Goldsaver wrote:
Edited; five turn recharge time after it loses its effects(so seven turns total), would that work?
Make it 3 + the two turns, because 7 makes it useless
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by Slaytesics » Sat Jun 18, 2011 9:29 pm
Goldsaver wrote:
Edited; five turn recharge time after it loses its effects(so seven turns total), would that work?
Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.
Ranbo wrote:Heey! I'm not perv!
You name it, you claim it. You were the one that thought of it in the first place. :p
by Milograd » Sat Jun 18, 2011 9:31 pm
by Heliocalypse » Sat Jun 18, 2011 9:32 pm
by Zarkenis Ultima » Sat Jun 18, 2011 9:33 pm
Zarkenis Ultima wrote:[The Holy Empire of Zarkenis Ultima]
Defense: 4
[Type: (M)]
[Ability - Zarken XV's Might - Next attack will deal double damage, but Defense will be halved next turn. Can only be used once every 3 turns]
Attacks:
[Battleship Charge - Deploys Shocknium Battleships that cause 3 damage and decrease the foe's next attack by 1]
[Neuro Siege - Deploys NeuroCannons that deal 5 damage. This attack raises Zarkenis Ultima's defense by 1 and stuns it for 2 turns.]
Is this alright?
by Slaytesics » Sat Jun 18, 2011 9:33 pm
Milograd wrote:Alright Jenrak/Tos, here we go.
[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)
Flag: (Image)
Also, I feel this man should get a card, for obvious reasons;
(Image)
Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.
Ranbo wrote:Heey! I'm not perv!
You name it, you claim it. You were the one that thought of it in the first place. :p
by Aldarminia » Sat Jun 18, 2011 9:34 pm
by Slaytesics » Sat Jun 18, 2011 9:36 pm
Aldarminia wrote:[Aldarminia]
Defense: 6(or w/e)
[Type: M]
[Ability - Lightning Expeditionary Force]
If played at the beginning of a turn, except for the first turn of the game, all of your opponent's played cards automatically receive -1 to their defense.
Attacks:
[Berserker Assault, 2 Damage]
[Shock and Awe, 4 Damage]
This card is no longer resistant to Economic attacks on your opponent's next turn.
Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.
Ranbo wrote:Heey! I'm not perv!
You name it, you claim it. You were the one that thought of it in the first place. :p
by Mount Shavano » Sat Jun 18, 2011 9:38 pm
Milograd wrote:Alright Jenrak/Tos, here we go.
[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)
Flag: (Image)
Also, I feel this man should get a card, for obvious reasons;
(Image)
Heliocalypse wrote:I would like to try!
[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Flux Field, reduces ability cost of allied cards by half, lasts for two times ability activation of allied cards. Cannot be stacked and can only used once per four rounds.
[Attack Name 1] : Disruptor Cannon : Deals 3 damage per attack. If enemy defense value dropped below 3, the enemy card will take double damage on next attack by this card!
[Attack Name 2] : Gamma Irradiation : Deals 5 damage to the target. Target will take additional +2 damage per turn for two rounds. Can only be used once every four turns.
Err...is this good enough?
by Milograd » Sat Jun 18, 2011 9:38 pm
Slaytesics wrote:Milograd wrote:Alright Jenrak/Tos, here we go.
[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)
Flag: (Image)
Also, I feel this man should get a card, for obvious reasons;
(Image)
puppetry is broken, you need to have a cost (like -1 defense for your opponent's next turn)
by Slaytesics » Sat Jun 18, 2011 9:39 pm
Heliocalypse wrote:I would like to try!
[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Flux Field, reduces ability cost of allied cards by half, lasts for two times ability activation of allied cards. Cannot be stacked and can only used once per four rounds.
[Attack Name 1] : Disruptor Cannon : Deals 3 damage per attack. If enemy defense value dropped below 3, the enemy card will take double damage on next attack by this card!
[Attack Name 2] : Gamma Irradiation : Deals 5 damage to the target. Target will take additional +2 damage per turn for two rounds. Can only be used once every four turns.
Err...is this good enough?
Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.
Ranbo wrote:Heey! I'm not perv!
You name it, you claim it. You were the one that thought of it in the first place. :p
by Mount Shavano » Sat Jun 18, 2011 9:40 pm
Slaytesics wrote:Shock and awe... you already don't have resistance to economic attacks, I'd say decrease resistance to all forms of attacks for your opponent's next turn, decrease your defense by 1 (my common critique for most people is that you need a cost)
by Slaytesics » Sat Jun 18, 2011 9:41 pm
Milograd wrote:Slaytesics wrote:puppetry is broken, you need to have a cost (like -1 defense for your opponent's next turn)Trust me, I know what I'm doing. Also, it should be noted that not every attack needs to have a direct drawback. If I just keep drawing cards, I'd run out of cards in my deck, and that is something that you want to avoid. Also, puppetry is incredibly well named. I've talked to Jenrak/Tos about it, and if anything, the more broken detail of the Milograd card is that you can use Insixurxia and Ultimatum hand in hand for some incredible lulz. Regardless, it shouldn't be an issue. It just draws a card from the deck, nothing big.
