New Game effects!

By dragoku, in UFS General Discussion

I guess this would used to go into the fan creations spot on the old forum but there isn't really a place for it now.. But i also thought that it would be a way to discuss some elements we could bring to the game that might make it more interesting.....

my suggestion is Knockback (would have called it stun but its taken)

Knockback is a playable ability printed on attacks much like multiple and stun

Knockback ability reads:

E: If this attack is not blocked and then deals damage, the next attack you play this turn gets +X difficulty and is unblockable. X equals the Knockback rating on this card.

now what i mean, if the wording is a little weird, is that the attack with knockback on it has to both not be blocked and deal damage for its effect to work. So Zero damage attacks not being blocked aren't a problem, and or if the opposing player is capable of reducing damage enough.

what do you guys think and please feel free to post your own thoughts for abilities.

hmm... unblockable is kinda scary no matter how difficult you make it... well, it wouldn't be a bad mechanic to have on one or two attacks at some point, but I don't know about keywording it and having it show up on a regular basis. Kinda gets away from the whole wanting the game to be more about attacking and blocking thing.

One thing I've thought of is perhaps some way to represent "charge" attacks, where you can hold the button down longer to delay the attack but make it more powerful. Something like:

Charge - R: After you play this card as an attack, remove it from the game. During your next Combat Phase, you may attempt to play it as your first form. If you do, it is considered to have been charged.

<some attack>
6/3 +2H
3L5 Charge - Multiple: 1 - Ranged
If this attack was charged, add 1 to its multiple rating.
E: Whenever this attack or any of its multiple copies deal damage, commit one of your opponent's foundations.

Something like that.

Well, knockback would give promo Rikuo a purpose....

i agree with cetonis, knocback is 2 powerfull to be keyworded. make it like throw.

Well i think that knockback kinda represents the stun effects in games where your opponent can't move after he gets hit by it. Or its kinda in like mortal kombat games where you hit a chain of attacks and add a special move on the end and your opponent can't really block. Plus if this happens there would be a reason for cards that make unblockable blockable again and they would print a couple more. Plus its an E so it can be negated. I like the charge idea. it sounds pretty interesting. Anyone else have an idea they would like to share?

Maybe instead of unblockable make it hard like can only block with a card that shares 2 or more resources.

dragoku said:

Well i think that knockback kinda represents the stun effects in games where your opponent can't move after he gets hit by it. Or its kinda in like mortal kombat games where you hit a chain of attacks and add a special move on the end and your opponent can't really block. Plus if this happens there would be a reason for cards that make unblockable blockable again and they would print a couple more. Plus its an E so it can be negated. I like the charge idea. it sounds pretty interesting. Anyone else have an idea they would like to share?

I'm sorry dude but the Stun ability, which granted locks down foundations, does a good job on making things complicated. One of the reasons that Chain Throw was good. I can see what you are trying to do, but I can see alot of whacked out experiances that it would probaly be dropped. Not a bad idea, just not a good one too IMO.

My Take on the knockback would be add in that attack may not be given any damage bonuses. Sure than it gets more playable