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Demut

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg201348#msg201348
« Reply #24 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?

Offline Appawesome

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg206573#msg206573
« Reply #25 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?

Offline Dragoon1140

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg206576#msg206576
« Reply #26 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.
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Scaredgirl

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg206579#msg206579
« Reply #27 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.

Offline TimerClock14

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg207047#msg207047
« Reply #28 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 ;))
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Kuross

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg207363#msg207363
« Reply #29 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.

918273645

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg207371#msg207371
« Reply #30 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!!!

Daxx

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg208548#msg208548
« Reply #31 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).

Scaredgirl

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg211616#msg211616
« Reply #32 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.

Daxx

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg211721#msg211721
« Reply #33 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.

Offline Dragoon1140

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg214868#msg214868
« Reply #34 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?
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Scaredgirl

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Re: World of Elements - RULES https://elementscommunity.org/forum/index.php?topic=15134.msg214876#msg214876
« Reply #35 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.

 

blarg: