opponent suddenly has a giant advantage (the moment they figure it out that is). That should discourage use of the exploit. The real disadvantage is figuring out how to involve the opposite deck without throwing in another exploit.

There's two small assumptions for the next two:
A: that those exploiting this are those that would mostly likely have a deck reliant on "coin toss" and therefore this mechanic would be used quite often.
B: if some has this exploit and has a deck that a "coin toss" would only come up 0-2 times, the game is balanced well enough that this exploit isn't game breaking.

3) Take a nifty mechanic from monopoly. If you roll doubles too often in monopoly, you get penalized. So in this game, if you end up with a single side too often, you take a penalty. You'd have to figure out just how big a winning streak activates it and how big a penalty through testing though.
The big disadvantage of this is that it will hit players with non rigged decks every once and a while.

4) Embrace the exploit as a valid tactic and balance around it. This by far is probably the hardest to actually pull off, but has the fewest disadvantages once done. Off the top of my head, the only way I can think of to pull it off, is to have cards that rely on guessing whether or not the opponent has an even or odd card, and have these cards semi-common (Sort of like #2). Against a non-rigged deck this would work fairly, but with one or more rigged decks, BOTH players could have the advantage of the lack of chance, if they had the correct cards that is.

Xearez
20-10-11, 21:05
to solve the coin toss problem: instead of a coin toss, pick up a card, and if the picked up card has a certain damage value(for example you are trying to get above...50?) and you pick up a card with less than 50, like a vulcan, then you get the negative effect, if its above 50, like a sword, then you get the positive effect.

Doogles
21-10-11, 03:21
Well the point is that you want it to be something that is a fifty/fifty chance like a coin flip, and without a set-deck system that's just not possible.

Though NDraxian's suggestions give me an idea. Instead of the draw being dependant upon your opponent's deck, why not have the opponent call evens or odds?
That way stacking your deck with primarily evens or primarily odds works against you, and could potentially add to the meta of the game. Like playing nothing but even cards to make your opponent think your deck is primarily evens.

Doogles
22-10-11, 11:28
Made a mockup navi card for Megaman.
http://i54.tinypic.com/hvw601.jpg
Also, added "luck draw" to the rules to replace coin tosses.

Xearez
22-10-11, 13:45
that looks pretty cool, but maybe the emblem should be in the same corner as the element?

Doogles
22-10-11, 18:50
That's probably a good idea.
I made a couple dumb design decisions since I kind of made it at 5am.

Also can has font suggestions?
I used Badaboom BB for everything, here. Might keep it for character names, but I think everything else should be changed.

Anyway
http://i54.tinypic.com/20ztehf.png

Xearez
22-10-11, 21:34
That's probably a good idea.
I made a couple dumb design decisions since I kind of made it at 5am.

Also can has font suggestions?
I used Badaboom BB for everything, here. Might keep it for character names, but I think everything else should be changed.

Anyway
http://i54.tinypic.com/20ztehf.png
i suggest system, or comic sans.

Doogles
22-10-11, 22:19
>Comic Sans
I seriously hope you're joking.

Xearez
22-10-11, 23:40
i was :P, but i was serious about system.

Doogles
23-10-11, 08:21
I like how System looks for the stat boxes.
Can we call this final? (Things like Megaman's ability are subject to change still)
http://i56.tinypic.com/2v80fue.png

EDIT
Kairos suggested a different Font
http://i51.tinypic.com/2sa14t4.png

Ryo Hazaki
23-10-11, 12:53
Go with the second font.

Kairos
23-10-11, 20:03
Kairos suggested a different Font
http://i51.tinypic.com/2sa14t4.png

That worked better than expected.


Go with that.

Doogles
24-10-11, 04:14
I'll throw together another navi card before I do a battle chip card.
FIRST SUGGESTION WINS GO.

Kairos
24-10-11, 04:15
Killerman

Xearez
24-10-11, 20:58
crud, i wanted gateman next.

Ryo Hazaki
24-10-11, 22:19
No, We deserved Turboman.

Doogles
24-10-11, 22:31
http://i53.tinypic.com/24q8n5g.png
I think for the first set of navis we'll take votes and do one navi of each element.
so
Normal- Megaman
Fire- Turboman
Water
Grass
Elec
Healing
Number (Suggestions? Can be other than numberman. Surely there must be someone.)
Object
Quake
Invis
Cursor- Killerman
Wind
Sword
Break- Knightman(This is not up for discussion)

I'd put Gateman on the list but I'm not really sure what element he should be.

Fluttershy
24-10-11, 22:37
SparkBrightman

Xearez
24-10-11, 22:39
protoman for sword, gateman for object!

Kairos
24-10-11, 22:40
Kingman.

Fluttershy
24-10-11, 22:42
Nah, Gateman is more of a Null than Object IMHO. Kingman would work better.

c0mp1337
24-10-11, 22:42
so
Normal- Megaman
Fire-(maybe heatman)
Water - Aquaman
Grass - woodman
Elec - elecman
Healing - roll or medi
Number - numberman
Object (or obstacle) - colonel
Quake - gutsman
Invis - shadowman
Cursor- Killerman or searchman.
Wind - windman
Sword - protoman
Break- Knightman(This is not up for discussion)

I'd put Gateman on the list but I'm not really sure what element he should be.[/QUOTE]

Fluttershy
24-10-11, 22:45
Invis=Shadow Man. This is obvious sadly. Don't think there is another option. Quake=Guts Man. Also obvious.

The Walrus
24-10-11, 22:49
TENGUMAN.EXE FOR WIND!

Xearez
24-10-11, 22:53
plantman for grass.

Doogles
24-10-11, 23:07
SparkBrightman
What element is Brightman?

So
Normal- Megaman
Fire- Turboman
Water- Blizzardman (Rags' choice)
Grass- Plantman
Elec- Flashman (my choice)
Healing- Meddy
Number- Numberman (BECAUSE IT IS REQUIRED)
Object- Kingman
Quake- Gutsman
Invis- Shadowman
Cursor- Killerman
Wind- Tenguman
Sword- Protoman
Break- Knightman

Suggestions for abilities and stuff are welcome

Fluttershy
24-10-11, 23:10
Bright Man is Elec, which is SOOO much better than Flash.

NDraxian0
24-10-11, 23:15
There might just be a another Number type.
Timeman (or whatever he's called from that crossover game) might count. Since number-type is all about the numbers and countdowns and stuff.
(Also might stick Glyde in there just for the heck of it.)

I second Windman for wind, protoman for sword, Roll for healing (Seriously, it would be odd to lack Roll) and wood man for Grass.

I nominate Junk man for object and in a strange twist, I nominate Darkman for Invis even though he never actually uses it. Mostly since unless there's only supposed to be one navi card per element its sort of silly to have a single element with only one choice.

Fluttershy
24-10-11, 23:17
He's going to do more Navi's per element eventually Drax but right now he's focussing on just one per element for this set.

Kairos
24-10-11, 23:19
There might just be a another Number type.
Timeman (or whatever he's called from that crossover game) might count. Since number-type is all about the numbers and countdowns and stuff.


This is

a pretty good idea, actually.

Doogles
24-10-11, 23:20
You're thinking Clockman, Drax.
I guess that might be better than Numberman, though part of me wants to stick to the main series games, and the number element in the game is all about added effects and boosting stats. :U
I'm only going to do one navi per element for the playtest set, so uh... should we have a vote?

Regardless
http://i53.tinypic.com/10xrhav.png

Doogles
25-10-11, 03:39
Also, double post for possible rule change ideas.
Instead of laying out five cards and flipping them over 1 by 1, maybe each player plays one card at a time?
Idk
I was just thinking that the five card system might be too slow and not too much fun. Part of what made the BCC game less fun was how it was all autopilot.
Maybe some way for one card to beat out another? Obviously object cards could block. Maybe combo cards together some how (Maybe based on memory limitations?)

Just something that would give the player more active participation.

EDIT
Here's an idea
First turn- Players lay out three chips face up.
Battle Phase- Players may play one card in the chip area(Max five in the play area at once). Then they attack with an undecided number of chips(memory limit?). Not quite sure how attack order will go. Combined speed, maybe?
Regardless, while attacking, you can attack either your opponent's chips or their navi. When attacking the opponent's navi, the number of battle chips they have in play will give them a defense boost depending on the navi.
Navi attacks will have an attack cost, instead of being at the end of the turn. Attacking with your navi replaces chip attacks that turn. Considering that navi attacks have costs and replace chip attacks, they'll be powerful moves.
Draw Phase- Players draw a card and play any abilities they may have in their hand (Such as stage cards)

custom gauge and slot-in rules remain the same.

Card layout changed slightly to reflect this ruleset.
http://i55.tinypic.com/2zsso6a.png

Kairos
25-10-11, 03:45
Like this new layout.

The Walrus
25-10-11, 03:47
I concur

Doogles
25-10-11, 03:51
But how do you guys feel about the new ruleset?
Also I forgot to put a spot for chip defense on there. I'll fix that. Edit: Fixed it.

If nobody says anything about the new rules, I'll make them the official ones.

Kairos
25-10-11, 04:11
If nobody says anything about the new rules, I'll make them the official ones.

Sounds good to me. Like these new ones, they seem to make it mroe active and engage the players more.

The Walrus
25-10-11, 04:13
Yeah I like the new rules.

Doogles
25-10-11, 04:36
I updated Knightman and Killerman's cards.
Killerman (http://i55.tinypic.com/vg6dxx.png)
Knightman (http://i52.tinypic.com/29411mp.png)

Doogles
26-10-11, 04:21
Updated the first post with the new rules.
Also made navi cards for a couple new navis.
http://i42.tinypic.com/919h7c.pnghttp://i44.tinypic.com/33uvedj.pnghttp://i42.tinypic.com/28je2bb.pnghttp://i39.tinypic.com/mhsf3t.pnghttp://i41.tinypic.com/izqqsh.pnghttp://i40.tinypic.com/2jaat1c.png

Doogles
29-10-11, 02:56
Hey guys, I've got the remaining navi cards done.
I just need some ideas for special abilities for Protoman and Elecman. Ideas?

Ryo Hazaki
29-10-11, 03:00
Protoman:

All Sword element chips deal +10 damage.

Doogles
29-10-11, 03:28
Sword-type navis already get a boost to chips of their element.
Every navi gets an attack boost to chips of their element.

I'm looking for something that fits their character or how they fight.

EDIT: Screw it, came up with stuff with Jay's help.

Sorry the art is kinda bad on these. I couldn't find any decent resolution images for any of these guys.
http://i39.tinypic.com/10pc3rm.pnghttp://i40.tinypic.com/xo4mli.pnghttp://i43.tinypic.com/nodclv.pnghttp://i43.tinypic.com/3519u6c.pnghttp://i44.tinypic.com/r1d8jt.png

The Walrus
29-10-11, 03:41
Why not just make the cards a little smaller if you're having resolution issues?

Doogles
29-10-11, 03:54
Because that would be too simple.
The main problem is that most images out there, even the ones I've taken from MMN's galleries and whatnot, are JPEG'd to hell.
I figure what we have is good for now, but eventually the art will need to be retraced with illustrator or some such.

Xearez
21-01-12, 21:42
dont forget, if you get an artist you could create more navis that were robot masters in the classic series.

Doogles
25-01-12, 03:35
dont forget, if you get an artist you could create more navis that were robot masters in the classic series.
I don't think there's any real interest in this project anymore.

Couple that with my inability to consolidate my ideas into a ruleset that I'm happy with, and you've got a dead project.

Xearez
31-01-12, 14:18
eh, i was interested... oh well.

Kairos
31-01-12, 19:26
Congrats, you were one of the three.

Doogles
01-02-12, 11:02
Did some thinking and came up with a ruleset I don't totally hate.
It's just completely different from being a Battle Chip Challenge card game like I originally intended, but that's okay.
It's a bit of a combination of chess, yugioh, and yomi.

Megaman Battle Net Card Game

Decks: Each character has a set 54 card deck based on a poker deck. 4 of every card,2 through 10, Jack, King, Queen, Ace, and two jokers. The 2 through 10 cards are chips and summons with some abilities mixed in. Face cards are navi attacks and abilities. Not sure what jokers do yet.

Playing field: Cards, when played, are placed into a 6x3 battlefield set up like the play field from the BN games.

Summons: Each navi has a “summon limit” and each summonable card has a cost. Navis can only have summons on the field if their total cost is within their summon limit. (Summon limit and summon cost will be referred to as “Navi memory” and “Memory Cost” respectively.) A summon’s health and attack power (if it is capable of attacking) are determined by its card rank. For example, a summon on a rank 2 card would only have 2 health an attack power. Summons can only be destroyed by cards of equal lower rank or any face card. Also listed on each summon card are movement capabilities and attack range.

Battle Chips: Like summons, a battle chip has a set attack range, and their attack power is dependent on the card’s rank. Battle chips are single-use unless otherwise stated, and can only destroy units of equal or lower rank. Battle chips can used by any of your units on the field.

Combat: When one player attacks a summon and destroys it, the excess damage is transferred to the opponent’s navi. For example, if a rank 10 summon destroys a rank 5 summon, the summon is destroyed and the opponent’s navi takes 5 damage. Also, if a player’s navi uses an attack with a strength of 15 to attack a summon of rank 5, the opponent’s navi would take 10 damage. Attacking the navi directly deals the full damage of the move.

First Turn: Both players draw to five cards regardless of navi abilities. Both players summon as many cards from their hand to the play field as their Navi Memory allows. Players then determine who goes first (by RPS or coin flip).Player who goes first draws to five cards or more if their navi ability allows it and turns continue normally from here on.

