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ftbhrygvn

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Field/Dimensional Shrink https://elementscommunity.org/forum/index.php?topic=2816.msg23606#msg23606
« on: February 06, 2010, 12:16:09 pm »
A have a few card ideas but my art is awful, so will use words

PAUSE/FAST FORWARD(upgrade)
Element: :time
Type: Spell
Cost 15 :time/13 :time(upgrade)
Description: Your opponent loses his/her next turn

DEGRADE
Element: :time
Type: Spell
Cost: None
Description: Kill the target creature and return its summon cost to the owner

PALISADE
Element: :earth
Type: Shield
Cost: 7 :earth
Description: All incoming damage is halved

FIELD SHRINK
Element: :aether
TYpe: Permanent
Cost: 10 :aether
Description: Each player can now have 7 creatures in play. If one has more than 7, (s)he can't add any more creatures in any way until the number of his/her creatures in play drops below 7, and, when it does, it is restricted to 7


(http://www.screenshotdumpster.com/) (http://www.screenshotdumpster.com/)

Lanidrak

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23609#msg23609
« Reply #1 on: February 06, 2010, 12:27:59 pm »
PAUSE/FAST FORWARD(upgrade)
Costs way too much, is way too powerful. Maybe a way to balance it is to make it cost 5 Time Quanta and all the time quanta you have? A bit like Improved Miracle does at the moment. And instead of it making your opponent lose his turn, how about you gain an extra turn? Eg. You press spacebar, you attack, you get quanta, you heal then it is your turn again.

DEGRADE
Nah, rewind time already does this in a way but is just better. Also, instant kill cards are frowned upon, which is what this is. Secondly, there is not a way (that I know of) of returning the quanta cost of a creature to your opponent once it is in play.

PALISADE
Earth already has Titanium and Diamond shields which reduce damage by 2 and 3 respectively. This means that any creature which does 3 or less damage is completely ignored. And any creature which does over that amount will also do a lot less. This shield simply halves incoming damage? Not really useful. There are plenty of shields already which completely block incoming damage. I cannot see a scenario where I would want to put this in my deck.

FIELD SHRINK
Hmm, the only interesting card I see here, maybe thats why you left it for last? If it was to be a permanent, and not a spell then yes, it could work. What would happen if you played it when your opponent already had more than 7 creatures in play?

ftbhrygvn

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23613#msg23613
« Reply #2 on: February 06, 2010, 01:10:22 pm »
PAUSE
I set the cost high to balance the great power, and your plan works perfectly. And gaining an extra turn is same as the opponent losing one turn.

DEGRADE
I know rewind does sth similar, and there is no way to return the cost now. I first think about rewind when I was planning a new card so it is similar to it, and I am trying to introduce sth new to the game. After all, that's all card ideas are about, right?

PALISADE
This shield is supposed to be effective against big creatures rather than small ones, reverse of what Titanium and Diamond shields are doing. But you are quite right, Grav shield can do the job.

FIELD SHRINK
I have been planning it to be a perma since the 1st moment I thought up this card but I don't know what made me type spell. And the description said what happens when one has more than 7 creatures in play. Also, I think 7 is a bit too harsh so will it be better if it is 15 for unupgraded and 7 for upgraded?

bobcamel

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23614#msg23614
« Reply #3 on: February 06, 2010, 01:13:54 pm »
Quote
What would happen if you played it when your opponent already had more than 7 creatures in play?
Quote
If one has more than 7, (s)he can't add any more creatures in any way until the number of his/her creatures in play drops below 7, and, when it does, it is restricted to 7
Reading problem?

Fast Forward is way too strong. Pulling two sets of attacks in a row is too much.

Degrade is basically a free, instant-kill card. Too strong no matter what.

Palisade could be strong against high-hitters, but not as strong against low hitters. Also, me and Bloodshadow made this card already, just it is Air element and costs less.

Field Shrink should be a permanent, not a spell, yes. Aside from that, it sounds fairly good, promoting high-hitters and penalizing mobspam.

ftbhrygvn

  • Guest
Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23649#msg23649
« Reply #4 on: February 06, 2010, 05:33:51 pm »
The type of Field Shrink shough be permanent, not spell.(Mistake) So I have corrected it. And, so far we got to the conclusion that FS is the best idea among the 4. And I have revised it and added an upgraded card:

FIELD SHRINK/DIMENSIONAL SHRINK(up)
Element: :aether
Type: Permanent
Cost: 10 :aether
Description: Each player can now have 15(7 up,same below) creatures in play. If one has more than 15, (s)he can't add any more creatures in any way until the number of his/her creatures in play drops below 15, and, when it does, it is restricted to 15

ftbhrygvn

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23664#msg23664
« Reply #5 on: February 06, 2010, 06:34:17 pm »
Despite my awful art skills, I managed to do it:
(http://www.screenshotdumpster.com/) (http://www.screenshotdumpster.com/)

Offline Glitch

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23814#msg23814
« Reply #6 on: February 07, 2010, 02:41:37 am »
Sweet idea, especially if coupled with aflatoxin.

This one, however, would be might hard to program, because of the order in which cards are placed.  It all depends on how Zanz designed the game, which is way beyond my level.  How about instead a bunch of 0|1 immortal place holders with ability "if place holder dies, spawn a place holder" into play?

Lanidrak

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg23828#msg23828
« Reply #7 on: February 07, 2010, 02:57:59 am »
That would be messy as hell. I personally play the game on a notebook - with very minimum graphics and processing power, and as soon as one side of the game board is starting to reach about 70% full, the game slows down a lot.

Hit spacebar... wait 10 seconds... wait a bit more... let your quanta tick up... wait a bit more, then your opponents turn starts.

Im sure there will be a way to simply make it so that If 7/> creatures in play, then no more creatures can be played. If <7 fire away.

ftbhrygvn

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg24476#msg24476
« Reply #8 on: February 09, 2010, 05:03:29 am »
For the programming, I don't think it will be hard. Zanz is much more professional than I am and even I can think of a solution (use a variable to replace all the 23s and change it when  this card is in play, that should do it i think)

The very original idea of mine was to kill all creatures that exceed the 7 but that would be way too overpowered IMO.

Offline Glitch

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg24573#msg24573
« Reply #9 on: February 09, 2010, 05:29:34 pm »
For the programming, I don't think it will be hard. Zanz is much more professional than I am and even I can think of a solution (use a variable to replace all the 23s and change it when  this card is in play, that should do it i think)
That doesn't account for the location of placed creatures, you'd also have to deal with boneyards and FFQs, and I doubt Zanz used a variable to code the field size.

ftbhrygvn

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg24756#msg24756
« Reply #10 on: February 10, 2010, 05:14:20 am »
At least he should have some way to get the number of creatures in play, even if it is iterating though the field. Otherwise, he wouldn't know if it has reached 23 and stop a creature from being played.

Offline Glitch

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Re: A number of ideas https://elementscommunity.org/forum/index.php?topic=2816.msg24819#msg24819
« Reply #11 on: February 10, 2010, 04:13:30 pm »
And depending upon how that limit is coded, it could be very hard to change.

For all we know, on every single card that has a little bit of code saying "If 23 cards are in play, show that error message".  Going through every card?  Not fun.

 

anything
blarg: