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Other Topics => World of Elements => Forum Archive => WoE Archive => Topic started by: Scaredgirl on November 04, 2010, 03:29:58 pm

Title: World of Elements - RULES (old)
Post by: Scaredgirl on November 04, 2010, 03:29:58 pm
World of Elements
Rules
Disclaimer: These rules are not final nas a lot of things are still missing. They will most likely see multiple changes before they become final. Everyone is encouraged to post suggestion and feedback on these rules. You can help make this event a big success!

WHAT IS WORLD OF ELEMENTS?
World of Elements (WoE) is a large-scale forum event developed and organized by the highly talented people of the Elements community. The event is built around the graphics and concepts taken from Elements the game. However, Elements developers are not directly associated with this event. WoE is run by the community, for the community.

The basic idea of WoE is very similar to most Massively Multiplayer Online Role-Playing Games (or MMORPG's). In WoE you take a role of an Elemental that commands a small army (your cards). You move around a big map, collecting resources, doing quests, and of course fighting the enemy. All battles are done using http://elementsthegame.com/ , everything else happens inside these forums.

It's very important to understand that Elements the game and WoE are totally separate from others. Cards you win in the game, won't become your cards in WoE, and cards you win in WoE won't magically appear on your game account.

WoE has three major goals:
1. Fun
2. Strengthen the community
3. Provide Elements developers with new ideas on how to further develop Elements


Joining WoE
Any community member can join WoE at any time. All you need is Elements game account and a forum account.

Just like with regular MMORPG's, there are no tight schedules or specific times when you have to be active. You can participate in WoE completely at your own terms. If you need to take a break for a few weeks, just move your army to a nearby town and let them rest for a while. When you come back, they will be there waiting, and you can continue exactly where you left off.

Character Sheet
When you join WoE, you will be given your own personal character sheet. It's a Google Docs spreadsheet that only you (and some of the organizers) have access to. It has all the relevant information about your character in WoE, for example cards, resources and electrum.

Starter Deck
Each player picks one of the 12 elements, or joins WoE as an outlaw ("other"). Just like in Elements the game, your starting element will determine your starter deck.  Each starter deck has 30 preselected cards. On top of that, a player may also pick 10 cards of his/her choosing.

For more information about what the starter decks are and how they were built, please click below.
Starter decks were designed to give players a solid basic deck to start with. They are not the most advanced or effective decks in the world, but they also don't have any random cards in them. They can be used as is, but it's probably a good idea to customize them to your liking.

All decks were built using a specific formula which is as follows:
12 x Pillars
3 x cheap creatures (without abilities)
3 x creatures with abilities
3 x dragons
2 x shield
2 x alchemy cards (bottles/vials)
2 x permanents/spells
2 x spells
1 x Short Sword/Hammer

All decks were built by Dragoon, using the formula above. If you want more information about the origin of these decks, please read the original topic (http://elementscommunity.org/forum/index.php/topic,9210.0.html).

