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Offline Shantu

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg224723#msg224723
« Reply #12 on: December 14, 2010, 08:28:55 pm »
And a related question, what happens when a whole team is eliminated (all their towns and cities captured)? Are they eliminated from the event? This would be quite un-MMORPGish.
I was thinking that maybe players from defeated elements would become 'underworld', like ronins seeking revenge for the destruction of their empire. So there would be no team underworld (although their skills could be accessible), until one team is eliminated, and then they would go around seeking revenge and stuff (right now it looks as if they were avenging some non-existent past). The only problem is how to balance things so that underworld doesn't grow too powerful in the end, and so that eliminating teams actually eliminates threats, not creates new ones. So far I have no good ideas how to do that.
What I like about this whole idea though is that it resembles some epic fantasy settings, where the old races are fighting an ever increasing horde of something (chaos/darkness/zombies etc. depending on settings, in this case rainbow :P ), and the end of an era is some kind of an epic battle where one of the forces is actually eliminated, and the whole world goes BOOM!, and then empires slowly rebuild and a new era starts.
"Eliminated" nations/elements/teams, whatever you call them, could become the servants of the victorious element, allowing to build an empire, conquering every other element. The players of a conquered element would have to serve the conquerors and would be punished. They could plot a rebellion and try to take over a city and build up their realm again. This could give a goal to the elements and could prevent the total elimination of teams, but victorious elements would also need to keep up order in their empire, otherwise their cities would be taken over by the members of elements they conquered. Of course, conquered elements would get serious penalties, otherwise it would be too easy. Various elements could also work together and form temporal alliances versus the leading element and fight for their freedom in an organised fashion.

I hope you understand what I mean; getting kind of tired here and not sure if these make sense to anyone else.

Offline Xinef

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg224743#msg224743
« Reply #13 on: December 14, 2010, 09:12:57 pm »
I do understand. Something like the conquered nations in the ancient Roman empire? They had fewer rights than the Roman citizens, had to pay tributes/taxes etc. but could also form an army fighting for the empire... or against it :P

As for the penalties, the most obvious one is that they don't own the cities/towns anymore, so all the resources go to the conqueror. Conquered nation captures hexes and gathers resources for the conqueror. Their only source of cards/electrum/other resources are battles and quests. They wouldn't be allowed to see the private forum sections of conquerors, although they could trade in their cities as if they were allies (unless a rebellion is in progress).
As long as they are not rebelling, they respawn at the nearest town of the conqueror, and for the purposes of skills/spells/items they treat conqueror's towns/cities as their own.

A rebellion would be a personal choice of every conquered person, so if they want a big rebellion, they'd have to convince the majority of 'servants' or else their rebellion stands little chance of victory... since any rebel cannot respawn until rebels capture at least one town/city. Rebellious servants no longer treat conqueror's cities as allied. If at least one city/town is recaptured, all rebels become once again members of their original nation, and the nation is restored.

Since 'servants' don't gain resources with every passing round, losing too many cards could be a problem for them. Maybe in case they lose too many cards to make a 30 card deck, they'd have to make some quest in the town where they respawn, that would simply take eg. 4 AP and would reward them with 12 non-rare cards, or something.
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Offline teffy

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg224869#msg224869
« Reply #14 on: December 14, 2010, 11:27:30 pm »
Why has the rainbow deck 9 weapons, but no Flying Weapon spell ?

Edit: It´s better now
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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225228#msg225228
« Reply #15 on: December 15, 2010, 11:29:00 am »
Obviously Scaredgirl is best placed to answer all these questions, but I'll try as best I can.

Also, there is no thread to ask questions unrelated to any of the threads, so I'll ask here. Are there any special rules concerning Underworld players? Eg. in terms of economy, leadership, conquest, etc? Are they simply a 13th team?
Playing as an Underworld player is like playing WoE on hardcore mode. You don't get economic support from your element each round in the form of tribute from territory. You don't get the same kind of quests. You don't really have a homeland where you are safe(r). It's basically just more difficult, with no special rewards.

I would prefer to see people playing as part of the actual elements rather than Underworld. But it's there if people are willing to self-flagellate.

And a related question, what happens when a whole team is eliminated (all their towns and cities captured)? Are they eliminated from the event? This would be quite un-MMORPGish.
There will be a few checks and balances to provide a negative feedback loop when conquering all of someone else's territory. However in theory a team can be "eliminated". However to truly eliminate a team is extremely hard work, as you have to defeat all their players after taking all their territory, otherwise the players will just start retaking land.

I was thinking that maybe players from defeated elements would become 'underworld', like ronins seeking revenge for the destruction of their empire. So there would be no team underworld (although their skills could be accessible), until one team is eliminated, and then they would go around seeking revenge and stuff (right now it looks as if they were avenging some non-existent past). The only problem is how to balance things so that underworld doesn't grow too powerful in the end, and so that eliminating teams actually eliminates threats, not creates new ones. So far I have no good ideas how to do that.
That's actually quite a good idea.

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225233#msg225233
« Reply #16 on: December 15, 2010, 11:56:14 am »
WoE follows the MMORPG model, so "eliminating" an element is not possible. Best thing you can do is take all their territory and kill all of them. In a situation like this, the team in question will "resurrect" in a couple of rounds. This happens by for example a new town being born somewhere on the map. It's like a refuge for all these beaten players, where they can plot their revenge. There might be other ways to resurrect as well, it all depends on how the story or main plot goes forward.

Putting defeated players to team Underworld does make sense, but like said, it could lead to a serious unbalance and might end up with team Underworld walking over everyone else with ease. I would also be a nightmare because I would have to move tons of topics and re-assign permissions.

Offline Dragoon

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225234#msg225234
« Reply #17 on: December 15, 2010, 12:09:33 pm »
Death has 3 Bone Walls in their starter deck.  I believe those are supposed to be craft-able cards and therefore not in starter decks.

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225238#msg225238
« Reply #18 on: December 15, 2010, 12:32:46 pm »
Death has 3 Bone Walls in their starter deck.  I believe those are supposed to be craft-able cards and therefore not in starter decks.
You are right. I need to fix that. You were also right about the :underworld started deck. I need to fix that as well.

Offline RavingRabbid

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225255#msg225255
« Reply #19 on: December 15, 2010, 12:56:30 pm »
Why does water starter has Chrysaora And Steam Machine?
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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225259#msg225259
« Reply #20 on: December 15, 2010, 01:01:17 pm »
Why does water starter has Chrysaora And Steam Machine?
Probably has something to do with the fact that :water has those cards.

If you are asking why you need to use Chrysaoras when you are not producing any :death, the answer is you don't need to use any Chrysaoras.

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225261#msg225261
« Reply #21 on: December 15, 2010, 01:04:13 pm »
Why does water starter has Chrysaora And Steam Machine?
Better than having Stalkers with no way of buffing them  ;D At least Chrysaoras and Steam can use mark to make them useful.

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225262#msg225262
« Reply #22 on: December 15, 2010, 01:05:00 pm »
Would it not be easier to have Underworld players just pick any of the starter decks rather than taking a rainbow deck?

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Re: Starter Decks - Now with 60 cards! https://elementscommunity.org/forum/index.php?topic=17634.msg225265#msg225265
« Reply #23 on: December 15, 2010, 01:13:11 pm »
Would it not be easier to have Underworld players just pick any of the starter decks rather than taking a rainbow deck?
The idea is that they are outcasts, banished from other elements, forced to use leftovers. In this case "leftovers" mean random cards from all elements. They basically use whatever they can find.

I will also probably nerf that deck a bit. I'd like :underworld players to start with a relatively crappy set of cards.

 

blarg: