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Offline moomooseTopic starter

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg474174#msg474174
« Reply #12 on: March 25, 2012, 03:08:26 pm »
"I would say either the unupped ability cost should be increased or the upped ability cost should be decreased. That way it would match the cost ratio of the upped and unupped cards it summons." no.  the stats of the creatures it summons are identical.  the only relevance their costs will have is when someone RTs them.
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Offline furballdn

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg474251#msg474251
« Reply #13 on: March 25, 2012, 06:35:46 pm »
5 :gravity still seems cheap. I'd say 6 :gravity to summon. (in also keeping in the theme of expensive gravy creatures)`

Offline moomooseTopic starter

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg474259#msg474259
« Reply #14 on: March 25, 2012, 06:52:37 pm »
i dont think its too cheap as is- the first turn it is put into play, it will do 1 damage, every turn thereafter it increases by 3 for 2 quanta, compared with ffq which does 3 base damage, grows by 4 damage each turn, pairs fantastically with adrenaline.  cost/dmg ratio  keeps getting worse than ffq each passing turn.
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Offline n00b

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg474375#msg474375
« Reply #15 on: March 26, 2012, 01:41:24 am »
Maybe unupped should cost 6, with upped costing 5..? Might be good-ish
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Offline OdinVanguard

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg474430#msg474430
« Reply #16 on: March 26, 2012, 04:59:26 am »
i dont think its too cheap as is- the first turn it is put into play, it will do 1 damage, every turn thereafter it increases by 3 for 2 quanta, compared with ffq which does 3 base damage, grows by 4 damage each turn, pairs fantastically with adrenaline.  cost/dmg ratio  keeps getting worse than ffq each passing turn.
The upped version isn't too badly balanced, but remember unupped fireflies do the same damage as unupped mercenaries and have fewer hp. In otherwords, the unupped version keeps pace with ffq damage wise, but produces much harder to kill critters since mercs have 5 hp instead of 2. Also note that ffq requires off element quanta to summon fireflies, which justifies having a slightly lower ability cost than the cost to summon fireflies individually.

At the very least I think the unupped ability cost should be increased by 1. It will still be under the cost of the merc card itself which is 4. As it stands now it just seems to be a little to high of a damage to cost ratio for an in-element ability. Its your card though, this is just how I see it.
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Offline reshiucS

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1047712#msg1047712
« Reply #17 on: March 03, 2013, 04:04:03 pm »
Im pretty sure that the cost have to get increased because even though FFQ does more damage than the Graviton Transport Vanguard's point that the Transport uses one quantum so can be combined with way more colours but if this card comes into the game the developers will tweak that anyway, it will be no reason not to pick it.
My problem with this card is that new cards should add diversity to the game and it doesnt really do that. Yes, right now nothing produces graviton merc/guards but they already exist and the mechanic of producing common units is not that new that's probably the reason it won't be picked to come into the game. To change that the transport can deploy other/new units or graviton's with some sort of new ability which suits them.
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Offline moomooseTopic starter

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1047713#msg1047713
« Reply #18 on: March 03, 2013, 04:23:26 pm »
briefly, the grav guards/mercs were buffed after this card moved through the ranks, before the buff they were borderline useless. this card was designed to make them relevant, but since their direct buff, its moot.
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Offline ChemMan13

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1093177#msg1093177
« Reply #19 on: August 18, 2013, 01:38:50 am »
I really like the idea of the another spawning card. I agree that the card cost should be increased to around 7 :gravity. Moreover it could have this ability, all other graviton creatures gain +1/+1 as graviton transport function as a supply and reinforcement unit.

Offline J6U

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1097858#msg1097858
« Reply #20 on: September 19, 2013, 12:03:09 am »
This looks amazing...

I think maybe there should be a limit  though, because it doesn't seem like it can reproduce, and a lot of graviton guards hurt much more then firefly spamming, and are harder to get rid of.

(Two or Three rain of fires)

I was thinking maybe the card could say capped at 6, and maybe switch the two cost, to three, and upgraded version two gravity, and maybe one earth?
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Offline imperator83

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1141243#msg1141243
« Reply #21 on: June 20, 2014, 02:55:50 pm »
maybe the cost of 2 quanta to produce a guard can be 1 if upgraded...

Offline iancudorinmarian

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1141248#msg1141248
« Reply #22 on: June 20, 2014, 03:35:36 pm »
maybe the cost of 2 quanta to produce a guard can be 1 if upgraded...
The upped one produces upped graviton guard, so I don't think it needs a cost decrease.

Offline imperator83

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Re: Graviton Transport | Graviton Carrier https://elementscommunity.org/forum/index.php?topic=37669.msg1167875#msg1167875
« Reply #23 on: November 23, 2014, 12:50:15 pm »
maybe we can create a card like that for every mark, like firefly queen

 

anything
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