Entropy
Code: [Select]
4t4 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4ve 4ve 4ve 4vf 4vf 4vf 4vg 4vg 4vi 4vi 4vn 4vn 4vp 4vp
Death
Code: [Select]
4t4 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52h 52h 52h 52i 52i 52i 52l 52l 52n 52n 52p 52p 52s 52s 52t 52t 52t
Gravity
Code: [Select]
4t5 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55n 55n 55n 55o 55o 55o 55p 55p 55q 55q 55r 55r 55r 55t 55t 55v 55v
Earth
Code: [Select]
4t5 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58r 58r 58r 58s 58s 58u 58u 58u 591 591 591 593 593 594 594 595 595
Life (all creatures with abilities used a different quantum)
Code: [Select]
4t4 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bu 5bu 5bu 5c1 5c1 5c1 5c2 5c2 5c3 5c3 5c6 5c6 5c7 5c7
Fire
Code: [Select]
4t4 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f1 5f1 5f1 5f2 5f2 5f2 5f5 5f5 5f6 5f6 5f8 5f8 5fb 5fb 5fc 5fc 5fc
Water (all creatures with abilities used a different quantum)
Code: [Select]
4t4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i7 5i7 5i9 5i9 5id 5id 5id 5ie 5ie 5ie 5ig 5ig 5ih 5ih
Light
Code: [Select]
4t4 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l9 5l9 5l9 5la 5la 5la 5lc 5lc 5ld 5ld 5le 5le 5le 5lf 5lf 5lj 5lj
Air
Code: [Select]
4t4 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5oe 5oe 5oe 5of 5of 5of 5og 5og 5oh 5oh 5om 5om 5on 5on
Time (All creatures have abilities except dragon so I just added the cheapest creature for the cheap creature category)
Code: [Select]
4t4 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rh 5rh 5rh 5ri 5ri 5ri 5rj 5rj 5rk 5rk 5rl 5rl 5rm 5rm 5rm 5rr 5rr
Darkness (All creatures have abilities except dragon so I just added the cheapest creature for the cheap creature category)
Code: [Select]
4t4 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5um 5um 5um 5uo 5uo 5up 5up 5uq 5uq 5uu 5uu 5uv 5uv 5uv
Aether
Code: [Select]
4t4 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61p 61p 61p 61q 61q 61r 61r 61t 61t 61v 61v 61v 620 620 620 621 621
Other (I used 6 creatures with abilities instead of 3 dragons; I left the mark blank on purpose)
Code: [Select]
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4t4 4vh 4vp 52j 52l 55u 590 5c0 5c1 5f1 5f6 5i6 5lb 5og 5rr 5rr 5up 61q

MAP
WoE world map has a total of 160 hexagons (16 x 10). Each hex has a particular terrain and possibly some resource or even a city.

This map is an unfinished alpha-version with tons of mistakes and missing contents. The final map will look different. The map is divided into 4 parts.

You can zoom in by clicking on the map (might take a few seconds with a slow connection).

  Your browser does not support iframes.

Cities
There are 12 capital cities, one per element. In the middle of the map there is also a big "other" city called Outlaw City, and a mysterious tower, the Omnitron. Each element also has 2 smaller cities.

You can attack the cities of an element you are at war against. Conquering a city won't be easy though because it will most likely be guarded by other players and NPC's (non-player characters) controlled by WoE Organizers.

Wonders
Wonders are special resources that each element should protect at all cost. They give special bonuses or abilities to the element that is controlling them. Wonders are protected by powerful NPC's, so conquering them won't be easy. WoE map has a total of 13 Wonders, one for each element. The 13th Wonder, Omnitron, belongs to "other".

Moving Around
During the event, players will move around the map, doing quests, collecting resources, and of course fighting players from other elements. Moving can be done simply by walking (moving to an adjacent hex), or by using fast travel. Each element has their own special type of fast travel. For example :water has a Boat that can move long distances but takes a while to get there, and :light has a Stallion that moves much faster, but you can only travel short distances. Fast travel also has a cost that depends on what type of fast travel you are using, and how far you are traveling. Players get a 50% discount when using the fast travel of their own element. If your element is at war with some other element, you cannot use their fast travel at all.



QUESTS
World of Elements has basic quests and storyline quests.

Basic quests are once again similar to what MMORPG's have. You get a quest from an NPC, go do that quest, and collect your reward, which is usually electrum or rare cards. Basic quests are divided into four different types:
- Easy (personal quest)
- Normal (personal quest)
- Hard (personal quest)
- Epic (this quest will be done by the whole element as a team)

Storyline quests are what WoE is all about. Instead of just running around on the map and attacking people at random, we will have an elaborate, and hopefully interesting, story that drives the event forward. Each element has its own set of storyline quests, but the first one and the last one are same for everyone. Team that first finishes the final storyline quest, will be the winner of WoE.



ECONOMICS

Money
Just like Elements the game, WoE will use electrum as currency.

Getting Money
Each hexagon produces 1-3 electrum per turn (depending on the value on that hexagon) to the element that controls that hexagon. All that money will be divided by all the players in that element. This means that if an element controls 10 hexagons with a combined revenue of 20 electrum, and if that element has 10 players, each player will receive 2 electrum that turn.

Questing is one way of collecting money as some quests will give you electrum as a reward.

Skilled PvP players can obtain money by fighting and defeating enemies. When you win a battle, you can salvage 10% of the electrum that player has in his/her possession (rounded up).

Spending Money
There are many ways to spend your hard-earned money. Here are some examples:
- You can buy new cards. Each card costs the same (not different prices like Elements has). Rare cards cannot be bought.
- You can upgrade cards. This can be only done in major cities and other special places.
- You can use electrum for fast travel between different parts of the map.
- Richest players can even buy their own land (hexagon) and build a castle on it. They can choose the look, name, and appoint an army to protect it.

Trading
This system will be added later.



ACTIONS
One WoE round lasts 48 hours. During those 48 hours, each player can perform actions by posting them on the secret forum section. Each player can perform up to 2 actions per round. You can use one type of action only once during one round.

Types of actions:
Trade (buy, sell or upgrade cards, etc.)
Harvest (resources)
Move (move to neighboring hexagon)
Fast Travel (use the fast travel in your current hexagon)
Take Quest (takes a quest found in your current hexagon)
Special (this is for performing a special action)

Move is different from other actions because it is always the 2nd action. This means that during a round, a player cannot first move to a city hexagon and then buy cards. If he wants to buy cards, he has to be in that city hexagon at the beginning on the round.

Example of using actions:

Lets say a player is in a city hexagon. He wants to buy a card and then move to the next hexagon. He will post:

Quote
Buy
2 x Steal, 6 x Minor Vampire

Move
214
Player will then update his "character sheet" by adding the newly acquired cards and removing the correct amount of electrum. Mover (WoE Organizer) of that element will move the player on the map to hexagon number 214.



BATTLE

Battle Stance
Your default battle stance is Defend. If you want to change your battle stance, you need to spend 1-2 actions. Non-default battle stance lasts only one turn, after which you are back to default stance.

0 action points

Defend
This is the default battle stance. Unless you use an action to change your battle stance for the round, you will always be considered using Defend. Defend means that you will not fight unless attacked. If you are in a hexagon with your enemy, nothing happens unless that enemy attacks you.
1 action point

Attack
This is the general attack stance. It means that you attack any enemy in the same hexagon as you. You will not attack your allies. Who you fight will be decided randomly.

Attack *name of a player*
This stance means that you attack only one specific player, and only if that player is on the same hexagon as you. Against all other players your stance is the default Defend. This stance can be used to break a truce or an alliance.

Protect *name of a player*
This stance is used to protect an ally or a friend. If that ally gets attacked, you will take his/her place, unless that ally has the attack or aggressive attack stance, in which case Protect is canceled and you go back to Defend.

Flee
Flee means you want to avoid a battle. If some other player tries to attack, you will automatically move to a neighboring hexagon (towards your home city), avoiding a battle. Special rule: you cannot use Flee and Move during the same round.

Surrender
You will surrender if attacked. Duel will be skipped, you take a loss and get sent back to the nearest allied town/city. Upside is that you only lose half the cards you would have lost if had you fought and got defeated. Winner takes full salvage.
2 action points

Fortify
You will prepare for battle will receive a bonus during a duel, most likely extra upped cards. If your opponent uses Aggressive Attack, fortify bonus is doubled.

Aggressive attack *name of a player*
Aggressive attack means that you are willing to pursue your specified enemy. It's useful in a situation where both you and your enemy start the round in the same hexagon and you suspect he will try to get away by moving to another hexagon. In that situation a simple attack would be useless. Player with aggressive attack will actually follow the other player if that player tries to move away. Unless there are some special circumstances, there's no way to escape an Aggressive Attack. Only way to avoid it is if your ally uses the Protect stance and takes your place on the battlefield.

