Jump to content

masterneilx21

PC Member
  • Posts

    135
  • Joined

  • Last visited

Posts posted by masterneilx21

  1. Since the update when entering and during missions there have been massive drops in framerate to the point where the game freezes.

    sometimes the game freezes and doesn't respond and also the mission summary stays on the screen after every mission during loading and sometimes cannot be removed which would force me to restart the game....plz help

  2. how about a secondary use for shields....say you are under some serious fire and with a button press combination you can use all of your shield to generate a tangible shield that protects depending on the amount of shield you had...and maybe with deactivation releases an aoe that stuns enemies for a given amount of seconds....but the downside is that it cannot be used again for the rest of the mission because you will no longer have shields only health...........just an idea

  3. while playing a t4 survival, i was about 37 minutes in and i went down, my team couldn't get to me in time so i died. when i clicked revive all i can see was enemies moving, i couldn't see my warframe, my chat, health, or map just enemies running past my camera....so my friends extracted which triggered my extraction and to behold that i receive no rewards or xp what so ever...this needs to be checked out

  4. LORE: This warframe is the embodiment of energy and was the creator of the yanis key in which it drew its energy from. Due to his unlimited energy, he betrayed by his orokin master and had the key stolen, leaving him for dead, lost and adrift in an old technocide lab.

     

    1st Ability-Urja-

     

    Indra Slams his hands into the ground projecting two pillars of energy that deals blast damage to anything in it's path for 125/250/320/450 damage and leaving anything that isn't killed stunned for 5 seconds. 

    Costs 25 energy

     

    2nd Ability-(still in the works)

     

    3rd Ability-Energy Coma-

    Indra releases leech like spores into the air up to 30 metres which makes any enemy in the area to stand completely still while reducing their health over time for 5/8/15/20 seconds

     

    4th Ability-Hyper State-

    Indra creates two energy swords which he uses to deal damage which in mid combo also combines into a staff, The speed of the attacks increases for every hit on a target ( a speed cap should be in place for this).  Damage inflicted 

    260/320/380/450  Duration 7/15/20/25 seconds

  5.     Before any of this, I want to preface this whole mess by saying IT IS IMPERFECT. I know that. This is only the first draft, and I haven't had the chance to fully playtest or design all the aspects. This is just really to get an opinion on the whole thing, and over time it might get better.

     

        So on one of the recent devstreams, Scott mentioned a card game being added to the hubs, or at least teasing the idea of one. So one day, I started to dream up my own version of what a Warframe inspired card game would be. Now, this wasn't thinking of one that would fit nicely in lore like a Tenno Koi Koi or anything like that (though that would be awesome) but is instead a game that simply uses the names and structure of Warframe characters. And yes, it is VERY heavily based off of Magic the Gathering, but I figured that was a fun place to start. Ideally, this would find itself in the hubs in whatever the mysterious "game room" is going to be. So without further ado, I present the game I have called "RESOURCE WARS."

    Please read each section, as many things may be confusing by themselves.

    Building the Decks

        The first and most important aspect of resource wars is building your decks. Each player will possess TWO decks. One "Ally" deck, and one "Resource" deck.

     

     

    Resource Deck

        

        The Resource deck will contain exactly 100 cards that match the various resources found within the game. Any amount of a resource can be in the deck, so constructing an entire deck using only Ferrite cards is possible, though unwise. The resource deck can contain any of the following resource types.

     

     

        Ferrite (Fe) - Rubedo (Rb) - Orokin Cells (Oc) - Nanospores (Nn) - Polymer bundle (Pb) - Alloy Plate (Ap) - Argon Crystals (Ac) - Oxium (Ox) - Circuits (Cr) - Salvage (Sv) - Neurodes (Nr) - Gallium (Ga) - Morphics (Mo) - Control Module (Cm) - Plastids (Ps) - Detonite (Dt) - Fieldron (Fl) - Mutagen (Mg) - Neural Sensors (Ns) - Natura (Na) (Explained later)

    Ally Deck

        The "Ally" deck is everything else. It will contain all your cards used for combat. The ally deck must contain between 60-80 cards. The cards in this deck are of two types.

     

     

        - "Ally"

        - "Feat"

     

     

        Allies are your standard monsters. You must consume a portion of your available resources to put them into play. An ally card contains some information to be known. Here is a quick little example of your standard card. I'm not sure the best way to represent resource costs, especially with so many resources in the possible pool.

     

    EstCsN8.png

     

    There are three types of allies

     

     

        - "Standard"

        - "Unique"

        - "Eximus"

     

     

        Standard allies are unlimited. Things such as lancers, crawlers, bombards, have no limit.  Unique allies contain named characters and bosses found in the Warframe universe. Unique allies are limited to 2 each. So for example, you may have 2 Alad V cards, and 2 Captain Vor cards, but not 3 Alad V cards. There cannot be more than one of the same unique card in play at any given time (legendary cards for you MtG folks). Eximus allies are limited to a total of 8, though you can have as many duplicates of any one particular eximus as you would like (as long as the total does not exceed 8). Eximus cards function identically to their standard counterparts, but also carry a powerful extra ability. The eximus types are as follows

        - Blitz: Engage 2 target enemies when attacking.

        - Heat: Deal 1 damage to a single target. Can only be performed once a turn.

        - Sanguine: Damage this ally does to enemy PLAYERS will restore your own life total by that amount

        - Frost: The Eximus with this power and one other target ally are immune to damage when defending.

        - Energy Drain: Tenno cannot gain energy

        - Shield: All allies gain +1 armor when attacking.

        - Toxic: When this eximus deals damage to an enemy, that enemy permanently loses 1 Strength and 1 Armor.

        - Shock: Allies cannot be targeted by enemies or enemy players

     

     

        Each of these eximus types would be restricted to how they are in-game. So an infested crawler eximus with a shield type does not exist.

        Feats are similar to non-creature spells in Magic. They can be cast at any time for their resource cost. Most feats only happen once before they are shuffled back into the deck, though some are place onto the field as a sort of static buff or debuff. Feats can be immediately responded to with other feats, but NOT with ally abilities.

    Tenno Cards

        Each player chooses a single Tenno card to be in their deck. This Tenno card works similar to a "commander" card for you MtG folks. It DOES NOT contribute to the player's deck total. It is always visible in a seperate zone called the "Stasis" zone, and can be cast during the Rally stage for its resource cost. Tenno cards start with 50 Energy points and gain 25 energy each of its owners turns. Energy is consumed to use the Tenno's abilities, and the costs mirror the in-game versions. A Tenno has a life total similar to the player's. Each Tenno starts with 10 life, and can be targeted with any abilities or feats that could target PLAYERS OR ALLIES. A Tenno's life does not replenish normally, but restoration feats that can target the player can be used on the Tenno. The Tenno can also be attacked independently from the player, but the attacker must choose only a single target to attack. Blockers can also be used to defend the Tenno. Once a Tenno has died, any effects it may have caused that are still in play are IMMEDIATELY dissipated. Feats can still be cast to save the Tenno, but after it is gone, so are any buffs or debuffs it may have caused. When a Tenno dies, it returns to the "Stasis" zone it started in, and can be recast normally.

    How to Play

    Resource Wars plays similar to Magic the Gathering, with a few changes.

    Each player begins with 35 Health.

     

     

    Players begin by drawing 10 cards from their Ally deck.

     

     

    Turn order is determined (through whatever form. Doesn't really matter).

     

     

    At the beginning of each turn, player puts the top three cards from their resource deck into play, and any damage from the previous turn is removed, and the current player's Tenno gains 25 energy. Feats cannot be cast during this period.

     

    Any cards that were instructed to return to play at the start of this turn re-enter play. Cards that leave and re-enter lose any permanent buffs or debuffs they may have had.

     

    Any engaged cards un-engage if able.

     

     

    Player then draws a single card.

     

     

    Player is now in "Rally" stage. During this stage, they may consume any available resources to put other cards into play. Consumed resources are placed on the bottom of the player's resource deck in any order.

     

     

    When the player is done with their Rally stage, they proceed to battle stage.

     

     

    During the battle stage, the player may attack with any creatures that are not currently engaged. Attacking engages a card until the next turn. Cards that were played the same turn CAN be engaged. There is no "summoning sickness."

     

     

    The defending player may choose to declare any defenders with any un-engaged cards. A card may only defend against a single card, but multiple cards can defend against the same card. In this situation, the attacking player determines how damage is assigned between the defending cards.

     

     

    Damage is dealt. If a player chooses to activate an ability that requires engaging a card in combat, that card still deals damage.

     

     

    Cards that were dealt fatal damage are placed into the "reserve" pile.

     

     

    If the player was dealt fatal damage, the game instantly ends. No ties due to ending effects are possible.

     

     

    The attacking player counts the cards in their hand. If it exceeds 10, they must place any extras into their reserve pile.

    Both players count the cards in their reserve piles (or have kept track). If the number exceeds 30, the reserve pile is shuffled back into their deck.

     

     

    The attacking player passes the turn to the defending player.

    So yeah, pretty similar to MTG. Although some key differences are the lack of a main phase two, the larger hand size, the consumable "mana", and the lack of an insanity victory through exhausting a players deck. Obviously not perfect, but that's why I need people to help workshop its flaws.

