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Scaredgirl

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Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215361#msg215361
« on: December 03, 2010, 01:24:12 am »
This feature, if ever implemented, will not be used in WoE 1 to avoid confusing players by having too much stuff in the first event. Feel free to post your ideas however, and they will most likely be used in later WoE's.


This is just a quick idea I need to write down. Basically what we could have is 12 disasters that can somehow be started by an element in the city or town of your choosing. It could be used in siege to soften the city up, or maybe just to annoy your opponent.

No more details just yet but we'll think of something.
 :aether
 :air Tornado
 :darkness Curse
 :death Disease
 :earth Earthquake (kind of sucks because the card already exists)
 :entropy
 :fire Um.. fire?
 :gravity
 :life Locusts
 :light
 :time Some kind of decay thing that destroys buildings
 :water Flood (yeah.. again the card exists)


Not sure if this idea will happen but we'll see.

Offline TimerClock14

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215363#msg215363
« Reply #1 on: December 03, 2010, 01:26:14 am »
:earth could be something like sinkhole :-/
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Offline Glitch

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215365#msg215365
« Reply #2 on: December 03, 2010, 01:27:53 am »
 :aether Power Surge/Thunder storm from hell
 :air Tornado
 :darkness Curse
 :death Disease
 :earth Earthquake (kind of sucks because the card already exists)
 :entropy Riots/Insanity
 :fire Um.. fire?
 :gravity Sink hole
 :life Overpopulation (<-Lol)
 :light Drought
 :time Locusts (Scarabs?)
 :water Flood (yeah.. again the card exists)


Offline Dragoon

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215401#msg215401
« Reply #3 on: December 03, 2010, 02:38:00 am »
These are a little different from what you were thinking SG, but it was triggered by your idea.  These are more like World Spells.  Basically something that can only be cast once every 50 or 100 turns kind of thing.  If anyone has played Fall from Heaven (Civilization 4 Mod), it's basically the same idea as their World Spells for each civ.

 :aether Disembodiment (or Incorporeal): All Aether cities cannot be attacked for X turns; all Aether players cannot attack or be attacked for X (or Y) turns.
 :air Hurricane/Tornado: All city walls in a 19 hex area lose X% of their HP and all non-Air players (or elements-at-war/people-with-negative-Air-reputation) lose the next Y turn(s).
 :darkness Occultation: All Darkness players become invisible for X turns.
 :death Pandemic: All non-Death players (or elements-at-war/people-with-negative-Death-reputation) become sick.  They cannot move for X turns and lose 3 times as many cards when they lose a battle.
 :earth Fissure: All players in a 7 (or possibly 19) hex area return back to their respective capital cities.  Another possibility would be Faultline: Passage across a 7-hex line is barred for all non-Earth players for X turns.
 :entropy  Mass Hysteria: All non-Entropy players (or elements-at-war/people-with-negative-Entropy-reputation) cannot choose their actions for X turns.  Actions will be randomly assigned for those players.
 :fire Fire & Brimestone: All non-Fire cities lose half of their Walls' HP (or maybe just elements-at-war with Fire).
 :gravity Wormhole: All (or maybe X number-of/percent-of) gravity players can teleport to any hex.
 :life Nature's Revolt: All non-Life players (or elements-at-war/people-with-negative-Life-reputation) cannot play creature cards in their battles for X turns.
 :light Sanctuary: All players with negative reputation with Light cannot enter Light territory for X turns.  Those already in Light territory moves to the nearest non-Light hex.
 :time Foreknowledge: All elements-at-war/people-with-negative-Time-reputation must reveal their deck before they battle any Time player.
 :water Ice Age: All non-Water players (or elements-at-war/people-with-negative-Water-reputation) are frozen in their current hex for X turns.  Or it can be they lose half of their Action Points for X turns.
 :rainbow Armageddon: All elements declare War on all other elements and remain in a state of War for X turns.

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215521#msg215521
« Reply #4 on: December 03, 2010, 09:15:02 am »
To be used on a city being sieged by those sieging.

 :aether: Lightning Storm: Several players participating in the siege of a city gain 1 Lightning card and up to 3 sparks/ball lightnings. City defenses lose 5hp per turn.

 :air: Hurricane: Several players participating in the siege of a city gain a spell card or a single non-dragon creature with airborne skill.

 :darkness: Looming Shadow: Several players participating in the siege of a city gain 1 nightfall/eclipse and a single non-dragon darkness creature.

 :death: Pandemic: Several players participating in the siege of a city gain one poison related card(Plague, poison, puffer fish, chrysora, parasite, the 3 scorpions)

 :earth: Tremor: Several players participating in the siege of a city gain 1 earthquake. City defenses lose 5hp per turn.

 :entropy: Chaos: Several players participating in the siege of a city gain 1 pandemonium and a single non-dragon  entropy creature.