Siege *number of a hexagon*
Hostile cities and towns cannot simply be entered at will, you need to break down defenses first by moving to a neighboring hexagon and using Siege. When you successfully use Siege, you will decrease the "health points" of that city/town. Once the HP of the town/City is zero, you will automatically enter it and claim that territory. Some towns/cities might have a garrison, which means that you have to fight it first and win before damaging the town/city itself. If you are Attacked while doing Siege, the siege gets canceled and your stance becomes Defend.
Winning and losing a duel
Winner starts a new topic in the "Battle Results" section. That topic includes the deck used and a short description of the battle. Winner can also salvage up to 6 cards from the losing deck.

Loser posts his/her deck on the "Battle Results" topic started by the winner. Loser has to discard 12 cards from his/her deck. Loser "dies" which means that he or she is removed from the event for one turn. At the beginning of the next turn, the loser restarts in the nearest ally city/town. This mechanic is similar to what is used in most MMORPG's.

Defending a City
Teams can protect their cities by leaving a garrison there. Each city starts with a level 1 garrison which can be upgraded up to level 6 by paying huge sums of electrum. City garrison upgrading is done by the King of that element, using tax money. The level of garrison determines how strong defenses they have, in other words, how many cards and decks are defending the city.

Level 1 - 60 upped cards
Level 2 - 90 upped cards
Level 3 - 120 upped cards
Level 4 - 150 upped cards
Level 5 - 180 upped cards
Level 6 - 240 upped cards

If a city runs out of defenders, any hostile army can simply walk in and either burn it to the ground, or claim it as theirs.
Title: Re: World of Elements - RULES
Post by: Glitch on November 04, 2010, 03:34:18 pm
Good stuff.

I only worry the map is too small.  Nations are only 13 hexagons big, so if teams have 9 members like they did for the war, there will only be 25% of the hexagons with no one in them.
Title: Re: World of Elements - RULES
Post by: Scaredgirl on November 04, 2010, 03:48:04 pm
Good stuff.

I only worry the map is too small.  Nations are only 13 hexagons big, so if teams have 9 members like they did for the war, there will only be 25% of the hexagons with no one in them.
One hexagon can hold unlimited number of players in it. Most players probably hang around big cities and resources. If you want to be by yourself, just travel to less popular areas.
Title: Re: World of Elements - RULES
Post by: Ant-n-ero on November 04, 2010, 04:02:07 pm
so a cross between Age of Empires (or that style of game) and Risk??
....I like risk :P lol

sound very good, methinks I shall have to sign up for this :D:D
although I am largely confused at first so I will have to read thorugh this about 400 times >_<
Title: Re: World of Elements - RULES
Post by: Shantu on November 04, 2010, 04:26:15 pm
I like the idea, and would probably participate. I wonder though, will there be any roleplaying in it, or will it be more about questing and fighting?
Title: Re: World of Elements - RULES
Post by: Scaredgirl on November 04, 2010, 04:34:43 pm
although I am largely confused at first so I will have to read thorugh this about 400 times >_<
Don't read it too many times. Many pieces of the puzzle are still missing from the rules so it might not make much sense just yet.


I like the idea, and would probably participate. I wonder though, will there be any roleplaying in it, or will it be more about questing and fighting?
We could have "Taverns" (topics) or something, where the players can roleplay. All posting there must be done in character.

Btw.. I haven't mentioned in the rules, but all places in the map will have their own dedicated topics.
Title: Re: World of Elements - RULES
Post by: High-Lord Vin on November 04, 2010, 04:46:10 pm
so what resources do cities give?

and who will defend the town?  The list says upped cards but I have only a 40% uppped deck


and finally will there be alliances? player run guilds?
Title: Re: World of Elements - RULES
Post by: Scaredgirl on November 05, 2010, 03:48:27 am
so what resources do cities give?
Electrum mostly. I think. Maybe they can produce some other resources as well, I don't know. It's still pretty much open to suggestions.


and who will defend the town?  The list says upped cards but I have only a 40% uppped deck
Any player for the element in question. Other option is to have WoE organizers do it. We'll see.
 

and finally will there be alliances? player run guilds?
There probably won't be any guilds because we already kind of have 13 of them. Having both elemental "guilds" and player made guilds, sounds a bit too complex to me. But I'm not against it if there's a simple way of doing it.

Alliances will be added in some shape or form, but for WoE #1, probably a very simplified version.


I added some stuff, like starter decks and battle stances, to original post. Some starter decks need to be fixed though.
Title: Re: World of Elements - RULES
Post by: karthikking on November 05, 2010, 03:52:09 am
I would love to help.
Title: Re: World of Elements - RULES
Post by: Kamietsu on November 05, 2010, 04:21:46 am
This sounds really great and is going to be epic.
Title: Re: World of Elements - RULES
Post by: Dragoon1140 on November 05, 2010, 04:26:36 am
I would love to be a player in this event, and for Other, no less.   :)

Fantastic job organizing this.

EDIT:  Also:
"These rules are not final nas a lot of things are still missing."
Title: Re: World of Elements - RULES
Post by: Kuross on November 05, 2010, 05:12:01 am
We could have "Taverns" (topics) or something, where the players can roleplay. All posting there must be done in character.
I spent many years RP'ing in a tavern on a forum just like this so it's be just like home :P

Awesome stuff so far! Can't wait to get in it (both playing and helping build it)  ;)
Title: Re: World of Elements - RULES
Post by: xdude on November 05, 2010, 09:29:35 am
I'd say we keep it simple. We don't need any other resources than Electrum, especially for the first version.
Title: Re: World of Elements - RULES
Post by: bohan1 on November 06, 2010, 06:31:01 pm
I wonder if you can do an elements MMORPG where it uses your Elements account deck. It could be kind of like WoE except you can move around in a huge "world map" and battle level 0,1,2,3,4 and 5 at certain points of the map and there could be quests and NPCs and all that.
Title: Re: World of Elements - RULES
Post by: Korugar on November 06, 2010, 07:59:41 pm
Any idea when this will start?
Title: Re: World of Elements - RULES
Post by: $$$man on November 06, 2010, 08:42:50 pm
I would love to be a player in this event, and for Earth, no less.   :)

Fantastic job organizing this.
This

It's amazing SG, Great job.
Title: Re: World of Elements - RULES
Post by: EvaRia on November 06, 2010, 08:53:13 pm
I would love to be a part of this =D
Title: Re: World of Elements - RULES
Post by: TheodorCo on November 07, 2010, 07:46:40 am
Pretty strange event, a little complicated but it has that sense of fun in it.
Title: Re: World of Elements - RULES
Post by: Kuross on November 07, 2010, 01:21:55 pm
Pretty strange event, a little complicated but it has that sense of fun in it.
I think when all the kinks get worked out it'll make a lot more sense.
Title: Re: World of Elements - RULES
Post by: homoaddictus on November 09, 2010, 01:54:35 am
This looks to be a very awesome event!

Question:

If i have 40 cards and then lose my next battle, do i discard only 10 cards? or do I discard 12 cards and then my deck reverts to the original starter deck?
Title: Re: World of Elements - RULES
Post by: Scaredgirl on November 09, 2010, 04:33:28 am
If i have 40 cards and then lose my next battle, do i discard only 10 cards? or do I discard 12 cards and then my deck reverts to the original starter deck?
You discard 12. If you have to fight with only 28 cards, you will either auto-lose, or maybe alternatively the missing cards will be added as Quantum Pillars. Not sure yet.

You can in theory lose all your cards. You have to then then either collect resources or do something else that gives you cards without having to actually fight. We could also have some kind of character "resetting" thing that gives you a new starter deck but you lose your stats. We'll see.
Title: Re: World of Elements - RULES
Post by: Demut on November 09, 2010, 02:17:29 pm
What exactly is left to be figured out?
Title: Re: World of Elements - RULES
Post by: Demut on November 13, 2010, 05:16:07 am
I want a list of what needs to be figured out now please!
Title: Re: World of Elements - RULES
Post by: High-Lord Vin on November 14, 2010, 11:25:23 pm
and who will defend the town?  The list says upped cards but I have only a 40% uppped deck
Any player for the element in question. Other option is to have WoE organizers do it. We'll see.
what about the upped deck part?  will you need a fully upped deck to make the most out of a cities defenses?

and finally will there be alliances? player run guilds?
There probably won't be any guilds because we already kind of have 13 of them. Having both elemental "guilds" and player made guilds, sounds a bit too complex to me. But I'm not against it if there's a simple way of doing it.

Alliances will be added in some shape or form, but for WoE #1, probably a very simplified version.
sorry I phrased that bad; I mean will there be smaller player run guilds WITHIN the teams;

for example, there is team death; in team death there are a few player-run guilds that have like 5 players max

very small stuff goes to individual players; bigger stuff goes to a whole guild (like doing some small invading); the biggest stuff goes to 3+ guilds plus the random lone wolf that shows up for the action (like sieging a city or large scale invading or  team story quest)

ps by alliance I meant some games call guilds/clans alliances
Title: Re: World of Elements - RULES
Post by: Demut on November 14, 2010, 11:40:03 pm
So I assume all the information needed to make WoE work is already brainstormed and  the organizers are now in their secret forum simply putting it together?
Title: Re: World of Elements - RULES
Post by: Appawesome on November 22, 2010, 05:57:53 am
What is the goal of this? What am I supposed to do? Become the most powerful player? Be the person with the most wins? Take over WoE?  Jump into volcanoes?? Ride flying unicorns all over the place? Try to visit everywhere? Try to get each card?
Title: Re: World of Elements - RULES
Post by: Dragoon1140 on November 22, 2010, 06:03:23 am
What is the goal of this? What am I supposed to do? Become the most powerful player? Be the person with the most wins? Take over WoE?  Jump into volcanoes?? Ride flying unicorns all over the place? Try to visit everywhere? Try to get each card?
To beat the false-false god.  Read the first answer.  Sort of.  No.  No.  No.  No.  No.  No.
Title: Re: World of Elements - RULES
Post by: Scaredgirl on November 22, 2010, 06:09:52 am
So I assume all the information needed to make WoE work is already brainstormed and  the organizers are now in their secret forum simply putting it together?
I just built the first secret forum section, and gave the first 3 people access.

It has begun.


What is the goal of this? What am I supposed to do? Become the most powerful player? Be the person with the most wins? Take over WoE?  Jump into volcanoes?? Ride flying unicorns all over the place? Try to visit everywhere? Try to get each card?

Good question. We don't have a clear answer just yet, but I can say that there will probably be multiple ways to win WoE. Most logical way would be if one element (one team) destroys other elements. I'd also like a way of one player being able to win the whole thing solo by becoming a God.

Nothing has been decided yet, but hopefully will be very soon.
Title: Re: World of Elements - RULES
Post by: TimerClock14 on November 22, 2010, 08:17:25 pm
From my point of view: most RPGs I've played have a really good front story, but afterwords it just ends. No replay-ability at all. This is really the only problem RPGs have, ignore this and you got yourself the best game in the world. Therefore I suggest that WoE be organized to run on a sort of T50 system. What I mean by this is to have no concrete goal of the game, but rather to have a light story/main objective but focus more on being the best. In other words, the gameplay starts at the bottom of the barrel. You work your way up to the top, and then fight to defend that title. Very high replay-ability, very engaging, and very fun (because it's Elements ;))
Title: Re: World of Elements - RULES
Post by: Kuross on November 23, 2010, 03:16:50 am
Back in my RPG days where I spent years playing and RP'ing, the one thing that really made the game and server I played on work was a fluid storyline.

Each person was an intricate part of the story and helped keep it moving forward. We had DMs (Dungeon Masters for which I was one ;) ) who would use Player Characters (aka "PCs"), and their relevant stories, to further the main storyline and thereby keep it active, fluid and always going forward. I was thinking some sort of model that does something similar would be cool here as well. Start with a basic storyline with history then have Game Masters create storyline events that players could be a part of and the result of those events will shape the future of the storyline and the world everyone is a part of.

It's a fun way to keep people active, gives relevance to plots and twists, opens up potential ideas for events and gives the people involved a sense of ownership in that they helped create the story as it currently is.
Title: Re: World of Elements - RULES
Post by: 918273645 on November 23, 2010, 03:24:00 am
So I assume all the information needed to make WoE work is already brainstormed and  the organizers are now in their secret forum simply putting it together?
I just built the first secret forum section, and gave the first 3 people access.
Who were they? Huh? Who? Give me answers! I MUST HAVE DA ANSWERS!!!
Title: Re: World of Elements - RULES
Post by: Daxx on November 24, 2010, 06:24:42 pm
A quick rule proposal:

Capturing a hexagon for your element is an action that prevents you from doing anything else that turn.
You may only capture a hexagon for your element if there are no players from any different element on that hexagon, otherwise the action fails.


Reasoning: Makes it more difficult to capture hexes for your element, and requires players to work together to force the defending team out whilst capturing it.

And a second:

As an Element's control extends across more and more hexes, it becomes less efficient to collect resources from them. Any hexes that were not originally owned by the controlling element only produce the minimum amount (usually 1) of electrum, regardless of what it originally produced.

Reasoning: This reduces the positive feedback loop that appears when one team gets on a roll and starts capturing lots of land, making them more powerful and their enemies weaker (which allows them to capture more land, and so forth).
Title: Re: World of Elements - RULES
Post by: Scaredgirl on November 28, 2010, 12:57:25 pm
A quick rule proposal:

Capturing a hexagon for your element is an action that prevents you from doing anything else that turn.
You may only capture a hexagon for your element if there are no players from any different element on that hexagon, otherwise the action fails.


Reasoning: Makes it more difficult to capture hexes for your element, and requires players to work together to force the defending team out whilst capturing it.
Hmm.. yeah that could work. But the reason why I chose that there would be no capturing, is that I think the whole point of capturing is kind of illogical. I mean if I go to an area with 1000 tanks, and there are no other people there, I would say that the area is mine, without the need to capture anything.

Then again it could be like "setting up camp" or something like that.


As an Element's control extends across more and more hexes, it becomes less efficient to collect resources from them. Any hexes that were not originally owned by the controlling element only produce the minimum amount (usually 1) of electrum, regardless of what it originally produced.

Reasoning: This reduces the positive feedback loop that appears when one team gets on a roll and starts capturing lots of land, making them more powerful and their enemies weaker (which allows them to capture more land, and so forth).
We already have something similar. Elements get double revenue from hexes that "belong" to their element, half revenue from hexes that belong to opposing element, and 1:1 revenue from all others.

We could also have a "corruption" system used in Civilization. Basically it means that you lose revenue when you have lots of land far away from your capital, but I don't know how to implement that in WoE without going too mathematical.
Title: Re: World of Elements - RULES
Post by: Daxx on November 28, 2010, 03:10:19 pm
We could also have a "corruption" system used in Civilization. Basically it means that you lose revenue when you have lots of land far away from your capital, but I don't know how to implement that in WoE without going too mathematical.
Luckily we'd only have to do a few calculations for this, one for each element, so it would be less impractical than it first seems. But mostly I think the altering of revenue based on whether hexes are of the right element is a good step and may be enough.
Title: Re: World of Elements - RULES
Post by: Dragoon1140 on December 02, 2010, 06:34:56 am
What if two players are supposed to duel, but one doesn't show?  The active player is the winner, assuming proof of deed?
Title: Re: World of Elements - RULES
Post by: Scaredgirl on December 02, 2010, 06:48:53 am
What if two players are supposed to duel, but one doesn't show?  The active player is the winner, assuming proof of deed?
Yes. It's basically same as with War. No show = a loss.

Not giving the full penalty for not showing up might lead to a situation where people did that on purpose because they know they would lose.

