Saturday 26 July 2008

Do I Smell Bacon?

While I can't stand playing the Heavy in TF2, I decided to go over it now as it was the first stumbling block I came across while laying out the classes. What is the Heavy good at? Dealing damage. Sound familiar? In the PC game, the Heavy and Soldier are both damage dealers, but in slightly different situations. The Heavy is most effective at closer ranges, whereas the Soldier is better at a distance, where his rockets won't hit him too.

In a card game, the idea of distance isn't really applicable. So if they were both damage dealers then they would be pretty much identical. In the end, I decided to make the Heavy a defensive class (please don't kill me).

During his turn, the Heavy can attack like any other class and, like other classes, attacking causes him to tap (Tapping is a card game term for placing a card on it's side, indicating that it can no longer be used until it is untapped at the start of that players next turn). However, if the Heavy isn't tapped at the end of that players turn, then he becomes really useful.

Whenever an opponent taps one of his character cards during his own turn, the Heavy can attack that character, provided the Heavy isn't tapped. This causes the opponent to make sure everything they do is definitely worth doing. But wait, it gets better! Because of his wondrous spinning chamber, attacking in this way doesn't tap the Heavy! So if the opponent then taps another character, the Heavy can fire again! Of course, this still uses up ammo, so eventually the Heavy will have to stop, awww... This regulates a player's ammo usage, while at the same time allowing them to use up any remaining ammo for the turn without the player feeling it has been wasted.

Example Heavy cards:
  • Get Behind Me Doctor! - Allows the Heavy to take damage instead of a Medic.
  • Makin' Bacon - Allows you to search your deck for a Heavy and put him into play.
  • Slow Mover (Nemesis card) - Causes your opponent to double-tap (causing him to wait two turns before he can be used again).

5 comments:

ThornPhoeniX said...

Hey dude. I have looked at your card game and although a lot of information about is missing i had a couple of ideas for your card game in the way of how you get it across to the players. Not really how you play it but i can explain it some more if you want. Though i'd like you to email me or vice versa as it'd be better for me to tell you about it via email. So please email me stnickyispunk@hotmail.co.uk.

Aaron Denyer said...

i think this is an awsome idea and would be first in line to buy a pack

anyways have a few ideas, for the cards youve put out and the spy (i play it alot)

Soldier

Maggots: make the target opponent card attack the soldier

Spy

I require assistance: healed by any enemy medics in play

Backstab: kill any enemy

Sap: kill 1 engie building

Stab n Sap: kill one engie and his buildings

disguise: one turn invunderabillity (cannot attack this turn)

cloak: (used in response to attack) dodge attack at price of attacking next turn (includes cards)

Heavy

ummmm
cant think of any

please mail me to say if u like.

if so ill think of more

hope to be hearing from you

aarondenyer@hotmail.co.uk
AKA
DoomsdayDevice

ckm2002 said...

I think that you should make each class specific to it's type. The soldier and heavy both deal damage, but since the heavy's a defense class, he should be used for defense.

For instance, the scout could be used twice in one turn, good for offense but becomes useless taped like all cards while defending.

The pyro can light other cards on fire to damage them constantly. dealing damage over time, but not useful while defending.

The demoman's grenades should go off in 3 turns if them miss initially, and his sticky bombs should go off if the target card is tapped. This let him control attackers, but not that good at attacking right on.

The Engineer's sentry's can fire at any card that the enemy taps. Like the heavy, the player must decide if what ever they're doing is worth taking sentry fire.

The Medic should be able to heal allies, kind of obvious, and deploy an ubercharge after 10 turns.

The sniper might be harder. Making the sniper very powerful and very accurate will make them the target of many attacks, since they won't be able to hide in the back ground. Maybe they should be able to assist team mates in kills. They increase their accuracy and damage, but their parter must hit for them to do any damage

Since you can't really disguise as enemy cards, the spy should be able to:
a) become invisible, where in cannot be the target of any attack, but taps while doing so
b) disguise, flip the spy upside down to signify the disguise. Then, when an enemy makes an attack, you can reveal your spy for a back stab. while disguised, the spy can be attacked, but is extremely hard to hit (accuracy of attacker is reduced extremely)

The spy should also reveal himself when sapping sentries, because it would make him too powerful

i hope you can find something helpful in my advice

Aaron Denyer said...

Heavy Nemisis card 2

Spin Up

delay attack for a turn (i think its well balanced as a card)

Aaron Denyer said...

if anyone is intrested in writing for the fansite post your email in comments of the first post

see yall later