The card Zombie Mob got me thinking, we've got a lot of team movement cards at our disposal, but not a lot of what I'd describe as "team attacks". In a way, you can sort of simulate the effect by finding tricks to turn your attacks into cantrips, allowing multiple characters to participate in a round's single "attack", but there don't seem to be any of those risky, opportunistic combo attacks for player characters on a single card, really. It's not uncommon among turn based tactical games to involve a mechanic like this; Disgaia is absolutely full of them. It leads me to just sort of wonder why we don't see this sort of card in this game. It's clear the devs are aware of the idea, or zombies wouldn't be doing a form of it, but it seems to me like they probably left the option out for players for a specific reason. Too easy to abuse, maybe? Since the game is so rooted in the oldschool, maybe it just didn't seem traditional enough? Either that, or maybe it actually exists and I just haven't seen the card for it yet? This is far from me making a suggestion, but for an idea what I'm talking about, I doctored this together just as an example: I usually like moves like this sort of thing, because it's pretty high risk with interesting rewards. So, hopefully now that I've explained the sort of attack effect I'm talking about, can anyone tell me if this sort of thing was maybe discussed during beta testing, or maybe even exists someplace and I've just not found it anywhere in the game yet? I searched the Wiki for a while and Zombie Mob was the only thing like it that I could find.
You know, that attack might scratch that itch, just a little. I've been wanting to use it, but haven't found any items that have that card on it that I really want to use, yet. Edit: a character opposite the target counts as blocking terrain after all, right?
Is there a specific thread for making new card suggestions? I just had a couple other ideas and I like them enough that I thought it might be fun to share them, even if it's just for the lols. It seems stupid and spammy to start a new thread for each one of them as they occur to me, though, so it would be helpful if there's just a pre-existing new card suggestion thread someplace. Just as an example, I've been thinking it would be kind of fun to poke a bit of fun at some of the old D&D equipment list. It's already being done in a few bits of Card Hunter's dialogue and dungeon flavor text, so it seems this idea wouldn't be entirely out of character. Things like: Pole (wood, 10' long) Mirror (hand sized, steel) Rope (50' long) Spikes (iron, 12) and small Hammer I sort of half seriously would like to see these items get a new lease on life with effects like this: actual effects aside, it would be an amusing reference.
Are there any defensive cards that are good for specifically dealing with charges? I'm not talking about nimbus, that's too general. I was playing around with the idea of something like this originally as a joke... ...and now as I play I keep thinking how I'd actually like access to something like this for real.
"Dorn! What is the Ole, BS? The next time I see you take one off your hip you owe me 40 sit ups!" Joking aside, your ideas are interesting. I would keep coming up with them. You never know when you'll hit on a winner!
I started toying with ideas for non-damage terrain attachment alternatives today, and I think I like a few of them, but definitely would need feedback for fine-tuning. If you're interested in talking about any of these feel free. I'd suggest simply disregarding the card color I've assigned for now, as a silver card template was simply what I chose to use as my blank in creating all these. The graphics were mostly just created to make sure that anything I wrote on them would fit into their limited text space. These cards are tiny! First, next to it's counterpart for easy reference, I wanted to toy with the idea of "decoy" attachments. This card would need to be quite rare compared to an actual Wall of Fire. It's purpose is to fool enemies into wasting things like Winds of War and Telekinesis to place your baiting characters onto a terrain attachment that you know is safe, but they don't. It would also be useful in freaking players out and forcing them to vacate locations you want to occupy without actually harming anyone. In practice, an opponent would always be just a little bit suspicious that the lava you stuck under them was actually just an illusion, but they'd have to pass the round to find out if it hurts them or not, leaving some fun room for bluffs and a lot of confusion when combined in tandem with the real thing. Ending a turn while standing on one of these tiles would cause it to reveal itself for the rest of it's duration as "fake lava", so that an opponent would only need to bear the confusion once per card use. I see this having potential against enemies in SP adventures that like to place your characters on what they think are damaging tiles. In MP this would be a fun card to bluff an opponent with. Because it doesn't actually hurt anyone, it's ability to create phony hiding spots for you to stand inside of would be offset by the fact that you can't actually use it to hurt anyone. It would probably be most useful for scaring people off of a VP without them actually being in any real risk. I also wanted to mess around with what Ice terrain would be like. Currently I'm making it a little too much like a puzzle, I think, and that might be good or bad. For starters, I intentionally start out by making sure that the caster will be stuck someplace within the spell's effects. The goals were to create a ice terrain spell that could be used defensively to force enemies to think carefully while approaching around corners, and could actually enhance movement range rather than slow people down like all other ice spells. Also, slipping around on ice is supposed to be kind of funny, so I didn't want it to be too easy to navigate. The ideas are: -Being stuck in the middle of it places you in a friction-less environment. -Being near anything or anyone allows you to push off and begin moving, but slide forever in one direction until you hit something. This makes it useful for improving your movement range (go sledding!) and gives anyone stuck out in the middle of it an escape route. -Going around corners becomes a huge pain in the butt. How best to simulate these effects using Card Hunter terminology feels really tricky. This last one is mostly a D&D gag. Clerics had all kinds of cool spells that I always liked to try and make into combat skills. I never ever used "Create food" to actually feed anyone. I was especially amused by the fact that the magical "food" that clerics could whip up was described as a "nourishing but tasteless grey paste". D&D also liked making larger versions of spells by tacking on "10' radius". Combine the two and you get the worlds largest pile of Divine Oatmeal. Jokes aside, the actual use for such a spell effect in Card Hunter (regardless of what you actually name it) would be to give priests another terrain attachment of their own, and one such that it can be used to grant nearby party members something similar to Immovable. Think of it like glue attachments that don't just Halt, but shut down all specialized forms of movement aside from the standard. In practice, it would (intentionally) be kind of a pain to defend from, but nobody's going to rip you out of your little glue puddle with a Winds of War or Whirlwind when you're safely wading around in it.