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Offline OdinVanguardTopic starter

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Unstable Colony | Unstable Cell http://elementscommunity.org/forum/index.php?topic=47465.msg1048523#msg1048523
« on: March 05, 2013, 09:37:19 PM »
NAME:
Unstable Colony
ELEMENT:
Life
COST:
4 :life
TYPE:
Creature
ATK|HP:
1|4
TEXT:
:entropy :entropy : Volatile Growth
Gains up to +3|+3, may split into two based on stats. Auto-activates if targeted.
NAME:
Unstable Cell
ELEMENT:
Life
COST:
3
TYPE:
Creature
ATK|HP:
0|1
TEXT:
2 : Volatile Growth
Gains up to +2|+2, may split into tow based on stats. Auto-activates if targeted.

ART:
Artwork link: http://en.wikipedia.org/wiki/File:SalmonellaNIAID.jpg
IDEA:
OdinVanguard
NOTES:
This card was inspired to bolster the Fallen Elf / Fallen Druid and mutation :entropy - :life synergy.
It is also meant to give life a creature with a fun resistance to CC.

The chance to split into two is equal to 5% times the creatures total stats (attack + HP), calculated after the bonus is applied.

E.g.
For the unupped version, the first usage could yield a creature with stats up to 4|7, giving 5*(4+7) = 55% chance to split.
Upon splitting, both new creatures would have half of the original one's stats, so you would end up with two 2|4 creatures. This works like PU + halving stats. Any buffs / debuffs / status effects are copied over as well.

The auto-activation occurs as soon as the creature is chosen as a target, so for instance, if you target the unupped version with a rage potion, there is a chance it could grow large enough to survive the attack… There is also a good chance it would split, causing the original target to die, but producing a new replacement.

This ability also makes poison based CC and shields more valuable.
Shields would provide CC that won't trigger splitting, whereas poison would carry over to the new cells, eventually killing them.

The stat bonus ability acts like a limited version of chaos power, so on average the unupped version gains +1.5|+1.5 and the upped version gains +1|+1.

Finally, the auto-trigger will not allow the skill to be used more than once per turn, but will allow it to be used on the same turn that the creature is cast.
SERIES:

Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline krackocloud

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Re: Unstable Colony | Unstable Cell http://elementscommunity.org/forum/index.php?topic=47465.msg1048822#msg1048822
« Reply #1 on: March 06, 2013, 06:11:42 PM »
The idea of being able to counter CC by splitting up or getting stronger sounds really neat to me. I'm not so sure about the probability based on stats thing, though. Imo, it kind of unnecessarily complicates the ability and makes it harder to understand.

Offline OdinVanguardTopic starter

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Re: Unstable Colony | Unstable Cell http://elementscommunity.org/forum/index.php?topic=47465.msg1048851#msg1048851
« Reply #2 on: March 06, 2013, 07:38:33 PM »
I do see your point with the probability part... Mainly I wanted to introduce an element of chance, both to strengthen the tie in with :entropy and also as a balance to a rather potent ability.
The splitting part is essentially supposed to ensure that you can never get a single colony to grow too large.
I.e. The point is to make something that can keep splitting in half without dwindling down to nothing, not allow players to grow an army of uber sized stompies.

Can you think of an easier, less confusing way to accomplish this (i.e. make sure this card's stats can't get overinflated)?

This card is a work in progress, so I'm certainly open to suggestions.
« Last Edit: March 06, 2013, 07:46:11 PM by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline krackocloud

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Re: Unstable Colony | Unstable Cell http://elementscommunity.org/forum/index.php?topic=47465.msg1048899#msg1048899
« Reply #3 on: March 06, 2013, 08:51:29 PM »
Hmm... This is tough.
Right now I can think of two possible options:
-Always a random chance regardless of stats
-Guaranteed split after stats go past a certain point

No specific numbers right now, just ideas. Not sure how well they'll work though :/

 

anything
blarg: