as those who have visited the ev nova web board know, i am making a ccg game
based kinda like the popular game magic. i just started and would appreciate those of
you who read this post and give me some more ideas. it will be based on ev nova so it
wont be completed till after the game is released, but if any ambitious person out there
may make modifications and do one for ev/evo.
i realise that it would be difficult to do because it would have to be done well, and i
realise that it would have to wait till the game itself came out, but i will continue to work
on it. i have changed the tech tree around a little bit and made some rules slash
general info for it. please give ideas for changes, or your own ideas but dont ramble on
about nothing. i also added trading to the game. this will allow you to pick up more than
one card. so if you have a person only getting 1 card and consintrating on his millitary,
and your getting say 7 cards and building trade groups with battle group escorts, you
will advance much farther than he does in a lot less time.
~the deck
1-the deck will consist of a undecided amount of cards
2-each deck may only have a certain number of planet tech advances
3-each deck may only consist of one races tech(exceptions made to
dominated/captured ships and planets
~manufacturing
1-manufacturing is how many cards you get on each turn
2-the more manufacturing you get the more cards you pick-up each turn
~planets
1-all planets will have a tech level
2-planets may be dominated by another player
3-all planets will have a shipoutfit yard
4-planets would only be able to be dominated by a specific type of ship
5-"SPECIAL" cards would allow you to upgrade a planet tech(note there will only be a
certain amount of these allowed in each deck
6-players would not be able to use a ship that is higher in tech than there most
advanced planet
7-players would not be able to use a upgrade that is higher in tech than there most
advanced planet
8-disabled ships may be towed back to 1 of your planets for reffitting(note this is the
only way you may get a ship more advanced than your planets)
9-all planets can manufacture ships or out fit of a tech level as high as the most
advanced planet(added to make game easier)
~ships
1-all ships may have its weapons and utilities(missile jammers, trade bays
etc..)upgraded
2-ships may be put into battle groups
3-ships may be put into trade groups
4-disabled ships may be towed back to 1 of your planets for reffitting(note this is the
only way you may get a ship more advanced than your planets)
5-battle and trade groups fire power is combined to add to the level of protection
6-battle and trade groups firepower may be targeted on one target or on multiple ones
~trade
1-trade allows you to pick-up more cards on each turn
2-say every 30 units of trade allows you to get a +1 manufacture(pick up card)
3-trade groups and fleets do most trading
4-all millitary ships do +1 trade a turn
5-freighters will do majority of trade. Ex-light freighter +7 trade, heavy freighter +12
trade, bulk freighter +18 trade.
as a note. some stuff may be added. such as a tow-ship, and a ship to carry partial
repair crews so you can take a disabled ship out of a system that doesnt belong to
you(fixes hyperdrive for one turn). i know there will be people who will think i am wasting
my time. well i dont care. if i get it completed it will be put online first so that people may
get a feel for it. if it does turn out that everyone does like it i may add a program to
allow people to play online.for those of you who like the idea please give me ideas and
revisions.
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A jedi's strengh flows through the force
luke do not underestimate the powers of the darkside
I have acepted that you were once Anakin Skywalker my father
young jedi only now do you truly understand the powers of the darkside