Also, I must be the most broken card in the game. |:<
Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.
Ranbo wrote:Heey! I'm not perv!
You name it, you claim it. You were the one that thought of it in the first place. :p
by Astrolinium » Sat Jun 18, 2011 9:43 pm
by Slaytesics » Sat Jun 18, 2011 9:44 pm
Mount Shavano wrote:Slaytesics wrote:Shock and awe... you already don't have resistance to economic attacks, I'd say decrease resistance to all forms of attacks for your opponent's next turn, decrease your defense by 1 (my common critique for most people is that you need a cost)
Pretty sure he does have resistance to economic attacks - it's a property of military cards.
Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.
Ranbo wrote:Heey! I'm not perv!
You name it, you claim it. You were the one that thought of it in the first place. :p
by Yohannes » Sat Jun 18, 2011 9:44 pm
by Milograd » Sat Jun 18, 2011 9:45 pm
Mount Shavano wrote:I remember that game. Dang was it a long time ago.
by Heliocalypse » Sat Jun 18, 2011 9:46 pm
by Goldsaver » Sat Jun 18, 2011 9:48 pm
Mount Shavano wrote:Goldsaver wrote:Is this better? Could you explain what you mean by broken? :/
[Goldsaver]
Defense: 2
[Type:M]
[Ability - Suppression, lowers a chosen card's attack by one for two turns]
Attacks:
[Sharpshooting- Does 1 Damage to any enemy card]
[Clusterbomb- Does 2 Damage to a random enemy card]
Not an official answer, but I think now you've gone too far the other way. The accepted defense values are mostly in the 4-6 range except a few outliers - you can probably get away with a 4 instead of a two.
Suppression might be better off designating a new target every turn, just to simplify book-keeping.
Sharpshooting and Clusterbomb can probably each have their strength increased by one, and still be fine. I think that would be in line with the three example cards.
by Mount Shavano » Sat Jun 18, 2011 9:50 pm
Milograd wrote:Yeah, it really is quite an old game. [ Remember this Card? ]
by Falkasia » Sat Jun 18, 2011 9:52 pm
by Mount Shavano » Sat Jun 18, 2011 9:54 pm
Heliocalypse wrote:Reposting with diff ability instead and restat some unbalanced abilities
[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Fire Support, adds additional +2 damage to all military type allied cards in play while reducing their defense by 1 when activated. Can be used once every four turns.
[Attack Name 1] : Laser Cannon : Deals 2 damage per usage.
[Attack Name 2] : Gamma Irradiation : Deals 3 damage to the target. Target will take additional +1 damage per turn for two rounds. Can only be used once every four turns.
by Empire of Symphonia » Sat Jun 18, 2011 9:58 pm
[Asian Federation of Symphonia]
Defense: 6 (Type P)
[Ability - Symphonian Politics]
Causes confusion in opponent's ranks. Subtract 1 defense from defending nations and add 1 attack to friendly attacks.
Attacks:
[Needle Strike]
Unleashes a flurry of attacks that does 2 damage to the defending nation.
[All Hail Symphonia]
Patriotic army launches massive invasion that does 3 damage to defending nation.
by Senile Hobos » Sat Jun 18, 2011 10:06 pm
by Mount Shavano » Sat Jun 18, 2011 10:15 pm
Falkasia wrote:Falkasia
Defense: 8
Type: Political (P)
Ability - Masterful Negotiations
Once per game, select an opposing card. You may either immediately remove it from play, negate its "Ability," or swap it with one in your hand.
Attacks:
Orbital Strike
For one turn, reduce a card's Defense by half. Otherwise, Precision Strike 3.
Hidden Connections
Once per turn, Falkasia may negate the effects of a single attack.
Empire of Symphonia wrote:[Asian Federation of Symphonia]
Defense: 6 (Type P)
[Ability - Symphonian Politics]
Causes confusion in opponent's ranks. Subtract 1 defense from defending nations and add 1 attack to friendly attacks.
Attacks:
[Needle Strike]
Unleashes a flurry of attacks that does 2 damage to the defending nation.
[All Hail Symphonia]
Patriotic army launches massive invasion that does 3 damage to defending nation.
Hopefully, this is OK.......
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