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Old 06-07-2012, 11:01 AM   #11
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There's some cool elements there, but I can see a couple issues with balance. Again, spelling and grammar need some work.

I like the idea of the spinner determining which type of card you can play and where, but doing so makes the game more about luck than strategy. An alternative could be to only allow players to play one of each type of card each turn, or to have a certain amount of resource "points" per turn (with more powerful cards costing more, naturally), or to only allow the play of a certain number of cards in total. You'd probably have to do some playtesting to figure out what suits the game best.

I LOVE the idea of different abilities, but make sure that they're balanced. Your list seems pretty good at this point, but a character that could, say, attack every turn with a lethal strike and avoid everything to counter him would be hard for the opponent to deal with, so he'd need some kind of downside.

The weapons being related to attacks per turn is a cool ideal, but should they be distinguished in a different way as well, say, how much damage they can do, or a number of special abilities (number of targets, negating abilities, adding status effects, etc.)

Which brings me to my last suggestion, and unfortunately, my most critical. Change the way tech specs are looked at. Adding every stat together is ludicrous, because it completely negates the point of the tech specs in the first place, and completely removes the character, advantages, and disadvantages of many characters. You could simplify it so only a few stats matter, and others are covered by other aspects of the card (firepower would tie into what weapon they have, for example) if you wanted. Or make the "location" the card is played on define what statistic is most important (Endurance in an acid swamp, or speed on an open battlefield, or intelligence in a ruined factory, etc.). Or have the player choose what statistic they attack the opponent with, ala Top Trumps.

Hopefully these suggestions are of help to you, since I think this game really has some promise.
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Old 06-07-2012, 11:37 AM   #12
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This is will be a cool idea when it is done. Though you might want to also add weapon cards. The characters keep the weapon on their card but you could also equip other weapons that woul change the stats. Like firepower +1 for example. A suggestion could instead of adding up the specs you could have each player pick a spec then compare them, highest wins.

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Old 06-07-2012, 11:46 AM   #13
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thanx for all the help il brain storm on all thos point u made and il post my next idea with them i wud realy wana fix the spelling and gramer but dew to the fact that im dyslexic so id need external help with that. so wen i make the field cards il get sum one to help with that il also have a look at the abilities the hole attack every turn is more intended for week cards were as the leaders have like the abilities to protect there there troops. and sum one like Rachet has the ability to bring back fallen warriors but il have a look at that as well and the hole gun idea. i might even mack guns there own seprit card wich then can be eqwiped. thanx for all the help will get back to you with the second ave of cards
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Old 06-07-2012, 11:58 AM   #14
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The hole idea of havng all the tec speks wire to us them to you advantage so if u dont have smart cards or strong cards but u have fast cards you can play fld cards wich only mack you us speed like that racing planet in TF cybertron. so u play the racing planet card aswel ass a like a jetpak booster card wich increases ur speed by like +1 or what ever to give u the advantage. the tec specks only get add up if there is no feild card in play witch wud mack sens in a way if ur guy is smart but lacks fire power so his intelligent's wud be 10 but fire power wud be a 6 he wud cum up with a strategist to beat the uder guy. to say if the uder guys intelligent is a 6 is lower but fire power is high like a 9. the first card wud win but il have a look at the hol tec speck thing
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Old 06-07-2012, 02:13 PM   #15
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These are really cool. It makes me want to work on my own idea for a TF Card Game I came up with a long time ago. Alas, if only I had the time.

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Old 06-07-2012, 02:23 PM   #16
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haha tome i have lots of that nw cuz of uni exsams and i wanted a new card game uder then Yu-Gi-Oh! and Dulmasters, and after i saw the TF Prime s2 ep15 wen bulk head got sick i thought that wud be a cool card to us agents sum one in a dule so lets mack a TF card game sad part is i can only really play it agents my lil bro and il have every singil card so the fun in hunting the cards down is gon but its fun macking the cards regardlis
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Old 06-07-2012, 03:31 PM   #17
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Are you planning to do the Movieverse? Keep up the great work!
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Old 06-07-2012, 03:44 PM   #18
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Are you planning to do the Movieverse? Keep up the great work!
Movieverse? im assuming thats the ones from the movies my plan is to do all TF from all the main sereas. im gana finch the prime line first then go on to Beast wars, Beast machines, The unicron trilogy, Robots in disguise, War for cybertron and the movie ones im still contemplating doing the G1 ones and war with in im defiantly not doing TF animated don't like it that much from what iv see of it iv only started watching it like 5 min ago but will see hop that answers ur q and thanx for the siport
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Old 06-07-2012, 06:37 PM   #19
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Originally Posted by Aernaroth View Post
There's some cool elements there, but I can see a couple issues with balance. Again, spelling and grammar need some work.

I like the idea of the spinner determining which type of card you can play and where, but doing so makes the game more about luck than strategy. An alternative could be to only allow players to play one of each type of card each turn, or to have a certain amount of resource "points" per turn (with more powerful cards costing more, naturally), or to only allow the play of a certain number of cards in total. You'd probably have to do some playtesting to figure out what suits the game best.

I LOVE the idea of different abilities, but make sure that they're balanced. Your list seems pretty good at this point, but a character that could, say, attack every turn with a lethal strike and avoid everything to counter him would be hard for the opponent to deal with, so he'd need some kind of downside.

The weapons being related to attacks per turn is a cool ideal, but should they be distinguished in a different way as well, say, how much damage they can do, or a number of special abilities (number of targets, negating abilities, adding status effects, etc.)

Which brings me to my last suggestion, and unfortunately, my most critical. Change the way tech specs are looked at. Adding every stat together is ludicrous, because it completely negates the point of the tech specs in the first place, and completely removes the character, advantages, and disadvantages of many characters. You could simplify it so only a few stats matter, and others are covered by other aspects of the card (firepower would tie into what weapon they have, for example) if you wanted. Or make the "location" the card is played on define what statistic is most important (Endurance in an acid swamp, or speed on an open battlefield, or intelligence in a ruined factory, etc.). Or have the player choose what statistic they attack the opponent with, ala Top Trumps.

Hopefully these suggestions are of help to you, since I think this game really has some promise.
i think iv found a working combo i was tring to fall asleep but this was buging me this is what i came up with. u start with X amount of ponts eg 10 ponts and to play a robot card cost ponts eg a scout cost 3 ponts. for evrey kill you get ponts so lets say ur scout kills a nuder scout he gets 1 pont and so on.

second: iv disided to tack the weapon of and mack weapon cards witch you equipped to your card, every weapon cawsis X amount of damige so i disided to give every card like health so lets stick with are scout his healt bar = 100 and u play a gun that gives damig of 10 it will tack you 10 tirns to kill my scout. but u can also attcak with more then one card so lets say u have plade 2 scouts and u gave the one a gun that dus dameg of 10 and the uder dus dameg of 20 so in one tirn u have damiged my scout with 30. but evrey weapon card has a "amo" meaning the amount of tirns you can use it before u have to get a new gun so like a big strong weapon will only work for like 4 tirns were as a small week weapon will last 10 tirns or what ever. also if you kill your aponet you can tack his weapon weapon and us it

Field cards will have to do with the tec spekes so if you dont wana tack ur enemy down with gun fire that tacks a few tirns you can play a field card witch will determine the fight on a sirtin spec like the race track car the the card with the highest speed wins but you can only have 5 field cards active at one time and only play one pure turn and they as wel cost ponts. so u have to diside do u bulled up a strong army or spend ur hard urned ponts on field cards. let me know what you thing about the new ideas
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Old 06-07-2012, 06:44 PM   #20
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il work on the gun template card tomorrow and fix up the uder card templates to incorporate the health and how much they cost and how meany kill points will be awarded for its kill
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