*Author

FallenSoul

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Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105357#msg105357
« on: July 01, 2010, 11:20:42 am »
NAME:
Accumulator
ELEMENT:
:aether
COST:
6
TYPE:
Permanent
ATK|HP:
-
ABILITY:
Accumulator can be targetted by spell
Every time a spell does a damage to accumulator, put a counter on it
When accumulator is destroyed deals a damage equals to the number of counter on it to every player and creature
Self Destruction: Destroy Accumulator
NAME:
Energy Accumulator
ELEMENT:
:aether
COST:
4
TYPE:
Permanent
ATK|HP:
-
ABILITY:
Energy Accumulator can be targetted by spell
Every time a spell does a damage to accumulator, put a counter on it
When accumulator is destroyed deals a damage equals to the number of counter on it to every player and creature
Self Destruction: Destroy Energy Accumulator
ART:
-
IDEA:
FallenSoul
NOTES:
the order of dealing damage is enemy player, his/her creatures, your creatures, you
SERIES:
Craziness

Snopel

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105493#msg105493
« Reply #1 on: July 01, 2010, 02:04:53 pm »
Fractal Chargers + Gravity pull on this = Win.

guy_fawkes

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105512#msg105512
« Reply #2 on: July 01, 2010, 02:20:21 pm »
this is a permanent,
i don't think you can "deal damage" to a permanent...
you need to change the mechanics you have in mind to make it work!

Krzysiek K.

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105520#msg105520
« Reply #3 on: July 01, 2010, 02:29:18 pm »
Quote
Fractal Chargers + Gravity pull on this = Win.
True. There has to be limit how much damage this card can take.

Quote
this is a permanent,
i don't think you can "deal damage" to a permanent...
you need to change the mechanics you have in mind to make it work!
That's what cards are supposed to do: change mechanics all the time.

FallenSoul

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105528#msg105528
« Reply #4 on: July 01, 2010, 02:36:14 pm »
Fractal Chargers + Gravity pull on this = Win.
i don't understand.. this is a permanent (not a creature) so, gravity pull won't work on it
fractal charges.. it gain charges every time a spell (not an attack) hits it, and i guess is not possible to fractalize counter.. either way poison would already be fractalized

this is a permanent,
i don't think you can "deal damage" to a permanent...
i don't really know about it, 'cause anything like that has already been done 'till now
maybe it's possible, i don't know.. either way i'll change the mechanic..

guy_fawkes

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105553#msg105553
« Reply #5 on: July 01, 2010, 02:54:37 pm »
Quote
Fractal Chargers + Gravity pull on this = Win.
True. There has to be limit how much damage this card can take.

Quote
this is a permanent,
i don't think you can "deal damage" to a permanent...
you need to change the mechanics you have in mind to make it work!
That's what cards are supposed to do: change mechanics all the time.
cards are supposed to change mechanics?
are you sure?

that's totally new for me ( i've played TCGs for like 15 years...)

you will never be able to cast a firebolt on a pillar...
maybe you can mutate the permanent into a creature FIRST and then cast a firebolt on it...
that's the only way this could work

FallenSoul

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105556#msg105556
« Reply #6 on: July 01, 2010, 03:00:50 pm »
Quote
That's what cards are supposed to do: change mechanics all the time.
that's right (that happen every time a new expansion for a game is released.. causing many decks to a complete rebuild)
but it works better on a card game not structured on pc or console
because.. it's simply more free
a program have rules that can be modified by countless rows of code
now.. it's wrong to say that is not possible.. but it can be too hard doing it or it can took too much time..
but if you can write an operative sistem.. well.. i guess you can even do something like implement a mechanic that give you the possibility to hit a pillar eh..
but.. it must be seen if this is achievable without change and rebuild the entire game..
so.. i can't answer if it's possible or not, and maybe neither can you..

guy_fawkes

  • Guest
Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105563#msg105563
« Reply #7 on: July 01, 2010, 03:06:07 pm »
the point is not how hard is to code a bolt hitting a pillar,
the point is that you must have a consistent set of rules that forbids that a damage dealing spell target a permanent which obviously has not Hit Points...
it's like apples and oranges...

FallenSoul

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105569#msg105569
« Reply #8 on: July 01, 2010, 03:08:47 pm »
the point is that you must have a consistent set of rules that forbids that a damage dealing spell target a permanent which obviously has not Hit Points...
ehy.. every user interface is only an abstraction.. so the user is not allowed to know what happen.. do you know what windows loads during " it's unknown loading time "?
do you really think that you cannot give.. for example 9999hp without showing them?
you can put a rules that give permission to target a pillar and you can give hp to a pillar without player knows everything..

Krzysiek K.

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105574#msg105574
« Reply #9 on: July 01, 2010, 03:12:16 pm »
Quote
cards are supposed to change mechanics?
are you sure?
That's almost by definition: in CCGs card text is usually considered potential exception to the rules. For example, players always have 100 health (this is one of base rules), but Shard of Divinity easily changes this.

Quote
you will never be able to cast a firebolt on a pillar...
Unless a card will explicitly allow you to do so. For example, I can imagine a permanent with ability "You can cast direct damage spells on pillars as long as this card is in play. Destroy one pillar for every 5 damage dealt", and it would be perfectly fine card.

Quote
a program have rules that can be modified by countless rows of code
now.. it's wrong to say that is not possible.. but it can be too hard doing it or it can took too much time..
but if you can write an operative sistem.. well.. i guess you can even do something like implement a mechanic that give you the possibility to hit a pillar eh..
Being programmer myself I completely understand it. Especially being a programmer who has already written a card game with a friend with several dozen of cards some time ago as a spare time project. :)

Quote
so.. i can't answer if it's possible or not, and maybe neither can you..
Everything is possible. Just sometimes it's not worth the effort. :)

Quote
the point is not how hard is to code a bolt hitting a pillar,
the point is that you must have a consistent set of rules that forbids that a damage dealing spell target a permanent which obviously has not Hit Points...
it's like apples and oranges...
The point is to give player some fun. If adding card allowing targetting pillars with some effect does it, then I'd go for it.

guy_fawkes

  • Guest
Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105583#msg105583
« Reply #10 on: July 01, 2010, 03:22:37 pm »
i respect your opinion but i don't agree for a single bit of it... :)

a TCG battle it's like a chess game...
you don't add explosions to the knight because it's "cool" or "fun"...

if you want to make pillars targettable you just make a permanent that states: "all pillars are considered 0/5 creatures till this permanent is in game, their quanta producing ability is not altered"

see the difference between my logic and yours?

FallenSoul

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Re: Accumulator | Energy Accumulator https://elementscommunity.org/forum/index.php?topic=8970.msg105603#msg105603
« Reply #11 on: July 01, 2010, 03:41:08 pm »
you don't add explosions to the knight because it's "cool" or "fun"...
well.. if it's fun i think it will be implemented.. a game must first be fun.. either way no one will play it..

Quote
see the difference between my logic and yours?
i think you are too close to rules.. i think originally flow doesn't exist and fly doesn't exist for now..

 

blarg: