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Obsydyn

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  1. In Magic: the Gathering, cards are split into 5 colors (technically 6, colorless isn't really a color). Each color has its own strengths and weaknesses. Some cards are multicolored, fusing philosophy and mechanics of two or more colors.

    White

    White puts value in the group, the community, and its civilization as a whole. White's ultimate goal is peace, harmony, and perfection — a world where everyone gets along and no one seeks to disturb the bonds of unity that White had worked so long to forge. To govern and protect its community, White makes use of and puts value in a number of broad concepts; morality (ethics, grace, truth), order (law, discipline, duty), uniformity (conformity, religion), and structure (government, planning, reason). White is a color commonly associated with good and justice, but if left unchecked, white can become authoritarian, inflexible, and capable of sacrificing a small group for the sake of a larger one. Everything necessary to preserve the laws, rules, and governance that white created.

    Blue

    Blue is the color that looks on the world and sees opportunity. For Blue, life is a chance to contemplate oneself, and what is possible, and to bring about the best of both. Implicitly, in that general world view, Blue believes in tabula rasa: it sees in each thing, the potential for being anything. One need only understand how, to make the change. So with this ill-formed goal before it, Blue reasons that if it is to make itself better, it must become capable of everything it could be capable of, for that is to "merely add" to its own capabilities. Blue believes it can't possibly be bad to acquire the potential for any conscious action. Thus, Blue, believing it is capable of changing anything if it understands the change, and believing it is imperative that it acquire every capability it could have, concludes that it is imperative that it understand change. Moreover, Blue decides that it must understand everything; for truly, understanding can only improve one's effectiveness in any task. To gain understanding, Blue must acquire knowledge. Since knowledge itself will inform every other decision, Blue forms its principle goal: omniscience, the knowledge of all.

    Black

    Black is the color of self-indulgence, parasitism, amorality and unfettered desire for power. It believes that the world is made for its taking and that the weak exist to be exploited by the strong. The essence of Black is to see one's own ego[1] as so supremely invaluable, that the prospect of enslavement, of subordinating that ego to another, is utterly inadmissible. So, to be in accord with its perceptions and beliefs, Black simply must discard all obligations but to acquire power for itself. It can be no less than the one supreme being who is subordinate to no other, the possessor of all power in the universe - it must become omnipotent. This does not mean that black is evil, is more like a pessimist or even a realist. Black sees the world as a place of struggle and pain, and if black wants to survive in such a place, it needs power. Maybe is not the best world, maybe is not a happy choice and some people will suffer, but black didn't make the rules and is determined to accept the truth and get what it wants by any means necessary.

    Red

    Above all else, red values freedom of expression. It wants to do what it wants, when it wants, to whom it wants, and nobody can tell it otherwise. Red loves life much more than any other color and so it believes that all people must live to its fullest. Red believes that life would be much more fun if everyone stopped caring about rules, laws, and personal appearances and just spent their time indulging their desires. This leads into red's other core value: chaos. Red sees order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest. Finally, Red is the color of immediate action and immediate gratification. If it wants something, it will act on its impulses and take it, regardless of the consequences.

    Green

    Green is the color of nature, growth, interdependence, and instinct. It believes that obeying the natural order alone is the best way to exist and thus favors a simplistic way of living in harmony with the rest of the world. Green accepts the world as it is and tries to coexist with it instead of trying to change it, regulate it, norm it, or take advantage of it. This can often lead to it being perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate.

    -MTG Salvation wiki (http://mtgsalvation.gamepedia.com/Color_Pie)

    In addition, each color combination has its own name and guild associated with it. You can read about those on the wiki listed above.

    A few examples:

    • Oberon is green/white. His capability to clear allies of status effects is not too different from Hexproof (that card can't be the target of spells or abilities your opponents control) in magic. He's part paladin in white, and part druid in green. His abilities Smite and Reckoning sound like they could actually be white cards.
    • Frost is white/blue. The focus on protection not just for himself but his allies is a very white concept. On the other hand, freezing enemies and slowing the opposition is power that blue possesses. To me, frost plays like a control deck. White/blue is a very oppressive color combo, usually locking your opponents out of play or slowing them down immensely.
    • Loki is blue/black. Blue/black together form a very secretive color pair. The emphasis on stealth and deception leads me to believe Loki falls into these two colors. His ability to disarm, elude, and confuse enemies is very similar to those of blue/black creatures in Magic: the Gathering.
    • Volt is blue/red. His abilities revolve around lightning and electricity, something common in the theme of blue/red themed cards. Volt is able to switch from offense to defense quickly, just like some creatures in the blue/red guild of Izzet by exchanging their power and toughness.
    • Nekros is mono-black. Raising the dead is something black does better than any other color. You can't have a zombie army without black.
    • Ember is mono-red. Besides the obvious fire theme, her abilities favor brute force damage over anything else. She can dish out amazing amounts of damage by herself.
  2. Daggers are not good as they currently stand. They're often slow, low damage, crit-lacking, and used as mastery fodder. I believe I may have an idea that could make them viable.

     

    A dagger is an assassin's weapon. An assassin isn't going to take a giant rocket-hammer, or a huge greatsword into a mission. They're going to take a quiet weapon capable of dispatching enemies without alerting anyone. Being able to discreetly and quickly eliminate an enemy is key to staying undetected.

     

    My suggestion to make daggers viable is simple. Give them ridiculously high stealth attack damage. I'm talking make them the weapon to use on stealth missions. This way, you've got a reason to play stealth instead of just for fun. When other weapons falloff in terms of damage, your dagger will still be useful as long as your enemies are not alerted.

     

    Reward a player's skill with huge damage to enemies. This way we don't end up with another Galatine pre-melee 2.0 incident in which it's the only weapon people use. This will also allow players to easily go through otherwise impossibly difficult missions on their own. This change will also benefit players when the stealth system gets hopefully reworked.

     

    What are your ideas for making daggers viable?

  3. I was playing today, walking around as my slow, invincible Rhino, and it gave me an idea for a new mission type.

     

    Escort.

     

    Think of defense, but the Cryopod moves slowly across the map to the end.

     

    I haven't exactly sorted out the little details yet, but it would be extremely difficult to do this on your own. These missions would have to be off to the side, meaning completing them was not necessary to move on to the next planet.

     

    Basic idea:

     

    A player is chosen (could be randomly selected, player initiated, etc.) to be the 'VIP'. This player is slowed considerably, cannot use powers, and can possibly use a sidearm while not moving. I'm not sure what the reason would be (again, details) but maybe they could be carrying some heavy load, or moving an large object. The VIP's teammates would have to protect them from enemies. If the VIP is downed/killed the mission would be failed, motivating the players to actually protect the VIP instead of leaving them behind and waiting at the end.

     

    VIP:

     

    The frame the VIP chooses could affect how they move through the level. A Rhino would obviously have a lot more protection against enemies, but is very slow. A Loki or one of the quicker frames would be able to move the object faster, at the expense of being more vulnerable to being downed/killed.

     

    Teammates:

     

    The teammates would have to constantly protect the VIP, as they slowly move through the level. New rooms could be added to tile sets that include player-activated mechanisms that allow the VIP to pass. Think of a drawbridge.

     

     

     

    I appreciate any feedback, as well as any ideas about improving this mission type!

  4. The thing I've had the most trouble with while making this is finding a good area to crop the pictures into. I think going with a horizontal rectangle is definitely better than a square in most cases.

     

    I really like the way you did the border on that Dojo duel room card! That gold trim looks really nice and fits with the style perfectly.

  5. sorry i got bored and wanted to share my thoughts through the actual images lol

     

    EMBER PRIME (FRONT):

    Card.png

     

    CARD BACK:

    CardBack.png

     

    (RESERVED FOR LOCATION CARD, its 4 a.m. doing it tomorrow lol)

     

    EDIT: those arent done, going to redo them tomorrow to show what I forgot.

    Oooooh those look really good. 

  6. if you set it up like magic the gathering you can always use the location cards to give bonus/disadvantages to each player. the player can make a deck of either infested/corpus/grineer/tenno and make a solid style deck that plays to their liking. For instance, if corpus tech room adds additional shields to a corpus unit but i decreases tenno shields, that way the card game would stay balanced well enough to not make it a full "warframe" warframe only card game. just my idea.

     

    also you can add 1-3 of the warframe abilities on their card to show what kind of damage they can do (same with corpus/grineer/infested)

     

    imo, change the backing of your cards dark, like the space scene on the website and i think itd be perfect, oh and the black lotus symbol to gold itd be amazing

    Thank you for the suggestions! These sound awesome

    I was planning on getting back to working on these sometime soon. I'll use your suggestions and see how they turn out!

  7. Me and a friend have been discussing the idea of making a card game. He recently taught me how to play Yu-Gi-Oh! and I got the idea from the modding system in-game. These are rough drafts because we're not sure if we want more info on them. I'll be updating the OP with new cards as they come.

    2hqdj6b.pngn6qfqx.png30cyqmo.png11r42tg.png12572up.png2q8oi1v.pngsl5ezn.png29f9lqw.png2eqb5ns.png2ecf9c5.png33dv5w4.png2r7m2h5.png

    Here's an idea of what the back of the card would look like.

    24ecbnk.png

    What cards should I make next?

    Feedback/opinions appreciated!

     

    P.S. I'd like to see other peoples card mockups as well!

     

    P.P.S. Just to make sure I don't get in trouble with DE, this is an unofficial project. I'm not planning on profiting from this, although it would numb the feeling.

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