Challenge accepted

By Homme Chapeau, in UFS General Discussion

] "Instead of designing cards - why not someone post a thread of what they would like to see cards do? What mechanics would they like to see." - The Man Who Is Not A Goth, But Rather Their Opposite. An Antigoth, If You Will.

So far all the mechanics I've wanted in the game are in there. Of course, I'd like more originality in the envelope pushing nature of this game. Stuff like draining control checks (see Stained Honor, but draining your opponent's checks by 1 to give yours a boost, or vice versa and something else).

One thing we've yet to see though, is vitality loss as a proper win condition. Way back in 2007 I built a Mitsurugi with that in mind. Cards like Deadly Rage, Dash Uppercut, Damascus Sword, Veteran of Thousand Battles and Burning Knuckle allowed it to be decent if not spectacular. Of course, we've seen less and less cards with that since then, with a small return in Zhao Daiyu, but how efficient is banking on that strategy I cannot say. Doesn't look like it to me. But more cards that did vit loss, at least enough to turn it into the playstyle that will not die - decking.

Shaneth pointed that, before, Stance was a keyword that did nothing. Why not bring that back? Sounds like we could do something cool with it. Like I dunno a stance makes every X symbol attack better but every Y symbol attack weaker as a static, and has an extra effect for kicks.

Alternate win conditions could also be cool if properly overseen.

Padma is, in essence, a vitality-chipping character. A lot of Tira's most recent support also focuses on vampirism, for lack of a better term.

Personal fail: I played Tag Along at the Pacific NorthWest Regional to stop my opponent from clobbering me with Zhao Daiyu's R ability. My opponent didn't even blink. "I respond to that with my character's ability." Poopie face.

I've always regretted the fact that, aside from two cards (Knocked Out and Close to the Edge) *Ring-out* was never really explored as a win condition. As long as they don't verge upon NPE solitaire, I'm all for new ways to win.

These ideas have been posted before...LOLS, j/k. That's the typical response you'd expect to see.

First of all: Dude, I LOVED the old Veteran of a Thousand/Victorious Mitsurugi. Grandmook ran that thing all over my face back in the day!

That being said, when one references mechanics, I think we should probably more realistically look at "per character" mechanics. Alex uses face down crads to his advantage, Nightmare blows up his own foundations to make you blow up yours, that kind of thing. Obviously too many keyword abilities would bog down the game, but new ways to play characters surely helps enrich the game.

Lynx Tail/Stained honor are great examples of dropping one stat to improve another and is always a fun mechanic in my book, so long as it doesn't become beliggerent.

I really think (and I know alot of people won't agree with me) that really good attacks like Feline Spike could use a zero check. Currently there's only one way to hard check a zero, and that's Feral Fury. I don't think there should be a ton of these cards, but they should be worthy of being run, even with a zero check.

People have discussed the notion of "parrying" in the past. Perhaps cards that when used as a block, negate progressive difficulty if a reversal is played right after it.

I think there should me a bit more dabbling with character stats. Demitri's abilities, The Gorgeous Team, The Bigger they are..., these are all fun cards to play and make character selection more interesting than handsize/vitality ratio, and or abilities. Not to sound like a broken record, but I played the not-so-amazing T. Hawk back in just becuase he could abuse Size Matters + Mystic

I'm on lunch break now...or else I'd post more. :)

personally i would like to see them abuse aspects of fighting that not many think of. i would like to see a ability called submission(i.e. arm bar, rear naked choke, kimora, americana and various other locks). it would work similar to combo, except you play it after a throw attack, and like combo it would need to meet certian conditions to make it worth your while. pop the submission enhance on the card and it deal s X damage to your opponent or adds like a handicap of some sort, like your opponent plays at -1 handsize for there turn or something because there characters arm is broken, could also work as a additional win condidtion, like break there arms and legs so they cant fight anymore type deal.

I would also like to see something like intimitade as a static character ability. give it to characters who are over a certain height, and it would basically affect characters who are shorter or of equal height. It would either commit your opponents character under certian conditons or put a cap on the amount of cards they can play that turn, obviously both those abilites would be grossly overpowered, but they convey what im trying to put into words the best

i did have an idea for Submission as a keyword but it was a little different than what you got there spyke, i made a Rumble Roses set about a month ago and had this idea:


Submission(Static Ability): If this attack deals damage, you may instead reduce it's damage to 0 and remove the top X cards of your opponent's deck from the game. X half of the attacks current damage(Rounded down, maximum of Printed damage).

But that was probably a LITTLE too broken meh that does help with the alternate win condition of mill but you know if Steve sees this... he'll be angry about mill...

N.J.

NJBrock22 said:

i did have an idea for Submission as a keyword but it was a little different than what you got there spyke, i made a Rumble Roses set about a month ago and had this idea:


Submission(Static Ability): If this attack deals damage, you may instead reduce it's damage to 0 and remove the top X cards of your opponent's deck from the game. X half of the attacks current damage(Rounded down, maximum of Printed damage).

But that was probably a LITTLE too broken meh that does help with the alternate win condition of mill but you know if Steve sees this... he'll be angry about mill...

N.J.

thats also a good thought on it, im drawing from practical experince with it and trying to think of something that is more true to the genre that UFS is based off of, which is mostly one on one combat, same goes fro the intimidation idea, if you have ever gotten intoa fight with someone sho is biiger then you then you know what I mean

I would love to see cards that let you take cards from your opponents staging area for turn? (of course with semi-high cost) or maybe a card that punishes you for drawing cards? (just as absurd punished for gaining too much momentum.)
Other interesting ideas are, a character that rewards you for lowering your opponents vitality (sounds like a good way to bring back aggro?) that turn. (such as a speed pump/dmg pump?)
OR maybe cards that punishes your opponent for not playing an attack that turn. (thinking back to soul arena? also trying to promote some kind of aggro)

uh i wrestled and managed the boys basketball team for my high school and helped coach the Football teams, in a town that most of the boys are the stereotypical "corn-fed" boys ya know them average somewhere around 5' 11 - 6' 5 about anywhere from 200 - 380lbs and to give you perspective i was 5' 7" about 184lbs so yeah MOST of the school was bigger than me and i actually intimidated through my pressence and fighting ability(mostly through a little judo and my wrestling skills). Back to the topic at hand that i said, yeah i think we need more risk-reward cards like i dunno cards like say:

092.jpg

which if i would have made the card it would have been a Response with 1 momentum and re-worded to "After your opponent has lost vitality this turn, if they have lost at least half of their vitality that they started with this turn, draw X cards. X equals your Printed Hand Size, or the discarded momentums difficulty or the amount of vitality your opponent just lost, or something to those ends." Another step in the right direction was an OLD card

Knocked_Out.jpg

fair cost for the time, would probably be 3 now, and would have to be re-worded to before your opponent takes damage blah blah blah so that rulings questions wouldn't come up. Was an amazing card back in the day that VERY few people used. I did see an UR Adon deck break the thing in half though pre-errata 4 dinky attacks add them to momentum, chain throw, hammer > 1/2 their life = gg, took a couple turns to set up but was dumb.

not much more i can say right now, going on fumes... will have more later for this discussion.

N.J.

tuggs said:

I've always regretted the fact that, aside from two cards (Knocked Out and Close to the Edge) *Ring-out* was never really explored as a win condition. As long as they don't verge upon NPE solitaire, I'm all for new ways to win.

Since a Ring Out would by necessity be an instant win mechanic, a lot of work would be needed to ensure that it is viable, but not game-breaking. For example, Close to the Edge looks like it could enable a turn 2-3 win with one attack, depending on the draw. New win conditions are good, this is just one that should be handled with care, I think. Not to say that it is a bad idea, but that the possibility of it being poorly executed is high.

Iv always thought that launcher would be a good keyword to add in.

For example Launcher: X on an attack
the ruling IMO should be somthig like this, Laucher is played as an enhance, if the attck deals damage the opponent must make a CC against a difficulty of X, if they fail the CC the the player who played Launcher gets to place a foundation from their hand to their staging area.

i think this mechanic would be cool as it gives the person who launched someone a nice advantage, i have also thought that if we wanted it to be more like it actualy does in games it could be like- the opponents next block gets +X difficulty, as blocking will be hard as they are in mid air.

not thought much of this through too much i just like launching people in SC and thought it would be cool in the game.

Theo

Theo said:

Iv always thought that launcher would be a good keyword to add in.

For example Launcher: X on an attack
the ruling IMO should be somthig like this, Laucher is played as an enhance, if the attck deals damage the opponent must make a CC against a difficulty of X, if they fail the CC the the player who played Launcher gets to place a foundation from their hand to their staging area.

i think this mechanic would be cool as it gives the person who launched someone a nice advantage, i have also thought that if we wanted it to be more like it actualy does in games it could be like- the opponents next block gets +X difficulty, as blocking will be hard as they are in mid air.

not thought much of this through too much i just like launching people in SC and thought it would be cool in the game.

Theo

its a good idea but its bad for the meta. Right now FFG is trying to get away from the heavy control meta that UFS is stuck in and that ability to just drop a foundation into play is too broken, maybe if it came into play commited or you had to meet or beat a CC to use the ability then i would consider it to be fair, i do however really like the idea about giving your opponent +X difficulty to there next block, that sounds like it could be really fun

If ring out were reintroduced into the game today, TBH I feel many people would do it. With an easy throw and ridiculous dmg/speed pumps it may be on the edge of broken. 6 dmg these days are easy. I shudder to think of this in an ASTRID deck @_@ every attack lethal/ringout able

I'm all for new ways to play the game, mechanics-wise and all that, but I don't believe throw is a keyword that needs to be pushed towards another mechanic. By itself it already does quite a bit. Throw is the only keywrod ability that guaruntees damage will happen unless some opposing ability proactively stops it. Incorporating submissions is an interesting idea, I just don't think throw is the type of keyword ability that should be used for it, as there is little-to-no risk involved with that. Cool ideas so far folks, keep it coming. :)

More cards that break the templates of thier mechanics:

Attacks with 4+ control checks
Foundations with 3 or lower control and killer abilities
Pregame action cards that are also playable later on in the game (remember Round one fight and that suite of cards?)

