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RO TCG


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#1 WytAzn

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Posted 22 March 2012 - 04:03 PM

With the cute (borderline sexy, in some cases) artwork, variety of battle strategies, plethora of items & equipments, and the eye-sparkling moments of finding that MVP card, you'd figure it was only a matter of time before they created (or attempted at least) the Ragnarok Online Trading Card Game. The market for the game alone is endless, and there'd be a continuous explosion of new RO in-game players. Not to mention the fact that I propose various events to have your in-game character turned into a personalized trading card! Well, years later n we got bunk. SO, without further ado, I present the version I have developed. Hoping to get some love!

Let's take a quick look at the "playing area" (bear with the misportioned rawness of it, cant upload pics of my sketches, but ill key it out. pretend the dashes aren't there :P )

-------------------- b4 ------- b5 -------b6-------
---out------------------------------------------------
--------------------------------------------------------
--------------------b3--------b2-------b1-----------
--------------------------------------------------------
--------------------------------------------------------
---deck----------------------------------------------
-----------------equip pool------------------------
--------------------------------------------------------
-----------------item pool--------------------------
-------------------------------------------------------- map



deck: where you place your deck

out: where you put defeated CMS's/used resources

equip pool: where your equip cards are placed while in use

item pool: where item cards are placed to store or use

map: where map cards are played

b1-6 (4,5, & 6 are really 1/2 zones): the battle zones (players will place 2 "play areas" together to form a total of 9 "battle zones". this is the section where CMS's will conduct actions such as battling and effect resolution)


CARD TYPES

CMS: "character", "monster" or "sp(ecial)" cards

item: tools of the game that apply various effects

equip : card s that apply various effects to CMS's

hack: cards played from the hand to the out pile that apply different styles of game-altering effects

map: rare cards played outside of the play area that will alter various aspects of the game

CARD: rare cards that can be set partially under the in-play CMS to increase their win conditions


CARD LAYOUT
again, sorry for the inability to upload, but a lil imagination n you'll get the just of it ;D

The top half of a CMS card would be the picture.

below that, in a side-to-side length bar with divided sections. the first being the printed onlimitation # (# allowed in a players deck), the second, the card name/title.

under that would be a text box to included effect(s).

and if the card is a CMS, there would be a final side-to-side length bar with 5 divided boxes for:
a--- (attack power)
m--- (magical attack power)
r- (reach: how far the a/m will effect)
m- (move: how many open/unblocked spaces the CMS may traverse)
hp--- (the amount of damage to accumulate in order to defeat CMS)


DECK LIMITATIONS

the deck may ONLY consist of 6 CMS cards. Aside from that, a deck may have as little as 0 to 99 additional cards. Keep in mind, every card has a printed-on "limit" (cannot exceed that number in the deck).


WIN CONDITION

There's only one way to win. Defeat all opponent's CMS's. "decking out" in this game does not end the game.


FLOW OF THE GAME (start, then turns)

players flip a coin, and the "call winner" will recieve slight advantages. players begin the game by placing mats together (or just knowing the field), and taking the 6 CMS cards they have from their decks, and stacking them face-down in any order of the owner's choice face-down on one of the three battle zones closest to them. The call winner places his on the field after the loser (this may be advantageous).

Players then have the option to remove up to 1 equip and 3 item cards from their decks, and place them face-down in the corresponding "pool".

After this process is complete, players flip the top CMS face-up, and place it back on top of the CMS pile. Only 1 CMS will ever be face-up per player (unless a card effect overrides that) at a time. The remaining face-down CMS's will stay under the face-up CMS at all times. For example, you move your CMS 1 space to the right, the pile under it also move 1 space to the right, remaining face-down under the in-play CMS.

Players at this time flip their items face-up, and may choose to flip the equip and attatch it to the in-play CMS (assuming conditions are met).

there is NO opening hand.

The game has now started!!


TURN SEQUENCE

The winner of the coin toss chooses who wil go first.

- draw step
turn player draws 1 card from the top of deck

-resource step
turn player may use any item, equip, hack, map, CARD, or CMS ability at this time

-move/battle step
player may move CMS card a number of spaces compliant up to the "move" number printed on the card, and choose to declare an attack on opposing CMS, assuming "reach" is not a number less than the number of spaces between the opposing CMS's

-for example-
player's CMS has a move or 2, and a reach of 1. that means it may move up to 2 unblocked, empty battle zones, and in this case must be adjacent to the player's CMS to conduct battle

after damage is calculated, the turn player may use any item card at this point, and then his/her turn is over.

Players take turns repeating this process until a winner is determined.


FAQ's (that i assume to recieve)

"got a bit uh numbers in this game, dont ya?! how am i spose to keep track of my CMS's hp?"
-the easiest way to keep it in check is the "stone system" (like in pokemon, where you put a colored stone(s) to symbolize damage)

"oh great, MORE s!%@ i gotta buy?"
-um, use gravel? LOL or anything really, as long as it accurately specifies to both players what's what.

"what happens if there's a loophole found in some cards that creates unfair win conditions? will there be a "ban list" like in other games, and won't this make the printed on limits pointless?"

-It's very possible that this game could turn mainstream. what i mean by that is, the company that takes this game on could bulk out crap cards that aren't clever, competitive, or desired just to thick-up their booster packs, etc. however, I have generated multiple sets as of already consisting of hundreds of cards, each one as "i WANT it!!"able as the last.

(the simple answer, yes, but i hope not)

"are there cards that affect the "out" zone, and if so is there a further "removed" zone we should anticipate?"

-yes to the first part (at least by MY design, and to the topic of "removed", i personally don't anticipate it, but like i said.. if it makes the company another buck (like in yugioh, most relative to THIS case) it could be developed upon further down the road.

"how accurately will this depict the actual RO?"

-I antcipate to the key. There's a MASSIVE variation of aspects from monsters, costumes, effects, class abilities that can be incorporated into a successful TCG.


PLEASE FIRE THIS THREAD UP! Lots of thought, and heart, was put into this. I want a truly unique game that you don't rely on funds and technicalities to enjoy and win (fully, anyways. let's face it, TCG's are business, so there's gonna be some $ aspects. But i would assume there's enough material to use it won't be an issue). Hopefully this will gain enough momentum to be picked up, and I would love to see so <3 !

Thank you for taking the time to check this out. Like I said, hopefully it evoles from a concept to buying your first starter deck soon! If you have any questions, comments, stories, opinions, or even just wanna troll (lol dont...), I encourage you to post AND message me.

Thanks again!

btw, i'm new to the forums, not the game. just so y'all know that going in. haha

Edited by WytAzn, 22 March 2012 - 04:17 PM.

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#2 Rate

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Posted 22 March 2012 - 08:06 PM

Who would pay for it/design it/license it/play it/etc..?

Also, assuming they did want to make a card game, I don't think they would create it based on a player's thread. They have trouble implementing simple in-game content, I highly doubt an official card game would ever be created.
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#3 WytAzn

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Posted 22 March 2012 - 08:12 PM

there's a lot of game licensing companies, bro :/

http://en.wikipedia....e_manufacturers

plus, why wouldn't a company take a good idea regardless of what form it came it?
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#4 WytAzn

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Posted 22 March 2012 - 08:14 PM

if I wanted to go one by one contacting them all shooting my idea, id do that. besides, i need SOME digital copy of my idea. aint like ima ship off my sketch books to some company expecting them to jump rite on it. only takes the right person at the right time to turn an idea into a product
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#5 Rate

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Posted 22 March 2012 - 10:04 PM

Except, this is gravity. They don't do ideas.
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#6 WytAzn

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Posted 23 March 2012 - 04:26 AM

gravity wouldn't be anything but an affiliate/host for trademarking. it's a company like bandai or konami i assume would pick up on this (or a lesser known)
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