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Messages - Khimera (6)

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1
Crucible Archive / Re: Neutron Star | Neutron Star
« on: October 23, 2010, 03:39:44 am »
Hmm... How about, instead of one being destroyed when two are in play, they merge into one - the player controlling the largest one gains gravity quanta equal to the health of the smallest one divided by 2...

So, for instance, if I have one in play and play another, I'm effectively multiplying my gravity quanta by 1.5. However, if, say, my opponent had one with 10 health, and I played one with 12, my opponent's would be destroyed and I'd gain 5 gravity quanta.

2
Card Ideas and Art / Re: Catapult / Trebuchet
« on: April 29, 2010, 11:45:42 pm »
@Kintar: I said the exact same thing several posts up >_>

3
Card Ideas and Art / Re: Catapult / Trebuchet
« on: April 28, 2010, 02:22:47 pm »
Perhaps only smaller creatures can be loaded? That puts more emphasis on the higher health higher cost upgrade, and allows you to have damage + health + 5 without risk of overpowered Titans and Massive Dragons.

4
Card Ideas and Art / Re: Hyroen's Card Ideas [Update: Vampire Deity]
« on: April 16, 2010, 03:28:22 am »
I'm going to peruse your ideas very soon and perhaps help out a bit, but a few quick notes for now:
I believe the game does recognise mutants, as made evident by mutated deja vu.
Nether Fiend is basically spark but weaker, and could do with a buff.
Loving the card class idea, and it's certainly interesting. I hope Zanz implements it :-)

5
Level 3 - Armory / Re: Alpha Wolf | Elite Alpha Wolf
« on: March 23, 2010, 01:10:32 pm »
@Scaredgirl:

I think you misunderstood.

I proposed that it would be changed to the following:

Alpha Wolf
2/2
:life :life :life :life :life :life
When Alpha Wolf comes into play, generate 2 Pack Wolves.

Alpha Wolf (upped)
2/2
:life :life :life :life :life
When Alpha Wolf comes into play, generate 2 Pack Wolves (upped).

Pack Wolf
1/1
:life

Pack Wolf (upped)
2/1
:life

This is exactly the same concept of the original idea, but with slightly different numbers.

6
Level 3 - Armory / Re: Alpha Wolf | Elite Alpha Wolf
« on: March 23, 2010, 11:54:41 am »
Perhaps it would be more balanced if it were tweaked slightly?

Alpha Wolf could be 2/2 for :life :life :life :life :life :life with the cost being reduced by 1 when upgraded.
Pack Wolf would become 1/1 for :life and 2/1 for :life when upgraded.

This keeps it simple, but balances things out slightly, reducing the overall damage but increasing the cost without hindering the synergy with Feral Bond.

I also noticed that one of the main balance issues was the fact that you can play 6 Alpha Wolves and have 18 creatures played. This in itself seems odd, so I came up with the following:

Alpha Wolf
4/2
 :life :life :life :life :life :life
When Alpha Wolf comes into play, two pack wolves are generated. For each turn that Alpha Wolf stays in play another Alpha Wolf is generated. Only one Alpha Wolf can be in play at any time.

That would reduce the swarming aspect and would fit in more with the Alpha Wolf theme, but it is perhaps too complicated and not as desirable as the original idea. I just thought I'd throw my $0.02 in and see what people think.

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