Turn structure: At the start of every turn, the player draws until they have five cards in their hand, no more, no less, unless their navi has an ability that allows them to draw more, or the opponent has an ability preventing them from drawing, etc. After drawing, the player may summon a card from their hand to the field in any position unless one is specified by the card. Players may then move one of their units and attack with one of their units. They are only allowed to perform one of each of these actions each turn. The unit they choose to move, if they move one, doesn’t have to be the same unit they choose to attack with. Similarly, when summoning a unit, that doesn’t have to be the unit the player moves or attacks with. When attacking, you may use any Battle Chip in your hand in place of the unit’s standard attack.

Navi abilities: Ability cards will indicate when the ability can be played (Start of turn, end of turn, etc). When an ability is played, the opponent may counter with one of their own if possible.

Minor Notes:
• Might include a way to return face cards to your hand if that eventually becomes an issue.
• Maybe jokers can be stronger attacks/summons with higher costs for using them?

Xearez
01-02-12, 12:08
i agree with all of that excluding the whole poker deck aspect, that just doesnt fit.

Doogles
01-02-12, 12:23
i agree with all of that excluding the whole poker deck aspect, that just doesnt fit.
The whole "poker" aspect has no bearing on gameplay beyond valuation of cards.

Having a set deck system allows for a few things that having customizable decks doesn't.
-Complete control over balance. It prevents players from finding a single, unbeatable loadout, preventing any other deck setup from being used competitively.
-With better control over balance, every available character becomes potentially usable at higher levels.
-Higher number of character abilities without cluttering a single card. This lends itself better to the BN playstyle, where in addition to their primary attack many navis have secondary effects or abilities they activate in battle. Windman's constant wind, for example.
-Prevents players from using said infinity+1 battlechips to cover the weaknesses of their chosen navi. This way, every navi has their own strengths and weaknesses, and forces players to play to the strengths of their chosen character or to play against the weaknesses of their opponent. This prevents battles from being two characters who essentially have no weaknesses trying to outlast the other character. This way, battles are more fun to play (as well as watch, maybe?)

Using a Poker deck as the basis for the character decks just simplifies things. It helps with valuation of cards (Where for example a rank 10 is obviously better than a rank 2), prevents players from having too many of the better cards without imposing arbitrary deck building limits, and helps with the strategy of it. By characters having set decks already pre-built and un-changing, it reduces the game from hoping your opponent doesn't have a deck full of infinity+1 chips to playing the matchup, and makes the game more skill-based.

This system fits the feel of what I want to do with the game better.

EDIT: Some card mockups
http://i41.tinypic.com/35kto46.png
http://i41.tinypic.com/24mt10i.png

Xearez
03-02-12, 00:21
i see what you did there. you mean while, for example, M-cannon could be an 3... while cannon could be 1. right? also, i like how the navi cards have their emblem on the back.

Doogles
03-02-12, 03:02
i see what you did there. you mean while, for example, M-cannon could be an 3... while cannon could be 1. right? also, i like how the navi cards have their emblem on the back.
That's one way to look at it, though for the most part characters probably won't have too many of one kind of chip.

And yeah, each navi's deck will have their respective emblem on the back of all their cards.

Anyway, these ten characters will be the only characters for set one. Each character will have a different playstyle and strategy to mimic their theme and they way they played in the games.
Suggestions for abilities for them would be great. I'll probably import the abilities I had for them in the original game, but not all of them make sense for everyone.
http://i43.tinypic.com/2ue03tz.png

I was also thinking there could be a mode where two or three players team up against Bass, who would be sufficiently super-powerful.

Doogles
04-02-12, 21:37
Hrm

http://i43.tinypic.com/be5w9.pnghttp://i40.tinypic.com/287kyg1.png

well that's curious

Doogles
06-02-12, 10:16
Megaman's deck is "done", but not quite 100% finished.
Gonna look into getting a playable version of the game running asap so he can be playtested a bit. I just want to be sure playing the game is fun with the deck layout like this (This many battlechips, this many viruses, these navi attacks, etc)
http://i39.tinypic.com/jkfxx2.png
http://i39.tinypic.com/112del4.png
http://i41.tinypic.com/dxl9gi.png

I'll look into getting a version you can print out done soon. One that's in B+W with backgrounds and stuff removed so it doesn't completely kill your printer.

Xearez
07-02-12, 00:09
after you finish this game we should totally find someone to make this into something like dueling network.

Doogles
07-02-12, 01:55
We're a ways away from having everything done. Like I said, still gotta balance and stuff. We've got a fair share of work ahead of us

Xearez
07-02-12, 15:43
well, if you need any help with anything, let me know and i will be glad to help, if i can.

Xearez
03-05-12, 19:54
hmm... sorry if it's been too long to post in here, but i need to ask for something. im gathering a group to make a card game similar to this and dueling network, i was thinking your cards look really good and was hoping you would help me make cards for this game, or if you arnt interested to at least tell me how you made them.