[CARD][IN DEVELOMENT] - Mecha TCG: MantiCORE - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: [CARD][IN DEVELOMENT] - Mecha TCG: MantiCORE (/thread-12543.html) |
[CARD][IN DEVELOMENT] - Mecha TCG: MantiCORE - GrooveMan.exe - 04-20-2010 With the basic designs of the game straightened out by Chad, Theou Aegis and I - we can now nicely jump into making cards! So what's been made so far? If you want to look at the full rules (although they need a slight update); look no further than here. Or here. That's too much reading! Summarise it! MantiCORE is a card game where you play as a faction in a small-scale skirmish; trying to destroy a rival's Headquarters as they do the same to you. Assisting you is a giant Mecha (the titular MantiCORE, or just CORE for short), who you can customise with new parts and upgrades. There are also Support Units who are weaker (like your regular tanks, infantry and battleships), but can be brought out in force. MantiCORE takes a few cues from a couple of card games, but the main theme is to UPGRADE AND CUSTOMISE. You have a Headquarters card with Health that you must defend. It also gives you a minimum number of resources. You spend these resources to play cards. At the start of the game, your Mech is just a Main Core, which like the HQ is on the field before play starts. You must fully build the mech by attaching Parts before you can attack with it. Support Units are less powerful than the Mech, but they do more varied things, and can defend your Base for you (Mechs can attack, but can't defend your Base). Combat normally plays out similar to Magic: the Gathering (deciding attackers and blockers); but if your Mech targets the Rival Mech, there's a separate round of CORE Combat where they go one-on-one. You can't target the Main Core of a Mech directly until its other parts have been destroyed. Blowing up the Core puts it entirely out of action; and you have to spend some hefty resources to 'repair' the Core and let you attach Parts again. The game area looks like this: So what are the Factions we play as? There are 5 factions so far, each devoted to different strategies, and with affinity for different kinds of terrain. First, there's the Earth Government faction. They're the best at controlling Air-type Units. They became a unified government because so many people have decided to embrace space travel, so Earth is an economic husk. They've taken people into very standardised, almost oppresively uniform shelters to both keep them alive and happy, and to keep them away from those pesky Renegades. The Earth Renegades, DELETE, are actually spearheaded by a group of underground hackers who have ties with some millitary; and they tend to get funding in trading in information. A lot of the produced parts are re-engineered parts with quirky effects - the designers have an odd sense of humour. Most of the units are Infantry and city-based, but they've managed to get hold of stray satellites. It would be terrorism, if they didn't find that kind of venture unprofitable. A colony of super-rich Ex-Earthlings live on the Moon, known collectively as the Moon Millionaires. They don't have much in the way of combat experience; but building giant war machines is a fun hobby - and maybe they can use them to claim some of the Earth for themselves. The specialise in Rugged Terrain, Land-based combat. The two major companies, Kawaii!! Technologies and Starr Corp produce weapons of death designed by a 12 year old spoiled genius, and a hot-blooded man constantly showing off his virility; respectively. Fourth, there's the Space Colony faction. They operate from a gigantic space station that orbits Earth. They have many space academys for both general and piloting/warfare education set up for the space colonies they watch after. They began as a sort of quasi-government akin to state governments, but for space colonies. They watched over a section of colonies in deep space and were aware of the oncoming war peeping over the horizon and used their massive funds from both earth and their profitable academies to join the war as a neutral patron, if only to protect their own planet dedicated to resource production. The last Faction, The Stewards, are Eco Terrorists on Earth who want the Earth Government and Renegades gone, so they can reshape and repopulate the Earth their way. Inspired by The Matron, a defector from the opriginal MantiCORE design teams, they embrace more animalisic traits in their Unit design, hardened by the pressure of the ocean; they've been living in an Underwater colony for decades. So about designing cards... So far we do have some designs for the layout style of Pilot cards and CORE Part cards: These are just rough designs and are subject to some tweaking, but we love this style. Each Faction will probably have their own colour-scheme and style take on these layouts. RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - GrooveMan.exe - 04-20-2010 Card Lists and Style Tips Each on the 5 factions obviously handles themselves differently - and that shows in the kind of units they have, and the style of the things they produce. If you want to help design a card or write lore, this info should help you out. Earth Governernment These guys specialise in Air-type units. Jets, Helicopters, Jet-type Leg Parts, etc. Their forces are entirely drawn from those who are sheltered with their care. Their almost Paranoia-esque level of dictatorship is only to keep the citizens safe. These guys are big on Recycling. Units destroyed on the field don't entirely go to waste, and the Junkyard is just as useful as drawing new cards. So far, the Earth Government lacks lore, a proper name, and a second strategy. Code: EARTH GOVERNMENT CARDS Moon Millionaire Colony - Kawaii! Technology & Starr Corps The rich folks on the Moon are the best with Land-type units (If it's a tank, has treads, or deals with rugget terrain, it's all them). There are two rival companies that produce bright sparkly units (Ktech) and overly manly, sometimes phallic bragging-rights units (Starr). They are the Hello Kitty and Ferrari of space warfare. Neither company is particularly cheap and have design flaws - but both can be total powerhouses with the right setup. Code: MOON MILLIONAIRE CARDS Renegade Earth Hackers - DELETE The city-dwellers on Earth who rejected the Government reigime naturally specialise in Infantry and Urban Warfare (Bipedal COREs tend to function best in Cities). The entire operation is run from behind the scenes, no one really knows the hackers, nor where they're based; but they're just great at mobilising people into action and taking control of machines that don't answer their call. They have a very eclectic look (Think "Jet Set Radio: Modern Warfare") Their two main strategies involve putting-forth and retreating Units and Parts at speed; and using Viruses and sabbotage to ruin the setup of the opposition. Code: DELETE CARDS Space Station Warmongers Obviously, these guys love Space-Type Units. It's a space station full of hardened veterans and top Research & Development scientists. They have many space academys for both general and piloting/warfare education set up for the space colonies they watch after. Stylistically, they're gritty and serious - but with that heroic glow of grandeur. The Parts they construct are rather average by themselves, but it's a whole other story when they work in tandem with eachother. They specialize in high quality pilot cards and their units benefit form equipment the most. Code: SPACE WARMONGER CARDS Eco-Terrorist Cult - The Stewards A real reclusive Faction. They've been sitting in an underwater colody for decades, and have fully mastered Sea-type units. Following a slightly skewed mythology about Dr. Moramanti's protege, Dr. Keiko Kobiyashi, they intend to use a perfect balance of nature and technology to reclaim Earth the right way. They might be a bit nuts, but what they're capable of building is definitely scary. Their two strategies revolve around building weak, fast units that have the ability to repair themselves (and others); and large, bulky units with intimidating defenses. Code: THE STEWARDS CARDS RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - water dog - 04-22-2010 Code: Tactical Helicopter---Support Unit [RARE] The unified military needs some love. Also the direction I'm heading with the space faction will be more of an academic as opposed to brutish faction. They have many space academys for both general and piloting/warfare education set up for the space colonies they watch after. They began as a sort of quasi-government akin to state governments, but for space colonies. They watched over a section of colonies in deep space and were aware of the oncoming war peeping over the horizon and used thier massive funds from both earth and their profitable academies to join the war as a neutral patron, if only to protect their own planet dedicated to resource production (undecided of that kinda shit). Basically they specialize in high quality pilot cards and their units benefit form equipment the most. Code: [I don't have a name yet]---Headquarters [RARE] (It's an earth government base) One more RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - GrooveMan.exe - 04-22-2010 If it's assumed that Units may only have a single pilot attached to it unless otherwise stated, you can save some space on the card~ All of that added. I need to make another thread on /tg/ about this; they were pretty helpful with development advice. The formatting on suff already posted needs to be unified too~ RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - water dog - 04-22-2010 I thought we were going with Theou's pilot system where a unit could have multiple pilots which may or may not unlock effects on cards? RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - GrooveMan.exe - 04-22-2010 We are. But cards which