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TOPIC: The Next Culdcept

The Next Culdcept 03 Dec 2013 21:44 #8052

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This is just a theoretical topic but... If you could make the perfect version of Culdcept... what would you add, take away, etc...

Seriously, throw whatever comes to mind out.
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The Next Culdcept 16 Dec 2013 01:22 #8055

I would absolutely add a custom level creator.
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The Next Culdcept 23 Dec 2013 01:01 #8064

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I would add an organized system in which people could enter, form teams/clans and battle for the top of that league: single player, cooperative and other new modes to choose from.

Also, each Cepter should have their own info page where anyone could see their progress: his/her avatar, last battle, battles won/lost, etc.

This looks like a more "profesional" way to play Culdcept: to have all your stats tracked and stored in the system.
"We play for laughter, we play for tears, we play for madness, we play for fears, we play for hopes, we play for screams, we are the Cepters, we create the dreams !"
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The Next Culdcept 14 Apr 2014 03:33 #8171

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Old thread but interesting question. I've love to see more synergy between non-magma or storm colors - more synergistic things beside a few gimmicky multi-color creatures to give players solid reasons to play Blue/Red, Blue/Green, Red/Yellow, and Yellow/Green.

I'd also like to see some of the themes expanded a little more. It didn't really take that many cards to make a goblin deck possible, so adding even a few more cards of a type like undead could create more possibilities for viable themed decks.

New idols could be made that support existing game mechanics, such as an idol that increases % chance abilities, or one that increases the attack power (or Max HP) of all creatures by (X - their cost), buffing cheap creatures.

A little more support for lesser-used deck types like lap decks would be nice, either via new cards or updated mechanics. Maybe the lap bonus could be increased based on how many laps you are ahead of opponents as well?

A new type of creature ability could be added which "activates" when you pay its cost, causing it to fire off the next time a target of the appropriate type (you or an opponent) passes through its space. Harmful ones could be used as land mines, applying debuffs like slow, turning enemies around, silencing them, etc., or they could be used as buff stations for you.

Not sure how I feel about it, but some creatures could have abilities that affect their entire row (all spaces extending from it up to a corner). These would be better on some maps than others, but might still work.

Also, possibly have some creatures that have synergy with a particular item type, like a swordsman who gains extra attack power from weapons, or an armored golem that gains extra HP from armor. I guess this would be something like weapon and armor versions of scroll critical hit. Item-counter abilities might be fun as well, such as an ability that causes a creature to gain bonus attack equal to any HP provided by Armor items used by the opponent, or bonus Life based on attack they gain from weapons.

Note: I haven't kept up with non-US releases, so apologies if the DS or 3DS games added any of the above.
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The Next Culdcept 14 Apr 2014 09:26 #8173

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Great ideas, all of them. :D

Or instead of an extra critical hit, item synergies could cause a Neutralize defense to be partially effective (maybe half damage), instead of neutralizing the entire hit. Or add Penetrates. Or add Attacks First. It could vary by creature and would add a ton of depth. Fun!

Aside from the Revenge ability in 3DS (it activates when the creature does 0 damage to the opponent), DS and 3DS haven't added any new gameplay features really. They're based on the Saturn/PS1 (DS) and PS2 (3DS) games.

Welcome to the community!
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The Next Culdcept 16 Apr 2014 10:14 #8175

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The game is so well balanced that I'd be afraid any new additions would open the possibility of broken cards or make one strategy stronger and/or more viable to play. That being said though, I'd love to see the card pool increased. Maybe even doubled.

And YO WHAT IS THIS nailed it. The ability to create custom board maps would be stellar.

I'd like to see new types of special land that were "duds" that couldn't be leveled up or "fertile" that conferred double property values making them especially worth grabbing.
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The Next Culdcept 06 Oct 2014 15:01 #8267

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One Thing I would like is more consistancy and depth in the story. In Particular I am thinking about having the really serious battles have real consequences.

An example from Saga would be The Graveyard battle with Diarna. If you lose this battle, nothing happens. Just replay it until you pass. What I think should have been incorporated was a dismal descent into an abyss that you then had to fight your way back out of to stand before Diarna for a second try. Same for the battles in the last set of fights where your life should have been sucked away, but each with a differnet "abyss" consequence.

Other fights should be "inconsequential", in that the story line allows for failure, i.e. does not say or imply that failure would be the end of the line.

This would make even failing to defeat the main serious battles far more interesting.

Also, definitely a custom level generator and a "template" to create custom &or blind decks. Example, allow 10 spells, 10 items, 10 water and 20 random cards. For either a challenge match, or a vs an AI sitting at home type battle.
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The Next Culdcept 11 Oct 2014 01:12 #8268

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We have some great ideas in here. A custom level editor is at the top of my list.
I'd also like to see more character customization. Having one basic avatar with only two or three very minor variables, with just clothing to distinguish yourself from others, just doesn't cut it. Culdcept on the PS2 had even less, but it seemed like more because they were all available from the start and looked very different from each other, and its cute little sprites did include female character options which is totally lacking in Saga (my friend would appreciate that!).
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The Next Culdcept 28 Oct 2014 14:34 #8273

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Okay, I have decided to do a more thorough answer to this question. I will be uploading a more indepth idea for the Next Culdcept as I would like to see it, though maybe in it's own topic. Currently, the idea incorporates the following new ideas/game concepts:

1. Multiple Main Characters
2. Quest System
3. Body Parts with Real Game Effects
4. Special Abilities inborn and awakened
5. Random Map Generation for System Use, and also earning the right to use as a random challenge system
6. Manual Map Generation / Random Map Modification - Earned in Game
7. Failure Has Consequences Arcs that will be necessary to complete the game
8. Non-Wimpy Trials and End Game Battles
9. Coliseum System in which becoming Champion is actually a significant accomplishment, and not necessary to completing the game.
10. Random Encounter Generator with a separat Random Opponent Generator
11. At a certain point, being able to control more than one Cepter

Anyway, I've been working on it since my last post and have got a good start. Once done, I will post.

Matthew
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The Next Culdcept 29 Oct 2014 15:59 #8275

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Good ones!
And I'll add one I thought up the other day when I was in chat...

LEGO CULDCEPT!
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The Next Culdcept 30 Oct 2014 20:41 #8276

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I'd make cards and items that would absorb the color of whatever neighboring friendly cards directly bordered them. They'd chain easily, but it'd make for some interesting strategies. Great for chaining. Similarly I'd make cards and spells that would make folks absorb the color trait of whatever land surrounded them regardless of whether it was occupied by friendly cards. It'd make using cards like sink on land and usage of elemental shields and scroll usage more interesting. Cards with type bonuses like Dhampir would also play into that sort of strategy.

Just something I've been thinking on for awhile now.
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The Next Culdcept 06 Nov 2022 15:00 #9112

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How about a Culdcept kart racer? Racers/cars could be based on characters from the games/manga (Najaran, Goligan, Ticomun, Rilara, etc.) and the tracks based on/located in/named for in-game maps (Santana Village, etc.).

Imagine the possibilities! Who knows how many elements of Culdcept gameplay could be implemented?
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The Next Culdcept 15 Nov 2022 12:13 #9114

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As long as there's no @#$%^&* blue shells, I'm down! :lol:
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