    Card Acquisition

    So when coming up with this, there came the inevitable question of "how would players get cards?"

    My initial idea is codex scans.

     

     

    For each scan a player performs on an enemy they have completed the codex entry for, they are awarded a single card of that type. Helios would not be able to perform these, so they must be manually done.

     

     

    Feat cards are awarded the same way, but through Archwing enemy scans. I'm not sure if each feat would be tied to a single enemy, or just on big random pool. Maybe through object scans as well?

     

     

    Resource cards would be crafted by consuming a SMALL portion of the same resource.

     

    Like, 100 common - 1 common card, 10 uncommon - 1 uncommon card, 1 rare - x (more than 1) rare cards (because nobody in their right mind would consume 1 neurode for a single neurode card).

     

     

    The clantech resources would be crafted not with the full sized parts, but with the small samples. They would follow the "common" conversion.

     

     

    Natura would be gained from Earth plant scans. Speaking of which, I should mention that Natura is a resource I made up for the purpose of making "wild" aligned decks possible. The wild decks would focus on pure natura costs, but very high ones. I also came up with a bunch of non-existent wild enemies for the purpose of this game, but I'll write those in later.

     

    Players could also trade cards amongst themselves, but in a form not limited by the daily trades we currently have.

     

    Current Cards

    Grineer

    Grineer Lancer

    wh0VdRB.jpg

     

    Corpus

    Alad V

    2Sa-2Pb-1Cm

    Unique Ally - Board Member

    As long as Alad V is alive, enemy players put out one less resource per turn

    4 - Search your Ally Deck for a card named "Zanuka" and put it into play

    1 - 3

    Ambulas

    2Cr-2Pb-1Cm

    Unique Ally - Proxy

    Whenever Ambulas blocks or becomes blocked, you may draw another card unless your opponent pays 1 of any resource.

    Ambulas does not engage to attack.

    4 - 3

    Anti MOA

    1-1Pb-1Cr

    Standard Ally - Proxy

    Engage Anti MOA - Engage another target card

    2 - 2

    Attack Drone

    2-1Cr

    Standard Ally - Drone

    Attack Drone cannot be blocked

    2 - 2

    Corpus Tech

    1-1Pb-1Sv-1Mo

    Standard Ally - Crewman

    2 - Put a 0/1 "Shield Drone" card into play that says "Engage this card - Target ally gains 2 additional armor for as long as this card is Engaged."

    4 - 4

    Crewman

    1-1Pb

    Standard Ally - Crewman

    1 - 1

    Detron Crewman

    1-1Pb-1Sv

    Standard Ally - Crewman

    Whenever Detron Crewman is blocked, it gains an additional 2 Strength

     2 - 1

    Elite Crewman

    1Pb - 2Sv

    Standard Ally - Crewman

    Elite Crewman gets an additional 3 Strength if you control at least 5 other "Crewman" type allies.

    2-3

    Fusion MOA

    2Sv-1Pb-1Cr

    Standard Ally - Proxy

    When Fusion MOA dies, put a 2 - 2 "Attack Drone" card into play that says "This card cannot be blocked"

    If there are more than 5 "Corrupted" type allies on the field, you may return Fusion MOA to your hand when it dies.

    Jackal

    2Cr-2Cm-2Pb

    Unique Ally - Proxy

    As long as Jackal is in play, all allies target player controls take 2 turns to un-engage

    4-5

    Leech Osprey

    1-1Cr

    Standard Ally - Drone

    Engage Leech Osprey - Target Ally loses 1 Strength and 1 Armor for as long as Leech Osprey is in play

    0-1

    Mine Osprey

    1-1Cr-1Sv

    Standard Ally - Drone

    1, Engage Mine Osprey - put a mine card into play. You may sacrifice a mine card to deal 1 damage to a target enemy that dealt damage to you this turn.

    0-1

    MOA

    1-1Cr

    Standard Ally - Proxy

    1-1

    Oxium Osprey

    2Cr-2Sv

    Standard Ally - Drone

    Oxium Osprey cannot be blocked

    When Oxium osprey dies, add 1 Oxium to your resource pool. Oxium can be used in place of any other resource

    2-2

    Prod Crewman

    1-1Pb

    Standard Ally - Crewman

    Prod Crewman does not engage to attack

    1-1

    Railgun MOA

    1-1Pb-1Cr

    Standard Ally - Proxy

    Railgun MOA cannot be blocked

    2-1

    Raptor

    1Cr-1Sv-1Ga-1Cm

    Unique Ally - Drone

    Raptor cannot be blocked

    When Raptor enters play, add 2 resources to your resource pool.

    2: Remove Raptor from play. Return it to play at the start of your next turn.

    3-2

    Scavenger Drone

    1-1Sv-1Cr

    Standard Ally - Drone

    When Scavenger Drone enters play, add 1 to your resource pool

    When Scavenger Drone leaves play, target player removes 1 from their resource pool

    0-1

    SGT. Nef Anyo

    1Mo-1Ga-1Sv-1Pb

    Unique Ally - Crewman

    SGT. Nef Anyo cannot be targeted

    Engage SGT. Nef Anyo - destroy target card. SGT. Nef Anyo can be targeted until your next turn.

    5-1

    Shield Osprey

    1-1Cr

    Standard Ally - Drone

    Engage Shield Osprey - Target ally gains 2 armor for as long as Shield Osprey is Engaged

    0-1

    Shockwave MOA

    1-1Cr-1Pb

    Standard Ally - Proxy

    Engage Shockwave MOA - Engage another target Ally

    1-2

    Sniper Crewman

    1-2Pb

    Standard Ally - Crewman

    Engage Sniper Crewman - Sniper Crewman deals half its Strength rounded down to target player

    3-1

    Zanuka

    1Ga-1Cm-1Sv-1Cr

    Unique Ally - Proxy

    As long as Zanuka is in play, Tenno do not gain energy.

    3-3

    Harvester

    1Ga-1Cm-2Sv-1Cr

    Harvester cannot be played unless a Tenno is in play

    Tenno do not gain energy

    Reshuffle Harvester back into your Ally Deck - Destroy target Tenno.

    4-4

     

    Infested

    None yet.

     

    Orokin

    None yet.

     

    Wild

    None yet.

     

    Other (syndicates, unaligned characters, etc.)

    John Prodman

    2Pb-1Cr-2Ga

    Unique Ally - Prodman

    John Prodman deals damage to other allies before they do. If they die, they do not deal damage to John Prodman.

    John Prodman does not engage to attack.

    John Prodman cannot be targeted by Infested.

    4-3

    Clem

    2Fe-1Ap-2Oc

    Unique Ally - Clem

    Clem cannot block.

    If Clem is blocked, and deals more damage than the defending ally's Armor totals, the remaining damage is dealt directly to the defending player.

    Clem cannot attack Tenno.

    8-2

    Perrin Sequence Leader

    1Pb-1Ga-1Mo

    Unique Ally - Syndicate Leader

    If you control more Resources than your opponent, draw an additional card each turn.

    If your opponent controls more Resources than you, play an additional resource each turn.

    0-3

     

    Feats

    Illegal Dig

    pe7m14l.jpg

    The Tower's Shadow

    1Ap-1Cm-1Rb

    Feat

    This feat remains in play.

    Corrupted enemies you control cannot be targeted by your opponent or your opponent's creatures.

    To Arms!

    2Fe

    Feat

    Soldiers you control gain 1 Strength and 1 Armor until the end of this turn.

     

    Tenno

    Loki

    uKMRqsx.jpg

     

    Resources

    Ferrite

    qHlCxGA.jpg

     

    Changes

    None yet.

    Issues to discuss / Suggestions

    Like I said, there's a lot wrong. This is version 0.0.1, so already there are some potential things to bring up.

    - Deck sizes, too small? too big?

    - Resources per turn. Too few? Too many?

    - Tenno and player health. More? Less?

    - Card limits or lack thereof. 4 card limit for standard allies and eximi? 4 for Uniques as well?

    - Various effects. Too strong? Weak?

    - Gameplay itself. Convoluted? Limiting? Too fast?

    - Reserve pile. Removes risk?

    - Hand size. Too big?

    - Card types. Too many? Add more?

    - Resources. Too many to build around?

    - Card acquisition. Too expensive? Prevents newer players from playing?

    - Should players have all cards available from the start?

    - Ignore natura and the wild faction altogether?

    - Ignore Orokin enemies?

    - Ignore eximus enemies?

    - Single card rush too easy? (Building a deck entirely of lancers and ferrite for example)

    - Add "Flesh" resource for humanoid enemies?

    - Remove the "Any" resource cost, only have specific costs?

    - Turn the game into a grid based combat came?

    - Change codex scan requirement to enemies killed requirement?

        So there it is. The first, shoddy, probably horribly balanced draft of "Resource Wars" my humble Warframe x MtG ripoff. I'll be adding various card descriptions as I think of them, but I didn't want to write 15,000+ words if this is only going to get burned to the ground right out the gate. I'll also be adding an example card ASAP so people can see what info is available on a card.

    OK so on the site http://www.makeplayingcards.com/ i went ahead and did this....tell me if you like

     

    http://imgur.com/s79vHXa

×
×
  • Create New...