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Post Ideas for new Battle Cards

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12 years ago
Dec 23, 2012, 2:56:58 AM
I have a small idea for one:

Repair Retreat-basically it will repair a few (around 1/8-1/4 health) while retreating and unable to attack.
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10 years ago
Dec 30, 2014, 11:54:02 AM
Feint: Reduce defense on first 1/3 of your own fleet, but increase weapons damage on last 2/3 of your fleet. A tactics card. Probably blocks defense.



Take Aim: Increase accuracy, but reduce rate of fire for beam and kinetic weapons. An offense card. Probably blocks tactics or defense.



Formation: Increase defense against fighters and bombers. A defense card. (Not sure what it would block.)



Ram: Attempt to run your ships directly into the enemy's ships. Only usable during melee phase. Each of your ships has a random chance of hitting one of the enemy's ships (based on the enemy ship's evasion score); if successful, both ships take a large amount of damage. Probably a tactics card. Not sure what it would block.



Evasive Maneuvers: Increase evasion score of your ships. A defense card. Possibly blocks tactics or offense.



Signals Intelligence (or "Ultra"): Determine the card that the opposing player has set for the _next_ phase. (So, only usable during long and medium range phases.) Lets you modify your own card for the next phase. Probably an engineering card. Not sure what it would block (if anything).
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10 years ago
Aug 13, 2014, 12:26:36 AM
Pursue: You get one full round of combat against a retreating fleet (all weapons come into play). No effect if enemy is not retreating.
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10 years ago
Aug 12, 2014, 5:59:58 PM
Nice to dig up that thread ! I have an idea ^^



I will make a poll to choose one of those cards to add in my mod !



Thx smiley: wink
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10 years ago
Aug 12, 2014, 5:29:04 PM
If you've ever fought battles (or enough of e'm) you know that kinetics or laser's can RIP your fleet apart by firing consistently 2 to 3 times a round?



So I have a new suggestion and not sure where to put it..



But the ability to specifically target Kinetic ships or Laser.. would be helpful in turns of stopping them from your ripping yours ships apart cause the AI just targets 'randomly' mostly even with the new feature of semi-targeting smiley: roll
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12 years ago
Dec 25, 2012, 11:24:59 AM
Ohh, yah got another one..



How about the ability to fire missiles twice in a round.. something like "missile blitz" smiley: smile or it could be called "double attack" giving 6 shots for lazer/kinetic too.. smiley: smile
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12 years ago
Dec 25, 2012, 10:41:21 AM
Double card - (ability to play 2 cards) maybe a "hero" upgrade.. (may be to powerful)



I have to say that the "emergency shelter" card may be a bit too powerful.. I've been using it to wipe out fleets of 23 command points with ratings of 10000-20000 and my fleet just being 15 command points and moving from 10000 to 20000
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12 years ago
Dec 23, 2012, 4:14:36 PM
Missile Hack - 15% of enemy missiles are reprogrammed to target enemy ships (randomly or source)



Bribe - pay smiley: dust (smiley: dust=smiley: stickouttongueowersmiley: smile to bribe a ship of a fleet to disengage - leaves game or out of play for x # of turns





n18991c wrote:
"Suicide run" - all (remaining) ships prepare for ramming speed! lol




I like this idea. Maybe speed up phases, no attack, and damage if your ships hit enemy ships is calculated based on remaining power or something
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12 years ago
Dec 21, 2012, 1:02:54 AM
Post your ideas for new Battle Cards!

Here are a few to get things going:



Focused Fire: All player fleet ships fire together at the largest ship in the enemy fleet. If there is more than one of these in the enemy fleet the ordering then goes by most damaged, most invasion power, most weapons, closest.



Build Up Power: hold all weapons fire for this round for a +35% increase in weapons damage in the next round. (This card can only be used in the first two phases of battle). This card would stack with whatever card is used in the next round.



Spread Fire: All player fleet ships select different targets. If the player has more ships then then the additional ships select targets randomly.
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12 years ago
Dec 22, 2012, 11:46:14 AM
I think there needs to be at least a defensive tactic and offensive engineering card. Mostly due to the counters they have but also what counters them, just so that you can counter engineering without reducing your defences by 25% or counter sabotage without playing a defensive card.
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12 years ago
Dec 22, 2012, 12:05:33 AM
A quick note on the proposed "Focused Fire" card. If there are two (or more) ships to choose from (largest in the enemy fleet) then select the most damaged one. If they both have equal damage then select the one with the most invasion power. If those are equal then select the one with the most weapons (the idea is more weapons should mean fewer defenses). If they are equal in all ways then simply select the closest one.
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12 years ago
Dec 21, 2012, 6:12:04 AM
escape pod: Hero assigned to fleet in not injured if the fleet is destroyed but get no XP from combat
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12 years ago
Dec 21, 2012, 4:52:59 AM
Crazy Ivan: (Tactic) A Head on maneuver to turn the ships and go more quickly to the enemy fleet ( 15 % less effectiveness of missiles, 5 % accuracy of your beam and Kinetic weapons)



Katyusha Rain: (offense) BY release some security locks and overload the launchers the ship could launch more missiles then normal at cost of accuracy. (one more Missile attack per round -10% of accuracy for Missiles.)



Space Testudo: (defense) With the right coordination the ships could join their shields and synchronize their flak for better defense (+ 20% of shield and Flak)
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12 years ago
Dec 21, 2012, 4:40:18 AM
Hackers: Steals 2% of the fleets dust worth, Sabotage type, counters Defense type.
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12 years ago
Dec 21, 2012, 4:27:16 AM
my only quirk on battles is damage should also affect attack potential. if 3/4 your systems are on the fritz and your people sucked into vacuum... how do you launch a full fusillade?



I propose repair cards be then related to offensive weapons repairs... or shield repairs. hull... unrepairable. dust attacks... undamageable.
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12 years ago
Dec 21, 2012, 3:58:33 AM
I like the "Focused fire" Idea. But i would make it to just focus on ships with the least health. Had a few fights were a enemy ship lasted a round on barley any health to just get healed.
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12 years ago
Dec 21, 2012, 2:19:52 AM
Maintain Distance: Adds 30 seconds or another couple rounds , pick a number, to the current combat round. Good for extending the time spent in whatever range best suits your ships weapons.

Close In :Just the oppossite, shortens the amount of time spent in the current distance round.
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