A way to make more quests and give more of a sense of adventuring in the world of Elements.
Right now we have AI0, AI1, AI2, AI3, Top50, AI5 and AI6 (False Gods). You simply click on the difficulty or type of opponent you would like, and then it randomly assigns you an opponent, either from the:
AI0 - completely random deck, made up mostly of pillars?
AI1 - completely random deck, more creatures/spells?
AI2 - still completely random, but more of a theme?
AI3 - a pre-built deck and 'more clever AI'
Top50 - a player in the Top50 with whatever he has loaded as his deck right now.
False God - a pre-built, highly specialized, 100% upgraded deck with advanced AI and 200hp.
This idea I propose is that we create a sort of game-map, with cities, towns, wilderness etc... Each city and town will give relevant quests to the wilderness which surrounds it. Each city will have a slightly different Bazaar from the one before it. Travelling from place to place (specifically crossing bodies of water, taking some form of air/or/magical transport) would cost Electrum. The wilderness areas will each have corresponding decks and AI difficulties within them.
The following are just examples.
Region: Highgren
City: Hillsborough
Elements: Air, Water, Life all for sale at the Bazaar.
Wilderness: Desolate Peaks, Aquanite Lagoons, Jadens' Swamp
Once you have traveled to Hillsborough, you can see what quests they have for you (changes monthly/with new content being added). Visit the Bazaar to buy a selection of cards from the Air, Water and Life elements - the selection will be random and change every x hours, or every time you leave and return to this region.
The three wilderness areas will contain element-specific decks and various AI levels of difficulty. For example, the Desolate Peaks will contain mostly Death and Earth, maybe Gravity. Aquanite Lagoons will contain Life, Aether and Air, Jadens Swamp will contain Death, Darkness and Entropy.
Every time you enter a wilderness region you will come across an elemental, but before going into combat it will show you the name of the elemental, each elemental will have a specific name and deck and will be of varying levels of difficulty relating to its specific AI routines and card combinations it uses.
When you come across an elemental, before entering combat you will have the choice to either 1) Flee, lost a number of electrum coins relating to its difficulty. or 2) Battle it. Different elementals drop 'cards' or have x% chance of dropping certain cards. For quests, elementals can also drop quest-specific items... For example the Council of Hillsborough might ask you to bring 5 Firefly Bulbs to them in exchange for a 'rare card' and say 500 electrum. These Firefly Bulbs will be dropped 50% of the time when fighting any elemental with Fireflies and/or Firefly Queens in their decks.
Some examples of Elementals you might encounter in Jadens Swamp, for example, could be Werewolf Packrunner, low level difficulty, 40 card Entropy/Darkness deck, running mostly Werewolves, Devourers, Parasites and Chaos Seeds... Another Example could be the Mutant Highlord, a 35 card mono-Entropy Deck, running Abominations, Improved Mutation, Chaos Power and a couple Amethyst Dragons.
False Gods could also be kept in these regions...
[this is just a draft, have to do something else on my laptop for a while - will continue typing it up and submit an edited and more thought out version later tonght/tomorrow]
But with the preliminary idea on the table, let me know what you think!
[undergoing editting]
There will be 8 regions.
Highgren
Cities: Hillsborough, Highpoint
Elements for sale: 8 Gravity Cards, 8 Earth Cards, 4 Air Cards, 2 Other Cards
Wildernesses: Two
Quests: Dragon-Hunter - kill 10 Dragon Flights for a reward of 450 Electrum
Grey Plateau:
Gravity and Earth
Example Decks:
Otyugh Pack - 6 Otyugh, 6 Plate Armors, 10 Gravity Pillars, 8 Earth Pillars, 4 Stone Skins, 5 Earthquakes, 4 Armaggios
Sapphire Warleader - 6 Sapphire Chargers, 5 Gravity Pulls, 4 Armaggios, 2 Otyugh, 12 Gravity Pillars, 1 Colossal Dragon
Golem Clan - 6 Helmatite Golems, 5 Earthquakes, 4 Gravity Pulls, 2 Otyugh, 8 Gravity Pillars, 5 Earth Pillars.
Dragon Flight - 6 Colossal Dragons, 6 Stone Dragons, 6 Momentums, 6 Heavy Armors, 10 Gravity Pillars, 10 Earth Pillars
Azure Peaks:
Air/Life and Death/Water
Example Decks:
Firefly Swarm - 6 Fireflies, 4 Firefly Queens, 3 Thunderstorms, 6 Novas, 12 Air Pillars
Poisonous Creeper - 6 Chrysaora, 2 Arsenic, 6 Poisons, 2 Skull Shields, 10 Death Pillars, 4 Water Pillars
Firefly Hivemaster - 6 Firefly Queens, 4 Rustlers, 2 Tridents, 12 Water Pillars, 4 Life Pillars, 2 Heals.
Dragon Flight (Water) - 6 Ice Dragons, 4 Freeze, 2 Ice Shields, 18 Water Pillars
Dragon Flight (air) - 6 Azure Dragons, 6 Thunderstorms, 18 Air Pillars
Dragon Flight (death) - 6 Bone Dragons, 2 Plagues, 2 Bone Walls, 2 Aflatoxins, 18 Death Pillars
[end of edit: will continue writing later today]
Regions to come include:
Fyreldia; a Time/Aether realm, on the verge of a dimensional gateway (false gods?)
Norpith; a Light/Death region where the powers fight for control
Skathia; a Fire/Entropy area, burnt out and chaotic
Del'vanu; a Life/Light area, peaceful and tranquil but hiding a secret (false gods?)
and many more.