Also more attacks that offer damned if you do, damned if you dont situations. There too many cards that have "if this attack deals damage" but far to few of them can offer an incentive not to block. Blocking should be a primary function of every deck in the game, and far too often blocking is a forgone conclusion as to weither or not you will do it against a particlar attack. This game needs more tatical thinking and less deck building with scripted matches.

I had an idea for Stance.

In reality, you take your stance before beginning your moves, so to translate that into UFS, I thought up an idea for Stance.

1) All Stances are First F Actions.

2) All Stances will correspond with certain types of attack (kicks, ranged, punches, throws, reversals etc) giving advantages to those attack types.

3) All Stances will have a static text that says "While this card is in your card pool, the difficulty of [X type] attacks is reduced by 2/ the control check to play [X type] attacks gets +2.

Basically, it gives you a much stronger ability to play a certain attack type, while making it more difficult to play others, which is sometimes the case with martial arts stances. Also it nullifies it's own progressive difficulty and makes the attacks you're trying to chuck one less difficulty.

(I've seen a guy in a basic French Savatte stance try to perform a Brazilian Ju-Jitsu style throw, he struggled.)

Can I just say that this card was amazing and hardly anyone played it?

SF01_120.jpg

Its so sneaky.

I've always wanted to see a fun side to the games done as like a special release or a boxed set. I've looking forward for some time to getting mine hands on the Fake weapons for the Soul Calibur group (Giant Squid FTW gran_risa.gif ).

I'd like to see more attention paid to the early game. More characters along the lines of Yun Seong and Elena (promo) that made you think about whether to go first or second.

Maybe a set of cards (a character theme) that has a greater effect if you go second, or instead "punishes" your opponent for going first.

I'd also like to see more Ragnar cards! Maybe even a "My Ragnar" asset.

saikyo_crusher said:

I've always wanted to see a fun side to the games done as like a special release or a boxed set. I've looking forward for some time to getting mine hands on the Fake weapons for the Soul Calibur group (Giant Squid FTW gran_risa.gif ).

Quoted for Truth!

Many of the joke weapons in SCIV have great stats on top of being ridiculous. This is a great idea, man. I would totally like to be able to TWSS someone mentioning anything about Cervante's shishkabob. LOLS!

Hewittzil said:

I'd also like to see more Ragnar cards! Maybe even a "My Ragnar" asset.

OH NO *Sigh*

spyke132 said:

personally i would like to see them abuse aspects of fighting that not many think of. i would like to see a ability called submission(i.e. arm bar, rear naked choke, kimora, americana and various other locks). it would work similar to combo, except you play it after a throw attack, and like combo it would need to meet certian conditions to make it worth your while. pop the submission enhance on the card and it deal s X damage to your opponent or adds like a handicap of some sort, like your opponent plays at -1 handsize for there turn or something because there characters arm is broken, could also work as a additional win condidtion, like break there arms and legs so they cant fight anymore type deal.

I would also like to see something like intimitade as a static character ability. give it to characters who are over a certain height, and it would basically affect characters who are shorter or of equal height. It would either commit your opponents character under certian conditons or put a cap on the amount of cards they can play that turn, obviously both those abilites would be grossly overpowered, but they convey what im trying to put into words the best

This would be a cool idea. Maybe do something where the submission attack is added to the opponents momentum face up and hinders them while its there. I thought that Karin shouldve had something like this and shouldve negated costs as well as ability to safeguard her hinderances.

Bloodrunstrue said:

Hewittzil said:

I'd also like to see more Ragnar cards! Maybe even a "My Ragnar" asset.

OH NO *Sigh*

...you're just jealous! lengua.gif

Hewittzil said:

Bloodrunstrue said:

Hewittzil said:

I'd also like to see more Ragnar cards! Maybe even a "My Ragnar" asset.

OH NO *Sigh*

...you're just jealous! lengua.gif

My Astrid could beat your Ragnar :P

I wouldnt mind more alternate win conditions, so long as they were balanced. As is, there are certain characters in fighting games that, effectively, achieve a game over state in ways beyond the traditional 'I hit you until you stop moving'

Hayamachop said:

I would love to see cards that let you take cards from your opponents staging area for turn? (of course with semi-high cost) or maybe a card that punishes you for drawing cards? (just as absurd punished for gaining too much momentum.)
Other interesting ideas are, a character that rewards you for lowering your opponents vitality (sounds like a good way to bring back aggro?) that turn. (such as a speed pump/dmg pump?)
OR maybe cards that punishes your opponent for not playing an attack that turn. (thinking back to soul arena? also trying to promote some kind of aggro)

For a wrinkle in time Dominance saw play. Its cost was pretty heavy, especially at the time.