We could of course have some kind of substitute system, like what we have with War,  to prevent active players losing a duel just because they had to go on a 2-day trip at the worst possible moment.
Title: Re: World of Elements - RULES
Post by: Daxx on December 02, 2010, 11:22:54 am
It basically means that if you know you're going to be inactive, you should return to somewhere safe where you won't be attacked, or where you have allies/npcs you know will defend you.

Substitutes sounds like an interesting idea, but I think there's already that functionality there with the Protect action.
Title: Re: World of Elements - RULES
Post by: brettbstock on December 08, 2010, 02:24:12 am
Not sure I completely understand the rules, so this might not make any sense at all, but I think it'd be a good idea to give elements certain skills. Like Darkness could have Assissinate (Vampire Dagger ftw) which instantly wins a duel, in exchange for so many resources. Or, entropy could have randomize, which places all members of a different team on random spaces. Stuff like that.
Title: Re: World of Elements - RULES
Post by: Scaredgirl on December 08, 2010, 03:20:17 am
Not sure I completely understand the rules, so this might not make any sense at all, but I think it'd be a good idea to give elements certain skills. Like Darkness could have Assissinate (Vampire Dagger ftw) which instantly wins a duel, in exchange for so many resources. Or, entropy could have randomize, which places all members of a different team on random spaces. Stuff like that.
This was suggested earlier as well. Plan was to give each element a special ability. Later it was replaced by this: http://elementscommunity.org/forum/index.php/topic,17109.0.html
Title: Re: World of Elements - RULES
Post by: brettbstock on December 08, 2010, 07:54:00 pm
Not sure I completely understand the rules, so this might not make any sense at all, but I think it'd be a good idea to give elements certain skills. Like Darkness could have Assissinate (Vampire Dagger ftw) which instantly wins a duel, in exchange for so many resources. Or, entropy could have randomize, which places all members of a different team on random spaces. Stuff like that.
This was suggested earlier as well. Plan was to give each element a special ability. Later it was replaced by this: http://elementscommunity.org/forum/index.php/topic,17109.0.html
Ah. got it. Thanks. WoE Sounds like a lot of fun! I'd definitely like to be a part of this!
Title: Re: World of Elements - RULES
Post by: warriorforge on December 09, 2010, 12:19:40 am
Do we carry over anything from elements or start from scratch. And im not sure i understand the "rounds" so clearly. And if you lose, do you lose the electrum as well Ex. 1000 electrum, opp. gets 10% for winning do they get the 100 AND you lose 100 or do they just win it and you are unaffected?
Title: Re: World of Elements - RULES
Post by: Daxx on December 09, 2010, 12:30:04 am
Do we carry over anything from elements or start from scratch.
So that everyone has a level playing field, everyone starts from scratch. That's not to say that playing the game a lot won't give you an advantage, as we are including ways to get upped and rare cards that a fresh-account newbie won't necessarily have. But hopefully most people will have the potential to reach the top whether they've been grinding for a year or started the game a week ago.

And im not sure i understand the "rounds" so clearly.
Each "round" you will be able to take a number of actions like moving or fighting or buying cards, and so forth, depending on where you are and who is near you.

And if you lose, do you lose the electrum as well Ex. 1000 electrum, opp. gets 10% for winning do they get the 100 AND you lose 100 or do they just win it and you are unaffected?
You will lose it as well - that's why it's a good idea to use a bank, because you will only lose 10% of the electrum you are currently carrying. But don't worry too much about losing your electrum; players will automatically receive money every round based on how well their Element is doing at capturing territory, and you can earn more through beating your opponents or completing quests.
Title: Re: World of Elements - RULES (old)
Post by: Master Katie on September 13, 2011, 11:59:46 am
How do we sign up? I cant figure it out
Title: Re: World of Elements - RULES (old)
Post by: majofa on September 13, 2011, 01:42:19 pm
We're just about to start beta testing. Once we work out all the bugs, it will open up for more/all people.
Title: Re: World of Elements - RULES (old)
Post by: Master Katie on September 28, 2011, 08:51:10 pm
OH OK i get it.
blarg: Dragoon