Combat suggestions for Century of War.

Combat suggestions for Century of War.

10/30/2013 9:54:00 PM

If this is something better discussed on chat, I don't mean to mucky up the board. Just thought I'd write down this as I spent a good hour or two thinking about it's ins and outs.


COMBAT FOR GAME:
Today's meeting emphasized needing to come to emphasize combat before anything else. The core mechanics require combat and than from there we can build upon it so we have something to work with. Only by knowing how we are going to handle combat can we possibly know how to handle everything else.

As one guy said for holofoil cards as a good marketing ploy, Pokemon actually had decent mechanics and could be coupled with Magic as far as a more competent resource system but with Pokemon's HP and turn based attacks. Here's a primtive example;

American Soldier. [Unit] HP: 50.  Morale: 40. Rice cost: 1.
1S: Knife Combat.
Damage: 10HP. 10% chance of paralyzing a unit struck. Cannot be used on vehicles. This attack deals -10 HP damage against vehicles.
2+XS: Shotgun.
Damage: 20, plus an additional 10 damage per every steel resource you expend beyond the second. This attack deals -10 HP damage against vehicles.


Black Hawk. [Vehicle] HP: 120.  Morale: X.  Steel Cost: 3. Rice cost: 1. (Was made via green technology, how progressive...)
Special Power: Green Hawk.
Once during your opponent's turn, there is a 50% chance you may search your graveyard for up to three resource cards and put them into your hand.
4O: Drone Strike.
Damage: 30 HP, plus an additional 10 damage for every resource card you control. Drone Strike attack costs -1 oil for every other Black Hawk in play. (Whether you or opponent's side.)

Vehicles are almost like evolution cards in pokemon. A unit must man a vehicle in order for it to work. You need a unit in play before it can man a vehicle. The vehicle card overlapses the unit card, and when the vehicle is destroyed, so is the unit. Any HP/morale damage, status ailments, etc done to the unit prior to going into the vehicle is ignored. And the vehicle's morale is the same as the unit "driving" it.


Ayahtollah. [HQ]  HP: 110.  Morale: 120.  Rice cost: 2.
Special Power: Religious Convinction.
Once during your turn, there is a 20% chance you can remove all Morale damage from your units.
3S: Rifle Rush.
Damage: 80HP, and if you discard a card from your hand as you attack, it also deals 80 Morale damage.

HQs are leader type cards, you can only have one HQ under your control at a time, they're incredibly strong as command a strong presence on the field. This is also a chance to illustrate the second way to "kill" a card. Morale damage. Morale represents the willingness to fight, and general sanity of a unit. War can tax a person's perception of reality and emotional stability. A morale of zero represents a completely broken person who if they don't end up in an asylum, probably killed themselves.

As a typical rule of thumb, units and HQs as living persons will require rice resource to summon as this represents a healthy diet and the breath of life, their attacks will be steel resource, vehicles will typically use oil or steel resources both to summon and attack, and other times might use rice for like biological weapons or "green technology".

Resources should be like Magic's land cards. Oil, Rice, and Metal. These three can reflect innovations in factories, agriculture, warfare, etc.
Resources like land cards, are in their own little line up separate from combat, and sit there until tapped for their mana like Magic lands. Unlike Magic however... your resources are directly at risk without a way to defend yourself. Every resource card functions a little bit differently, but typically when attacked by a unit or HQ, resources can be taken over and controlled by the opponent when attacked, typically vehicles destroy, but can also control. Biological weapons always destroy and are known for that.

Because attacking resources does not take into account normal functions of a unit or vehicle's attack, it's best they use their cheapest attack to conserve resources and just have the opponent roll probability for destruction/take over.

Cigar Factory. [Resource]
Tap: Add one rice resources to your pool. There's a 15% chance you will add two rice points instead.
--When a unit or HQ attacks Cigar Factory, there is a 70% chance it'll be controlled.
--When a vehicle attacks Cigar Factory, there is a 5% chance it'll be controlled.


I made a drawing via paint of what the game might look like during play. The cards are laid down flat, blown up is their description and stats when your cursor hovers over it.

scontent-a-mia.xx.fbcdn.net/hphotos-frc3/1377519_218766244964091_1110496524_n.jpg

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