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Card ideas: 2025-02-20 04:08:00


alexclusive 
Level 65
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I was thinking that the commander just respawns after it is killed and the card is used up automatically, not that you have to anticipate it and play it at the right moment (even though that idea is also interesting).
Card ideas: 2025-02-20 04:49:28


krinid 
Level 63
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respawns to the same territory it died on?
Card ideas: 2025-02-20 04:56:00


alexclusive 
Level 65
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That territory would be conquered, so I would suggest a random held territory instead :)
Card ideas: 2025-02-21 15:44:53


Rex Imperator 
Level 59
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So many good ideas here...
Card ideas: 2025-02-21 18:43:01


krinid 
Level 63
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Pondering on the Commander Revival card. When the Commander dies, namely by attack by player A on player B at territory X with commander C present on X

Options are:

(A) reject death of C, X remains owned by B
(B) C respawns randomly elsewhere on another territory owned by B (if no territories left, B loses), A claims X
(C) C respawns at a location chosen by B, A claims X

(A) feels clunky, and 90% of the time still leaves B at high risk for elimination on the next 1-2 turns

(B) feels too luck based; random teleportation just feels like a poor solution

(C) is appealing. And I was originally going to write this:
but it poses some implementation issues. Namely, the attack & death of C happens mid-turn, so there's no opportunity to ask B where to place C. It can't wait until the next turn, b/c C needs to be on the board else B will be eliminated, so it requires some kind of preemptive "where would you like to place your C in the event it dies" type of contingency in place

But then I went and tested it, so I'll say this instead:
It poses no implementation issues at all**. WZ doesn't care if you have a C on the board or not, if just cares that if you do have one, whether it dies or not. So I can cancel the death of Commander, remove it from the board, ask player B where to place the newly revived C @ start of next turn. The C won't be able to move during the revival turn, which is kind of a nice minor cost of being revived. Teleporting elsewhere on the board is a heck of a move on its own tho tbh, so really all it's losing is the ability to attack and do damage on that same turn. A fair trade off imho

** = WZ as of 2025-02-21; it's possible WZ will update so that players who start with C's but are missing them @ end of turn thus lose. But until then, this is totally possible

Sooooo, what would be a good card graphic for this?

This is chatGPT's attempt. Not bad but it kind of looks more like a "power up" than a resurrection/revival
Card ideas: 2025-02-21 18:49:00


alexclusive 
Level 65
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Love both the implementation concept and the graphic!
Card ideas: 2025-02-21 20:36:06


old yeller 
Level 60
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graphics are ok but having the comm climb out of a grave conveys resurrection better. he can look a bit haggard as well.

thanks for your work krinid
Card ideas: 2025-02-22 11:58:51


krinid 
Level 63
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New Custom Card Pack - Go Public 40 player FFA game is here

https://www.warzone.com/MultiPlayer?GameID=40494450

The first 12 cards have arrived. Come witness the power of Nuke, Pestilence, Isolation, Shield, Monolith, Neutralize, Deneutralize, Card Block, Card Piece, Tornado, Quicksand & Earthquake

I called it "Testing game", but it's more an "Introduction game", to introduce the cards to the WZ world. The "testing" is to see what strategies with each card works in order to win an FFA. I'm not looking for anyone to actually test the functionality - everything is working already (thanks to Rex Imperator, M.Poireau, Dutchman & yamada sergata for testing). So if you join ... play to win!





Future cards that didn't make it into this release: Airstrike, Forest Fire, Card Hold, Portal, Commander Revival

If any members (already used my free modded game allocation this week) want to try a 1v1 with a smaller set of cards on a smaller map, hit me up

Edited 2/22/2025 22:21:43
Card ideas: 2025-02-24 09:05:45


krinid 
Level 63
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@alex
@(ง︡'-'︠)ง let's fight!!
the Resurrection card is here!

https://www.warzone.com/MultiPlayer?GameID=40512678
Fyi, here's a game demonstrating it ... both players' Commanders are killed & respawned once each before blue player dies b/c Commander dies and he doesn't have a Resurrection card in hand yet

This has a setting so you can play classically with just 1 Commander, or switch to a "don't need to wait for Commander to die" mode, where you can deploy as many Commanders as you have cards as you have, and doesn't matter if it's a Commander game or not. (Let's Fight requested this)
Card ideas: 2025-03-07 17:49:37


Rex Imperator 
Level 59
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lol resurection card
Card ideas: 2025-03-07 17:49:47


Rex Imperator 
Level 59
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It's just perfect
Card ideas: 2025-03-08 13:56:25


Rex Imperator 
Level 59
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Also, krinid, can you make a slider on the neutralize card so it can can as a blockade card, with an army multiplicator ?
Card ideas: 2025-03-08 14:41:54


old yeller 
Level 60
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stealth (attack?) card.
i’m still figuring out specifics but the idea is to either make a territory appear neutral (with standard distribution armies on it) to everyone else or attack and conquer a territory and it appears neutral still.
this would give a new element to surprise attacks, could be great in 1v1 mme type games.
would be neutralized by spy type cards.
Card ideas: 2025-03-08 19:13:55

Dan
Level 45
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^sounds like the Decoy Card (which fakes army count) https://www.warzone.com/wiki/Decoy_Card

Edited 3/8/2025 19:15:54
Card ideas: 2025-03-08 19:50:23


old yeller 
Level 60
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that is similar with neutral grey the difference.
Card ideas: 2025-03-08 19:59:59


krinid 
Level 63
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I think what Old Yeller has requested is more like Decoy v2

Existing v1 makes:
- a territory one owns with X armies appear like some amount of armies Z where Z=X-Y but still appear as a territory owned by that player
- can't deploy to it, attack from it or send an airlift from it

and hypothetical v2 (or maybe "Illusion Card v1" or "Mirage Card v1") would:
- make it appear neutral
- be able to deploy, attack from it, send airlift from it while preserving the appearance of neutral with Z armies

Thinking of how this could be done, a mod could make a territory neutral with some fake # of armies, keep track of original owner & army count separately, permits the owning player to interact with it through a card or mod menu and queue actions with the territory, and then when implementing those actions, either swap the territory back to original owner with proper # of armies and let WZ do the operations (best option imho), or totally manually implement the operations to preserve the mysterious neutrality (not a great option imho)

An interesting idea, tho I wonder if it would be effective; it means you have to get a territory while not being seen by enemy, hold it for some period of time (presumably such a card would have a Duration, after which the effect wears off -- but maybe not, maybe it's a permanent change until revealed by some action, this is probably better) and then use it to attack from. And instead of doing that, using those armies to expand will probably lead to a better position. Maybe on a large map game, it could be useful. Especially if it were made to give the appearance of playing a Blockade card. Then every blockade you see, you couldn't be sure if it was really neutrals or the enemy in disguise

But tbh at this point I think I'd just settle for one or some combo of:
- Decoy v1
- your Trap Card
- Smoke Bomb to just fog the territory

None of these is what Old Yeller is asking for, but they feel like the next best closest things to it that are already available
Card ideas: 2025-03-08 20:07:18

Dan
Level 45
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Trap Card (part of Custom Card Package 2) isn’t available, but I’m mostly done with updating the mod with a new implementation of the Recycle Card, which takes advantage of newest mod API features and better detection of useless orders because of cards the mod adds being played in certain ways. Also has much better territory search/select when cards need territory/ies to be selected.
Card ideas: 2025-03-08 20:16:00


old yeller 
Level 60
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makes sense krinid.
Card ideas: 2025-03-10 07:25:14


JK_3 
Level 63
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There is lots of pages here, so idk if its already been suggested.

But how about a tornado card?
Moves from territory X to territory Y and destroys (a percentage of) all units and buildings in its path.
Card ideas: 2025-03-10 07:55:50


krinid 
Level 63
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@JK, there is a Tornado card in my new Disasters card pack, but it's stationary for some # of turns, and coming soon is Forest Fire, which will move each turn

There's also Quicksand & Earthquakes (and I think you know about the Pestilence already)

I considered random movement, but opted for predictable movement, so strategy is preserved

Edited 3/10/2025 15:52:26
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