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RHG Trading Card Kick Starter - RHG Trading Card Game? ( Discussion )

Started by: stone | Replies: 89 | Views: 9,652

stone

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Aug 2, 2014 3:03 AM #1225716
Not an unfair advantage... simply an added inspiration to spice up your RHG battle. If you don't animate / don't RHG simply collect the cards for fun. If you wish, you can utilize the idea / perk of your card in your animation. Speaking of an 'unfair advantage' if you look at your own RHG you'll note you have a LIST of abilities.

Image

Rather than what it was originally based around just having 1 stated ability and weakness.

This just expands and spices up your current character while showcasing some of your favorite cards in animation.

I don't see how having something inspiring to animate to and for 'game breaking.' I also don't get why people are always so pessimistic. How cool would it be, to strategy your 3 favorite cards you've collected and how can creatively execute them in combination with your current character.

These perks aren't;
"With this card you animate better than everyone"
"With this card you have every known thing or ability you can ever come up with"
"With this card you win the battle"

They are small details that you can add in. That those who collect the cards will notice, appreciate, as well as be excited to see YOUR character dive into using some other cards.

The possibilities are as endless as current battles + another tier of exponential awesomeness. All they really do is provide you with a jump off point to go nuts with.

...anddd its not like you can collect and use them all in the same battle, there is a limit of 3.


At the end of the day, its all about your creativity. Your RHG's ability can be potato and weakness oxygen and you can still animate a winning battle against some of the most detailed RHG's due to how well you animate and how creative you can execute the battle.


COMPLETELY ASIDE from the fact that many of the perks and ideas that come up in these cards are stemmed from inspiring things others have done in their animation(s) in the past.
Equinox Fox
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Aug 2, 2014 3:41 AM #1225730
I'd be down.
I'd be so fucking down.
PLasmaghost

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Aug 2, 2014 4:15 AM #1225736
I'd Be so fucking down for this you don't even know lmfao. like YOU DON'T EVEN KNOW.

Also loving rawgreens Game Concept. i think it would be really cool to look further into and if the presence is there see if we can get at least a basic simulator for the game up soon. Reminds me hardcore of my Pokemon TCG days. (Kingdra+Dark Dugtrio 4 lyfe). The more in depth this discussion goes the coooler the idea seems to me. One thing you could add to Rawgreens formula that l've always loved in the Pokemon game was when you win, knock out an opponents card (given that after beating 6 of them you win lol..) you get a "prize" which is a random card from your deck. So If i took out say Stones' Oxob card, Id randomly pick from my prize lot and I could end up pulling out my Nhazul card which could help me out later on in the game. Idk, just throwing more ideas in the pot!~

While I understand some of the hesitation with messing around with the RHG formula I still feel like something could be worked out to make the two mesh, even if it's just a little bit.

(would totally be down for doing hardcore art for this too!)
RawGreen
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Aug 2, 2014 4:22 AM #1225742
Quote from Jutsu
I'm impressed rawgreen.

Though I would shy away from using 20 hp as the average, since magic the gathering does that.


I fully support his idea behind the card rarity too, card rarity is crucial to turning up a profit and adding card diversity to the game.


Edit: Also, the dice idea while good, will diminish the competitive viability of the game. Since it adds lots of luck to the game instead of strategic card use. Which isn't necessarily a good or bad thing.


I've actually never played Magic the Gathering, so I didn't know that.
We could probably do something like 25 HP or something, wouldn't make games noticeably lengthy,
only by 2 or 3 turns unless someone has something up their sleeves.

Card Rarity makes them a little bit more collectible for some people as well, I'm one of those people.
Even if I never get to play this as a TCG I'd want to collect them even more because of it.

About the dice and luck interfering with competitive viability.
Right now the only thing written down for the Dice is the chance for who starts first if both player's Versatility count is at a draw.
You could swap that out with a coin no problem.

Or heck, have a little round two-sided magnet that has the little Stickpage guy's face over black on one side and RHG written in white over orange on the other.
And just use that instead of a coin.


Edit; @Plasma,
Right now there's no real way to take down the Opponent's cards.

If something like this were to be added, their Card's HP would be linked to their own HP.
So as the card looses HP, the Player also looses HP.

We'd have to ask, what happens to the card when it get's KO'd?
Does it go to the bottom of the deck?
Does it go in the discard pile?
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If the cards get sent to the bottom of the deck and the player only has 3 cards, they'll be able to play it again on their next turn.
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If the card gets sent to the discard pile, things just got real for them.
People will have to work on their strategies more, or get better cards, or make sure they have a better combination of cards in their deck.
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I'm down for the discarding cards on loss.


What happens when all of your cards get KO'd?
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Likely if all your cards get KO'd and you have no more cards in your deck, you would loose by default.
Unless the winner would be willing to give you a handicap to put down 1 to 3 of any cards you own on the field to give you a chance of redemption.

How will all of this effect the gameplay?
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It will add room for more strategy. But we will need to stress to keep it relatively simple.
We need our players to be able to quickly understand and be able to play the game,
but we still need to keep some depth available to players who get into it seeking to master the game.


when people first start playing the TCG (if they start playing), their decks are going to be probably around 4 to 10 cards.
That's more than enough for a small game.

Until we figure out how Passives and Actives will work more in the battleground, we shouldn't decide of a maximum for a deck size.
In fact I think it's actually more fair to restrict how many cards you can have in your deck based on an OP score of all your cards combined.
One could go with more cards that have Average or Low OP, or less cards that have High OP.
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But like said, until we know what kind of Passives and Actives will be settled on, selecting a specific grade for these numbers is impossible.



As for the RHG system, I would also like to state that using Actives and Passives in an actual battle is completely up to you.
I personally am starting to think it'd be kinda cool to have someone's RHG whip out a card before it magically starts glowing and does something totally rad.
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Actually in the near future if this gets implemented, I'd love to start an RHG battle where my Gladiator is playing the actual game in the animation with someone else's Gladiator. And say, my guy beats them in the game, they get mad and start a battle with me starting with one of the cards powers as a surprise attack.
And then I just have my RHG fight/win, etc. etc.

I'm starting to get inspired.
But I'm not down for putting up any cards I own for pinks over a battle.
Vorpal
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Aug 2, 2014 4:45 AM #1225747
Quote from RawGreen
I've actually never played Magic the Gathering, so I didn't know that.
We could probably do something like 25 HP or something, wouldn't make games noticeably lengthy,
only by 2 or 3 turns unless someone has something up their sleeves.

Card Rarity makes them a little bit more collectible for some people as well, I'm one of those people.
Even if I never get to play this as a TCG I'd want to collect them even more because of it.

About the dice and luck interfering with competitive viability.
Right now the only thing written down for the Dice is the chance for who starts first if both player's Versatility count is at a draw.
You could swap that out with a coin no problem.

Or heck, have a little round two-sided magnet that has the little Stickpage guy's face over black on one side and RHG written in white over orange on the other.
And just use that instead of a coin.

I love the idea of the coin, it's worked really well for pokemon.

I'd argue that they could make special coins, one side stick page, one side fluid anims. head and tails so to speak.
In pokemon tcg players also collect coins, both players bring their own coin to the match usually.

Image
I have this one, it's gorgeous.
Zed
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Aug 2, 2014 5:46 AM #1225762
Maybe it's just because I remember the 90's when the internet was still something you warned your kids about, but I have some instinctive concerns about users giving each other their home addresses. Especially given the age range of the average RHG animator. I'm sure it would probably be fine, but it's probably something that should go in the risk assessment.
Vorpal
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Aug 2, 2014 5:52 AM #1225766
Yeah I think simulators are the way of the future, personally. As all one needs to do is design plug-ins/card data and collect scanned images of the card to play the game for free anyways. It's better to design an official simulator with servers that provide the service for the game at modest prices.
Mikematic
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Aug 2, 2014 6:11 AM #1225770
I feel like this would have been a much better and successful idea like 2 or 3 years ago.
Edit

And for the love of Christ, don't make the cards influence RHG battles.
The RHG system is broken enough as it is, no need to break it any more.
RawGreen
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Aug 2, 2014 6:37 AM #1225783
@Zed, agreed.


