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Offline TimerClock14

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg215781#msg215781
« Reply #12 on: December 03, 2010, 08:06:11 pm »
off the top of my head i can get one for gravity:
:gravity Strong Force: any non-gravity player in the same hex becomes immoble for X amount of turns.
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Offline Kamietsu

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg217838#msg217838
« Reply #13 on: December 06, 2010, 04:41:36 am »
While i can see the benefit of going with skill trees, I find myself very much disliking them. I much prefer individual skills. Not only is it more simple, but if gives a wider scope available to all players. Players can choose to specialize in just a few areas, or have skills all over the spectrum to be a rounded off character, even though those skills would overall generally be weaker since they'd be at lower levels than those who went more specialized.

Such as:

Character A choses to only learn skills from earth and Life. They can max out those skills rather fast and be specialized in them.

Character B chooses to have a little of all skills, taking one skill from 8 different elements. They have a wider scope of abilities, but individually, they are all weaker.
╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
║═╣╬║║║║║    Eat your shower, brush your toothpaste, take your teeth.
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Scaredgirl

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg217840#msg217840
« Reply #14 on: December 06, 2010, 04:43:08 am »
Well since we still need to put names to use, I might as well put my twist on it.


 :aether
Evasion - Cannot be attacked for X turns.
Ride a Lightning - Teleport directly to the Aether capital.
 :air
Ambush - Aggressive Stance does not cost any action points for X turns.
Mobility - One extra Action Point can be used for X turns or until the user is attacked.
 :darkness
Stealth - One less Action Point can be used for X turns, but the user cannot be seen by other players.
 :death
Cause Fear - All players sharing a Hex with the user run away in fear to the Hex nearest to their capital.
March - The Hex that the user is standing on will now permanently produce X more resources.
Undead - Target Death player sharing the same Hex as the user permanently gains one random Death creature in their vault.
 :earth
Escape - The user jumps two Hexes to the Earth capital.
Toughness - For X turns, it takes twice as many Action Points to attack the user.
Digging - The user has a random chance to dig up a card, even rare ones!
 :entropy
Diversion - All non-Entropy players sharing the same Hex do a random action this turn.
 :fire
Destroy - The hex that the user is on will no longer produce resources for X turns.
Bombardment - The user can attack a target player from two hexes away.
 :gravity
Improved Siege - Sieges are now X turns faster.
Machinery - All fast travel is instant for the user for X turns.
Repair - Target Gravity player sharing the same hex as the user permanently gains one random Gravity creature.
 :life
Hunter - The user gains a random creature of the element that owns the hex Hunter is used on.
Shaman - The next player to attack the user cannot use Life creatures.
Scouting - The user can see the deck of the target player up to 3 hexes away.
 :light
Heal - Strengthen an NPC deck sharing the same hex as the user.
Crusade - All Light players gain X reputation with the target element.
Improved Resurrection - Target a Light player.  If that player dies, no cards are lost, but they lose all Electrum they are holding.
 :time
Trading - For X turns, all NPC's dealing with the user now consider the user to have 75+ Reputation.
Science - A random Time creature the user owns transforms, randomly, into a Pharaoh or Eternity.
 :water
Waterbreathing - The user now has two extra Action Points on all water tiles.
 :underworld
Smuggler - The next NPC the user deals with now offers all creature cards from a random element to the user.
Dirty Fighting - The next player the user duels cannot X upgraded cards.
Thanks, I'll use some of of those. Others are a bit different than what I had in mind, so I might not use them :)


off the top of my head i can get one for gravity:
:gravity Strong Force: any non-gravity player in the same hex becomes immoble for X amount of turns.
Sure, we could work with that.

Scaredgirl

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg217857#msg217857
« Reply #15 on: December 06, 2010, 05:19:57 am »
While i can see the benefit of going with skill trees, I find myself very much disliking them. I much prefer individual skills. Not only is it more simple, but if gives a wider scope available to all players. Players can choose to specialize in just a few areas, or have skills all over the spectrum to be a rounded off character, even though those skills would overall generally be weaker since they'd be at lower levels than those who went more specialized.

Such as:

Character A choses to only learn skills from earth and Life. They can max out those skills rather fast and be specialized in them.

Character B chooses to have a little of all skills, taking one skill from 8 different elements. They have a wider scope of abilities, but individually, they are all weaker.
I think what you are talking about is not having a skill three where you mix different elements together. What I'm talking about is an individual  skill tree for each of the 12 elements.

Lets say :death has:

Cause Fear
March
Undead


We could build a :death skill tree where you could pick Cause Fear and March at level 1, but would need a specific number of points spent on :death skill tree before you gain access to Undead. This way in order to gain access to the most powerful skills, you need to specialize in :death.

What you say there would still apply, but we would have a skill tree.

Offline Kamietsu

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg217862#msg217862
« Reply #16 on: December 06, 2010, 05:28:18 am »
While i can see the benefit of going with skill trees, I find myself very much disliking them. I much prefer individual skills. Not only is it more simple, but if gives a wider scope available to all players. Players can choose to specialize in just a few areas, or have skills all over the spectrum to be a rounded off character, even though those skills would overall generally be weaker since they'd be at lower levels than those who went more specialized.

Such as:

Character A choses to only learn skills from earth and Life. They can max out those skills rather fast and be specialized in them.

Character B chooses to have a little of all skills, taking one skill from 8 different elements. They have a wider scope of abilities, but individually, they are all weaker.
I think what you are talking about is not having a skill three where you mix different elements together. What I'm talking about is an individual  skill tree for each of the 12 elements.

Lets say :death has:

Cause Fear
March
Undead


We could build a :death skill tree where you could pick Cause Fear and March at level 1, but would need a specific number of points spent on :death skill tree before you gain access to Undead. This way in order to gain access to the most powerful skills, you need to specialize in :death.

What you say there would still apply, but we would have a skill tree.
Oh, ok. I see what you mean now. I guess I overcomplicated it in my mind. That wouldn't be a bad idea at all then, but it might makes things more complex, at least for the first WoE, unless skills don't get used in the first WoE at all.
╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
║═╣╬║║║║║    Eat your shower, brush your toothpaste, take your teeth.
╚╩╩╩╩╩╩╩╝

homoaddictus

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg217959#msg217959
« Reply #17 on: December 06, 2010, 09:58:35 am »
Skills should be categorized to passive skills and activated skills. Passive skills like terrain bonuses are automatic while activated skills should always require a cost (xp) to prevent abuse. Upgraded skills should also cost more to use. Players should only have 1 passive skill and can learn only up to 5 activated skills from a different element. After reaching their limits, if players ever want to change their skills, they can swap up to 3 skills at the cost of 1 player level.

Scaredgirl

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg217961#msg217961
« Reply #18 on: December 06, 2010, 10:01:50 am »
I decided to go with skill trees. This topic have more info: http://elementscommunity.org/forum/index.php/topic,17109.0.html

Now all we need is 156 different skills*. No biggie :)



* well, some of them are identical

guitar101

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg272414#msg272414
« Reply #19 on: February 17, 2011, 04:41:04 am »
i have an idea what if you get xp by defeting aponents and you can spend the xp on skills but the better the skill the more xp it costs.

Daxx

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Re: Leveling up and skills? https://elementscommunity.org/forum/index.php?topic=16844.msg272733#msg272733
« Reply #20 on: February 17, 2011, 08:09:20 pm »
i have an idea what if you get xp by defeting aponents and you can spend the xp on skills but the better the skill the more xp it costs.
This is what already happens.

 

anything
blarg: