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Star Wars: The Card Game
Take command of a Rebel strike force in the Star Wars universe!
Moderator: FFGMarkFFGStuart Topics: 619 | Posts: 7672
IGNORING all previous games What should we hope for?
Published on 03 March 2012 - 02:45:49

This is NOT a thread for people to say they hope it's the decipher game or how good the decipher game was or about WOTC's games. What do people hope to see in terms of game play. whether it's co-op or pvp. What little mechanics would really make you go *OK now THAT's cool*

 

Personally I'd like to see bounty hunters as potentially independent of any characters or missions coming in and disrupting everything for everyone. And kind of *we're on this mission, the Empires hot on our tales, oh nuts a bounty hunters just turned up and bountied my main hero for the huts*. 

Just roll the Dice

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Reply #1 | Published on 03 March 2012 - 05:20:59

Or perhaps some sort of AI component if it does end up PVP. 

Just roll the Dice

Reply #2 | Published on 03 March 2012 - 06:06:38
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I think a good dual system should be cool.

A good card :
SPIRIT Power :
Bury target topic.
;)

Without Signature
Reply #3 | Published on 03 March 2012 - 08:26:43

Bounty Hunters should be a type of neutral faction, though I guess there will be a "Hutt" faction for them. Still bounty hunters by there very definition are able to be hired by anyone for a price.. seams a perfect character type to be neutral and placed in any deck type.. empire or rebel. I still hope the game will be co-op but I also want to be able to play empire.

As for mechanics? Well it is extremely hard to say with no idea of how the game plays, Though I have been playing a lot of coc lattly and really liek the "insane" mechanic that delay the untap of the cards for a turn. I think the zones in this game as we last heard it were you have base, orbit and planet would be ideal for this kind of slow down effect... load up some cards onto a ship... take 2 turns, unload 2 turns, turn to travel.... it could add a level of troop moment management kind of like a board game or something that is 100% unique and nvr seen in a card game...

One thing i do hope for is location, location locations... I want to see the star wars universe not just robots and vechels and people... but planets cards and planet surface cards...

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Reply #4 | Published on 03 March 2012 - 09:25:32

I wouldn't mind seeing separate battle mechanics for blasters and lightsabers. If you have a Jedi and a Sith facing off with blades in close combat, it just seems to me like they shouldn't follow the same rules as soldiers blasting away from a longer distance apart.

Reply #5 | Published on 03 March 2012 - 10:11:28

booored said:

One thing i do hope for is location, location locations... I want to see the star wars universe not just robots and vechels and people... but planets cards and planet surface cards...

Hell yeah! If it's going to be anything like previous LCGs, then having some locations that can add bonuses for the factions playing them would be great. There are obvious ones for the Empire, maybe, like Imperial Palace, Carida Training Ground, but the Rebels might struggle somewhat. Alderaan/Graveyard of Alderaan, perhaps?

 

Without Signature

Reply #6 | Published on 03 March 2012 - 10:30:46

Rebels would have Yavin, Hoth, Dagobah and Dantooine at the very least. 

Just roll the Dice

Reply #7 | Published on 03 March 2012 - 11:15:40

booored said:

Still bounty hunters by there very definition are able to be hired by anyone for a price.. seams a perfect character type to be neutral and placed in any deck type.. empire or rebel. I still hope the game will be co-op but I also want to be able to play empire.

As a bounty hunter fan, I'm all for this. Half of the The Empire Strikes Back bounty hunters worked against the Imperials at some point in their careers (according to the EU novels before Clone Wars screwed it all up and threw Dengar in the CW). Namely, Zuckuss, 4-LOM, and Dengar all took on Imperial targets. Zuckuss and 4-LOM even worked with the Rebels directly. I think making them neutral characters would not be too far off. But when it comes down to it, I think it's been polarized too much. From Decipher to The Old Republic, people have been constantly putting bounty hunters in the "bad guy" category. So if this game makes them neutral, that would certainly make it ground-breaking.

Reply #8 | Published on 03 March 2012 - 11:35:32

spirit said:

Rebels would have Yavin, Hoth, Dagobah and Dantooine at the very least. 

I suppose so. I was just thinking because of the temporary aspect of the bases. I'm not so sure I'd like to see Dagobah as a generic rebel location though - if it only benefits Luke and Yoda, then I'd be fine with it. For me, theme is everything!

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Reply #9 | Published on 11 April 2012 - 15:40:38

spirit said:

This is NOT a thread for people to say they hope it's the decipher game or how good the decipher game was or about WOTC's games. What do people hope to see in terms of game play. whether it's co-op or pvp. What little mechanics would really make you go *OK now THAT's cool*

 

Personally I'd like to see bounty hunters as potentially independent of any characters or missions coming in and disrupting everything for everyone. And kind of *we're on this mission, the Empires hot on our tales, oh nuts a bounty hunters just turned up and bountied my main hero for the huts*. 

 

I like your stream of thoughts there! Yes - bounty hunters and completing bounties. And no - not all bounty hunters should be "dark side" related, as it was in SW:CCG. Yes, you've told that it ain't the place and I am not going to say how good it was and how should FFS SW:LCG copy the flow. Nhee - let them do something better! What glued SW:CCG together wasn't the universe (well, not entirely) but the system that Decipher patented, but LCG are something different, they have their own nice ideas and they don't need to copy Decipher in any matters.

What I would really like to see is the use of the Force but...not only in the matters of Light and Dark side - there were many times, especially after the first Trilogy, where there were "grey" jedi, using force for their purposes. It would be awsome to start as Jedi Knight then perhaps be lured to the Dark Side and in the end choose something in between.

Also - starships fights - a must!

Let's hope for the best!

Without Signature

Reply #10 | Published on 11 April 2012 - 16:15:51

Pauelor said:

What I would really like to see is the use of the Force but...not only in the matters of Light and Dark side - there were many times, especially after the first Trilogy, where there were "grey" jedi, using force for their purposes. It would be awsome to start as Jedi Knight then perhaps be lured to the Dark Side and in the end choose something in between.

I guess it depends on what you're looking for in this game. For me, the original announcements seemed to be calling forth nostalgia of the original trilogy when that's all there was in the universe. I really liked the idea of starting with the basics. To me, grey Jedi seem to go against what Obi-Wan and Yoda taught us about the Force. "Once you start down the dark path, forever will it dominate your destiny," said Yoda. I don't particularly like grey Jedi and never have (just to disclose where I'm coming from in the following paragraphs). I think a big part of that is because it seems to represent well the prevalent mentality among people today that they should be able to choose their actions and their consequences too. That, to me, is absurd. A particular choice has a consequence fixed to it and if you do X, Y should happen. Period. Grey Jedi want to dabble in the Dark Side without falling to the Dark Side which should be nigh impossible. Anyway, back to the card game . . .

If you did have grey Jedi, how would you measure Force affinity (light/dark affinity)? The mechanics are inherent in how you view the Force, and unfortunately, I believe there are too many contradictory interpretations throughout Star Wars canon. In spite of Yoda's argument that the Dark Side is not stronger, but "easier, more seductive," we have seen time after time where the Dark Side has sheer power compared to the Light Side. So as I understand it, the creation of grey Jedi allows one to wield the power of the Dark Side while preserving justice (as perceived by the grey Jedi). Now outside of a game context, the danger of going grey is that you will fall to the Dark Side, lose what you have fought for, and lose the opportunity to be one with the Force (echoing the notion of losing one's soul). In a game, nobody is worried about losing their character's soul, so given the option, many people will choose grey Jedi in order to maximize their Force options. A game would need to make sure that there is a cost to maintaining a neutral Force affinity. Also, if this game is PvP, what happens if a Jedi character uses the Dark Side enough that they fall to the Dark Side? Does the other player gain control of them? Do they die?

What do you mean by "start as a Jedi Knight?" This brings up the question of customization. I'm not envisioning character customization, rather deck customization, though I could see how you could design a card game around a custom character with a deck that represent's their abilities. This LCG does not seem to be that sort of game, though. Instead, I'd imagine that "Grey Jedi Knight" would be an ally card with a special ability that adds a good amount of damage, but damages the character as well, representing the toll the Dark Side is taking on that character.

Ultimately I think Force affinity is either too complex for a card game and should be kept in the realm of RPGs, or it needs to be implemented in a game that really focuses on the Jedi vs Sith aspect of Star Wars. From what we've seen so far, this game won't fit that bill since it's set in the classic trilogy era of the Galactic Civil War when there are very few Force-users. I think this card game should maintain a strict Dark Side/Light Side emphasis. Save grey Jedi for the RPG.

Reply #11 | Published on 11 April 2012 - 18:41:22

I see you have some nice insight into the Force, both the Dark and the Light Side, meaning you have had to master both ;). Anyway, after giving it some thoughts, I too sway to the option that the Force might be just too complex to use, not only the grey one, but Dark/Light as well. The ambiguity of the Force is just too deep rooted into human psyche and to stick to one road might be just too hard - of course this is easily maintained within the deck Light/Dark - no opposing Force cards in the deck, as it was in SW:CCG, on the other hand, I remember that it was kinda painful, because every tournament you went to, you needed to have 2 decks with you, regardless your likes and dislikes towards particular Side of the Force. So far, the game mechanics are straight forward - you are the good guy, need to kill the bad guys, but wouldn't it be excited to be sedduced by the Dark Side of the Force, but then the question arises - what then? Does the opponent really gain control over your character, or you are going into frenzy and starts killing your own allies or just have some negative impact on the game, whatsoever? Difficult to read the future is. Let us hope that FFS will stand up to the challange and do their best for the game to be rewarding both for new players and SW:CCG lovers alike (and perhaps that is one of the reasons why they have postponed the release date, having in mind that they will face SW:CCG players and the play style they were accustomed to back in the days).

At this stage, bounty hunters are a bull's eye, I don't like Jedi/Sith anyway :)

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Reply #12 | Published on 11 April 2012 - 23:00:28

 Well, Pauelor, I think your statement on starship battles was also spot on. I think if you asked anyone what makes Star Wars Star Wars, starship battles would definitely be part of it.

Reply #13 | Published on 12 April 2012 - 02:44:29

As we saw from previous contents of the SW:LCG, there were starships cards, but still - the complexity remains. Let us look at so far published LCGs: in each and everyone one there are non specific locations, we have capitals in Warhammer and buildings, but in the others there is just "deployment zone" - and I think such solution would deprive SW:LCG of its magic, which is not only in characters, but also locations. On the other hand, I think that locations cards would bring too much chaos into the equation, so I am guessing dividing deployment zones into ground and space would be the best solution and judging by the text on so far shown cards would imply that this is the way FFS went for.

Without Signature

Reply #14 | Published on 12 April 2012 - 09:55:39

 I've been thinking about locations recently. One thing I never liked in SW:CCG was when there were several unoccupied locations in play. One solution could be to have location cards that players put in the various zones. Each zone could be a different location at a given time. When a location is on the table, it delivers a bonus of some sort. If a new location is played in that zone, the old one is replaced.

 
One important aspect of this mechanic would be balance. Should locations give the same bonus to both sides, or should each faction have their own version? In the former case, it could still be useful if the location benefited a certain strategy, meaning your opponent is not likely to gain the same advantage from the bonus as you. If the latter case, should the Rebel card give a smaller bonus to the Imperials, no bonus to the Imperials, or a penalty to the Imperials? I don't like the penalty idea, but the others are neat. Alternatively, different location cards could do any of those three.
Reply #15 | Published on 13 April 2012 - 10:44:48

 About the locations...

If they keep this game scenario driven, like it was at the beginning, they could make the locations part of a scenario.

 

For exemple, you could have a scenario like the ending of Episode 4 where the Imperial forces would have the Death Star and the rebels would have Yavin or something like that.

 

So you could have many different locations, but they'll be used for different mission/scenarios.

Phil

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