@Mikematic, True or Not this is here and now.
If not an influence on RHG battles or any sort of game, they're still great memorabilia.
Hewitt

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Aug 2, 2014 6:47 AM #1225791
I don't get it. In your example, a falfa card boosts a jetsword. But what if you don't have a jetsword. I mean the only possible way you could ever use that card is if you actually own falfa (yes i know, but thats what i call him in my head). What is the benefit of owning the rarest card of all if you cant even use him or some of the other "legendaries"
Mikematic
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Aug 2, 2014 6:59 AM #1225805
Like I said, I just don't think they should influence RHG battles in any sort of way.

Like RG said they're great memorabilia like the old FA hoodies and such. There's no need to over extend it any more over that.
GuardianTempest
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Aug 2, 2014 7:44 AM #1225845
Quote from Hewitt
I don't get it. In your example, a falfa card boosts a jetsword. But what if you don't have a jetsword. I mean the only possible way you could ever use that card is if you actually own falfa (yes i know, but thats what i call him in my head). What is the benefit of owning the rarest card of all if you cant even use him or some of the other "legendaries"
I think he meant that it gives the properties of a jetsword, and if the character doesn't have a weapon then...he/she'll get alfa's $W4G?
Strike

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Aug 2, 2014 7:46 AM #1225849
I would disagree with the idea of cards being used in the RHG battle, it simply wouldn't feel like an RHG battle anymore having this system up. Something should be done to bring RHG back to life with all its previous glory, but this isn't the way.
Mikematic
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Aug 2, 2014 8:16 AM #1225873
Quote from Strike
I would disagree with the idea of cards being used in the RHG battle, it simply wouldn't feel like an RHG battle anymore having this system up. Something should be done to bring RHG back to life with all its previous glory, but this isn't the way.

^^^^^^^^^^^^^^^^^^^^^^
That's why I voted no, I like the idea of trading cards (even though you guys are a couple of years late) but not of them influencing RHG. This is in no way the right way to bring RHG back.
(RHG tourney maybe?)
stone

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Aug 2, 2014 12:41 PM #1225957
Quote from Mikematic
^^^^^^^^^^^^^^^^^^^^^^
That's why I voted no, I like the idea of trading cards (even though you guys are a couple of years late) but not of them influencing RHG. This is in no way the right way to bring RHG back.
(RHG tourney maybe?)


Lol, because you wouldn't be interested in cards any longer is why it is late? Also, mind explaining to me why 'RHG system is already so broken as is'
refer back to my pessimistic post. Cards of all types and age ranges have been traded and gone through phases of popularity since as far back as print goes.


I genuinely don't understand why people must meet anything that is positive with such a piss attitude. I'll go ahead and remember that next time before I make a thread. Oddly enough, I remember this same attitude from many people when creating the RHG system itself.

If you think the cards will 'break the sytem' or 'be imbalanced' or 'unfair' how about look at the simple fact of what I stated before. None of the ideas comign from the perks of the cards aren't ideas that people have used in the past on their RHG animations or even could still right now today.

Use them as inspirational ideas for your character or not. Either way, message received.

BTW the alpha sword jetboost thing was just an example. In no way the actual card or even something that was taken time to balance as an idea.

Quote from Zed
Maybe it's just because I remember the 90's when the internet was still something you warned your kids about, but I have some instinctive concerns about users giving each other their home addresses. Especially given the age range of the average RHG animator. I'm sure it would probably be fine, but it's probably something that should go in the risk assessment.


I've taken peoples address down daily for the past few months giving cards out for free. I don't store any data, of course. I have no use or need or not master plan for any evil lol.
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