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brianeyci
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Post by brianeyci »

Noble Ire wrote:The Enterprise costs are insane, even for the power levels you've given them. I would suggest replacing some of the W with colorless mana.

Otherwise, nice. Very clean, uniform look. :)
Thanks. I'll probably make it 3WWWWWWW rather than 10 white. It's better overcosted than undercosted and broken though since I'm aiming for playability. When the set's complete there won't be very much creature removal, and the creature removal there is will be extremely limited, probably targeting a blocked creature. So once you plop Enterprise down, game over....

...except for Fleets. I'm thinking of Federation Home Fleet, Federation 2nd Fleet, Federation 3rd Fleet, and so on, around 10/10 - 15/15 power level. When they come into play you're going to have to sacrifice X Federation Starfleets to bring it into play, maybe 5 Federation Starships for a 10/10, 6 for a 12/12, 7 for a 14/14, etc. It is also card disadvantage (sacrificing several cards for one card) so the fleets will probably have the "block as many creatures as it wants" ability, and probably trample as well. Oh I digressed, the only reason why I mentioned fleets was because fleets will have the Legion ability, and a legion card blocking Enterprise-E will destroy it. The Enterprise-E should kick any single ship's ass anyway so the indestructable is good.

Brian
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brianeyci
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Post by brianeyci »

Here's some cards that show what I mean by the Fleet idea.

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And my first muti-colored card,

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I was thinking of adding the legion ability, but there's no more space to fit the text lol.

Brian
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Post by Noble Ire »

I've found that you can save a lot of space by just cutting out the explanation text after the abilities. There not really necissary, and most expert level cards don't have them anyways.
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Post by DarkSilver »

Noble, you've probably mentioned this somewhere, but I missed it, but what editor are you using to make these cards?
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Noble Ire
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Post by Noble Ire »

DarkSilver wrote:Noble, you've probably mentioned this somewhere, but I missed it, but what editor are you using to make these cards?
One more time can't hurt
:wink:
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Post by Glimmervoid »

Brianeyci maybe the fleets should have the combined power of the creatures you sack to them.

I.e.

Federation first fleet.

Sacrifice 3 federation Starfleet’s when federation first fleet comes in to play… (Rest of the rules on your card)
Federation first fleet has power equable to the total of the sacrificed creatures power and defence equal to the total of the scarified creatures defence.



As it is they are too powerful, too expensive and not all that useful.
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Post by Rogue 9 »

When I try to run the installation routine for the editor, it won't open. Instead, it makes my computer lag for a longass time before deciding to do nothing.
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brianeyci
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Post by brianeyci »

Glimmervoid wrote:Brianeyci maybe the fleets should have the combined power of the creatures you sack to them.

I.e.

Federation first fleet.

Sacrifice 3 federation Starfleet’s when federation first fleet comes in to play… (Rest of the rules on your card)
Federation first fleet has power equable to the total of the sacrificed creatures power and defence equal to the total of the scarified creatures defence.



As it is they are too powerful, too expensive and not all that useful.
I'm thinking of reworking the fleet idea entirely. I'm thinking of giving a fleet trample, vigilance and indestructable. It's not often that you see entire fleets annihilated anyway, and fleets with the indestructable ability mean that only other fleets could block it and expect to survive. Because all fleets will have trample, that would mean a battle of attrition drawn over several turns. Let's say there's a 15/15 fleet fighting a 20/20 fleet. Assuming using standard 20 life rules, if the 20/20 fleet attacks each time, it is blocked by the 15/15 fleet. Both fleets don't die, but 5 trample damage leaks through representing attrition. The fleets would fight more than once, maybe a few times. There would also be special cards devoted to fleet combat which gives blocked/blocking fleets -X/-X counters. Spacedock cards would have the ability to remove all these counters for a reasonable cost, representing replacements.

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Post by Isolder74 »

Well a fleet can destroy a fleet.

making them un killable just doesn't work nor is it fair..

I suppose you can add a card, Minefield that will block a fleet and perhaps tap it for x turns.
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Post by Noble Ire »

The existance of Fleets would seem to make other mid and upper range creatures irrelevant. Just fast striker, low cost ships, and the big fleets. Am I correct? Because it would seem to make many of the other exibited ship cards obsolete (unless there are a lot of creature destroyers in the libraries.)
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Post by brianeyci »

There will be no creature destroyers, because I don't like the idea of a single very cheap card destroying a starship without another starship interacting with it. There will (is, I've already made them) be a lot of pump cards.

Fleets being indestructable... well, let's say most of the elements of the Fifth Fleet are destroyed, replacements happen. In military history seldom to military units themselves get disbanded, no matter what happens. I just don't like the idea of a fleet battle taking one turn, and the trample + indestructable idea is the only way I could think short of making a whole new rule.

I'm thinking the way to make mid and upper ranged creatures useful is to have the following on fleets,

"When Federaton Second Fleet comes into play, sacrifice a number of Federaton Starfleet whose power and toughness in total are equal to or greater than Federation Second Fleet, or remove Federation Second Fleet from the game."

Then, you would still need high powered starships just to serve as sacrifice for the fleets. Also, mid/upper ranged creatures with banding could still band with fleets, and a lot of mid ranged creatures would be mana accelerators anyway.

Brian
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Post by Glimmervoid »

Fleets being indestructable... well, let's say most of the elements of the Fifth Fleet are destroyed, replacements happen. In military history seldom to military units themselves get disbanded, no matter what happens. I just don't like the idea of a fleet battle taking one turn, and the trample + indestructable idea is the only way I could think short of making a whole new rule.

Would not a sac a creature: regenerate … be better then.
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Post by Glimmervoid »

Rogue 9 wrote:When I try to run the installation routine for the editor, it won't open. Instead, it makes my computer lag for a longass time before deciding to do nothing.
I like using This Site.
The only diffrece is you need to screen shot the fished card then copy it in to a photo editore to save.
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Post by brianeyci »

Updates to some instants and artifacts. Haven't worked out what I want to do with the mains yet.

Rather than the Legion rule, I might just add in two separate life points. My goal is to introduce as little new rules as possible into my set. Veteran players will have no problem with new rules, but I'd rather not introduce new rules unless I have to. Groundbound rules sound terrible, as if trying to mimic the failed Decipher card game where you had to move characters from site to site, too much micromanagement. So I'm thinking, two lives. 20 lives for "starship battles", 20 lives for "character" battles. Veterans of magic already deal with two types of lives, 20 normal lives and 10 poison lives (although poison is in disuse right now). I might end up making it 20 character lives and 40 ship lives, but 20/20 would be ideal for simplicity's sake. Also this takes away from the ability for ships and characters to interact -- it would be like playing two separate magic games with the same mana pool. Neglect characters and you will be defeated. Neglect starships and you will be defeated. It'll be a fine balancing act.

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In the end the base set will hopefully be Klingons, Romulans and Federation. I'm thinking of making the differences with the Klingons being more aggressive, and the Federation being more defensive. For example, the one white mana it takes to give a Federation starship +1/+0 would mean +2/+0 for a Klingon Photon Torpedo. Note how the Federation gets +0/+2 with their shields up card, the Klingons would get +0/+1. The Romulans, being balanced, might get an entwine of +1/+0 and +0/+1, and also the shadow ability, representing cloak.

Therefore, a deck which combined Klingons and Federation for example would have to balance both and could essentially have the "Best of Both Worlds", good offensive and defensive capability.

I'm still not sure what to do with the fleet idea though.

I might have problems finding screencaps of Romulan/Klingon equivalents of their Federation counterparts, especially since the Romulans and Klingons have far less ship variety.


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Post by Glimmervoid »

Minor nit pick all artefacts must be colourless by definition. Good cards through keep them coming. Also what card editore are you using.
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Post by brianeyci »

Glimmervoid wrote:Minor nit pick all artefacts must be colourless by definition. Good cards through keep them coming. Also what card editore are you using.
Go to Noble Ire's thread, I'm using MtG Editor.

Brian
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