benefit from that say so directly (I'm assuming it's an uncommon trait, and cards which do get special effects from additional pilots have that as their 'ability' for sake of balance). Units which have other special effects or are just plain vanilla stick with a single Pilot. Basically all it means is that some cards will say: "You can equip 1 extra Pilot to this Unit. X gets +1 Attack for every Pilot." RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - water dog - 04-22-2010 Ooooooooooooooooooooh okaay I get it. You were just saying it is implied 1 pilot on a card, any thing extra would be an effect. B) RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - GrooveMan.exe - 04-22-2010 DING DING DING And Chad wins the star prize! RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - TheouAegis - 04-30-2010 Astro Strike For each pilot you return to your hand, your air units gain +1 Attack. (not going to look at your wording/format cuz i'm tired these days. this would only work if the format is where you cannot play pilots after combat phase. it has the benefit of recycling pilots but the drawback of crippling either the MantiCORE or the support units.) RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - Maxpphire - 05-06-2010 I am quite litterally typing up a whole bunch of cards as we speak. Hi, I have a huge imagination, just let me let it throw up all over notepad and I'll post what I get from it. Don't care if this is a bump, it is a productive bump, eat a fuc It is what I have so far. Feel free to add anything that people need to do to unlock the effects; the only one I ask you don't touch at all is Ryan Stiles. EG= Earth Goverment MM= Moon Milionairs RE= Renegade Earth SS= Space Station ET= Eco-Terrorists Type: Pilot Name: Ryan Stiles Faction: None Effects: Wins the game Rarity: Legend (Basically it has only been spoken of and never seen type of rare) Type: Pilot Name: Jenna Quinn Faction: EG Effects: Can repair a Mech part with a destroied support unit already in the junkyard Rarity: Normal Type: Pilot Name: James Wankerfeild Faction: MM Effects: Everytime you destroy a support unit, all your stat go up by one for 3 turns Rarity: Normal Type: Pilot Name: Nicolas Anders Faction: RE Effects: Switches the controls on the Mechs (The legs become the arms, the arms becomes the legs, core and head are also switched up) Rarity: Normal Type: Pilot Name: Edmund Westonburg Faction: MM Effects: Makes all ground support units on the other side support his side for a turn. Rarity: a little rare Type: Pilot Name: Johnny Livet Faction: SS Effects: Can easily adapt to any situation but getting a peak of 1 card in the other players hand Rarity: normal RE: [WIP] Mecha TCG: MantiCORE (Help Design Cards!) - GrooveMan.exe - 08-24-2010 Necroposting with the legitimate intent to resurrect this idea, with a few tweaks. After talking about it with Chad, a notion came up that the overarching 'plot' for the game was too serious. Instead of having a Post-Apocalyptic Space Opera, the concept now focuses on a new planet being discovered in a fictional solar system. This planet has almost endless resources and the perfect conditions for colonising and building upon. The 5 Factions now have small skirmishes to compete for territory on this planet (Think like the kind of battles in the Advance Wars series, Dark Conflict notwithstanding). Instead of defining the groups of cards by colour (like Magic) or elemental type (like Pokémon), the card styles reflect the colony they belong to. The Unified Governent want to turn the planet into a perfect safe-haven for everyone, constantly monitored and controlled to ensure maximum safety and happiness of all involved (free will does not apply). Their cards have a monochromatic, iPod-sleek scheme. The Urban Renegades want to turn the planet into an intergalactic-strength pirate radio station, peppered with clubs and sports parks. The only laws are the ones telling you to CHILL THE FUCK OUT. Their cards have a bright, but grungy, urban motif. The Millionaires want to turn the planet into an expensive luxury resort with the works; a bunch of city-sized theme parks, a shopping mall the size of a continent, and more spas and golf courses to keep rich parents busy for years. Their cards look shiny and bourgeois. The Stewards are now more like Space Pirates (in the 'Treasure Planet' sense, not the 'Metroid' sense), rather than out-and-out terrorists. They want to turn the Planet into one big swashbuckling adventure. Caves full of treasure, dense jungles full of wild animals, and more salty inns and armouries than you can shake a flagon of grog at. Their cards naturally look verdant, with rich wooden tones. Chad is largely responsible for the Space Colony design, and I don't want to overstep. Kat, some of those designs work (although they'd need some serious fleshing-out and balancing, but others kind of don't make sense. 'Switching mech controls' especially. |