 :fire: Blaze: Several players participating in the siege of a city gain 1 Rain of Fire/Firestorm. City defenses lose 5hp per turn.

 :gravity: Demi: City defenses lose half of its hp.

 :life: Overgrowth: Several players participating in the siege of a city gain one healing related card(heal, angel, empathetic bond, purify, Holy Flash). City defenses lose 5hp per turn

 :light: Divine Punishment: Several players participating in the siege of a city gain 1 Hope and 1 Luciferance. City defenses lose 5hp

 :time: Wrinkle in Time: Several players participating in the siege of a city gain 1 reverse time and 1 non-dragon time creature.

 :water: Monsoon: Several players participating in the siege of a city gain 1 Flood and 1 non-dragon water creature.


To be used when being sieged by those being sieged.

 :aether: Dimension Walking: Transport up to 5 players to target city.

 :air: Tornado: Up to 3 players are pushed up to 2 spaces away.

 :darkness: Overshadow: Half the amount of damage being done to the city defenses every other turn.

 :death: Living Dead: Resurrect up to 2 players who have been defeated in the siege to the target city.

 :earth: Sand Storm: Total damage dealt to the city defenses is reduced by 25%

 :entropy: Lady Luck: Add 1 spell/permanent and 1 creature to all defending player's decks.

 :fire: Rage: Up to 5 players may attack any attacking players now.

 :gravity: Anti-Gravity: No damage can be done to the city defenses for one turn.

 :life: Nature's Gift: Heal your city defenses for 1hp per turn for every player present every other turn.

 :light: Divine Praise: Heal your city defenses up to 25% of their maximum hp. 3 target players can only hurt your city defenses every other turn.

 :time: Time Travel: City defenses return the the state they were at 2 turns ago.

 :water: Blizzard: Freeze up to 5 players from being able to hurt your city defenses for 2 turns.


Field Effects. Element spells used when not in a siege.

 :aether: Alternate Plane: Create a 4 hexagon large area where players cannot duel.

 :air: Pressure: Players in a 5 hexagon area can only perform one action.

 :darkness: Pitch Black: Players in a 4 hexagon area are forced to move in a random direction, 1 hexagon away from their original spot.

 :death: Zombie Apocalypse: All players in a 6 hexagon area must use 6 unupped skeletons in their deck.

 :earth: Magnitude: Create a 4 hexagon area on the map. All players who are, or enter this area must use 3 less pillars until the area disappears or they leave the area. Lasts for 3 turns.

 :entropy: Chaotic Movement: All players in a 4 hexagon area and transported to random spots on the map.

 :fire: Heatwave: Create a 7 hexagon area. All players who are in or enter this area can only move or duel. No other actions maybe be used. Lasts 3 turns.

 :gravity: Increased Gravity: Players in a 5 hexagon area can only move every other turn. Lasts 5 turns.

 :life: Entanglement: Players in a 5 hexagon area cannot move this turn.

 :light: Blinding Light: Players in a 5 hexagon area cannot enter any city for 3 turns.

 :time: Time Warp: Players in a 6 hexagon area return to the tiles they were on 2 turns ago.

 :water: Massive Freeze: Players in a 4 hexagon area cannot move or duel for 2 turns.


Each element only has one spell, but depending on when/where you use it determines it's effect. Such as when used during a siege, or when being sieged, or out on the map.
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Daxx

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215527#msg215527
« Reply #5 on: December 03, 2010, 09:39:00 am »
I suggest that the ability to do these only be unlocked after finishing an element-wide side quest chain.

We can allow players, up to the whole element if they wish, to collaborate on a tricky and time-consuming quest chain in order to gain these abilities. Whoever finishes the chain gains the ability to use once as they wish, but they can't do it without help and without spending some time progressing through the chain first.

Scaredgirl

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215533#msg215533
« Reply #6 on: December 03, 2010, 09:54:02 am »
Holy crap, idea overload!

I like the world spell thing. I also like the fact that players need to work for something to happen. For example :death players need to collect a specific number of souls for their spell to activate. Should give us many interesting options.

Offline Glitch

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215589#msg215589
« Reply #7 on: December 03, 2010, 01:24:58 pm »
I still think riots/insanity would be cooler for entropy.

The opposing garrison can only make 15-30 card half decks that randomly get combined with each other, much like half-bloods.

Offline TimerClock14

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg215784#msg215784
« Reply #8 on: December 03, 2010, 08:17:34 pm »
I still think riots/insanity would be cooler for entropy.
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Scaredgirl

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Re: Disasters https://elementscommunity.org/forum/index.php?topic=16837.msg216141#msg216141
« Reply #9 on: December 04, 2010, 05:01:36 am »
Yeah, I love riots as well. Fits perfectly for :entropy.

 

anything
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