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deadwolf

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Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2639#msg2639
« Reply #12 on: December 15, 2009, 10:09:36 pm »

Maybe the even cooler thing to do -- and something that would really utilize a computer based platform rather than just paper cards -- is to have heroes along the lines people are discussing, but they actually gain experience points by being played in winning games. For example, if I play my Time Hero and win the game, that hero gets 1 experience point. Experience points can be banked and spent on increasing power & toughness, decreasing casting cost or activation for effects, maybe even buying new effects. This way, each Time Hero would be slightly different from other Time Heroes played by other players.

It might be complicated, but I think it could be kind of awesome...

Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2640#msg2640
« Reply #13 on: December 15, 2009, 10:09:36 pm »

Maybe the even cooler thing to do -- and something that would really utilize a computer based platform rather than just paper cards -- is to have heroes along the lines people are discussing, but they actually gain experience points by being played in winning games. For example, if I play my Time Hero and win the game, that hero gets 1 experience point. Experience points can be banked and spent on increasing power & toughness, decreasing casting cost or activation for effects, maybe even buying new effects. This way, each Time Hero would be slightly different from other Time Heroes played by other players.

It might be complicated, but I think it could be kind of awesome...
Problem with that is, if you got 1 exp point per won match, then you could just make a Time-Draw deck, play Level 0 AI, and get him out, win, get one experience point, rinse and repeat. Perhaps, if they used your system, they could increase the costs of the upgrades for the hero, and then give exp points based on the level of the AI, such as zero for Level 0, one for AI1, two for AI2, three for AI3, four for PvP, five for t50, and six for Fake Gods.

Scaredgirl

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Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2641#msg2641
« Reply #14 on: December 15, 2009, 10:09:36 pm »

Having these here cards is not a bad idea. But they should be expensive to use and you should be able to take more than one different hero cards.

I don't like this leveling up though. It makes the gap between veterans and noobies too big.

Forfeit

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Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2642#msg2642
« Reply #15 on: December 15, 2009, 10:09:36 pm »

Agreed with the no leveling up idea, as it is the gap between noobs and vetrans is- really annoying on PvP.

Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2643#msg2643
« Reply #16 on: December 15, 2009, 10:09:36 pm »

Having these here cards is not a bad idea. But they should be expensive to use and you should be able to take more than one different hero cards.

I don't like this leveling up though. It makes the gap between veterans and noobies too big.
Very true. Not to mention that a level up system for the Heros would require a lot of time and programming, and lets not forget that it would mean even MORE grinding. Making some badass hero cards that cost 10+ and have decent stats and great abilities is all we really need. Perhaps the Upgraded versions of the cards could have higher stats, or lower costs, or lower ability costs, or different abilities, etc.

oaky180

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Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2644#msg2644
« Reply #17 on: December 15, 2009, 10:09:36 pm »

Maybe instead of leveling up, you could have it so it could be upgraded maybe 3 or 4 times.
With a cost of like 13 to start with, this could go down by one for each upgrade, and maybe give it one more health too. This way the gap between a non upgraded and upgraded would be noticeable, but not too great. So then the higher level people would have something to do, and the lower level people could still have a ton of fun :D

Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2645#msg2645
« Reply #18 on: December 15, 2009, 10:09:36 pm »

If a leveling hero system was implemented, i think it would be best to make it exclusive to matches against the a.i... no pvp for those guys ;)

Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2646#msg2646
« Reply #19 on: December 15, 2009, 10:09:36 pm »

If a leveling hero system was implemented, i think it would be best to make it exclusive to matches against the a.i... no pvp for those guys ;)
I think that would only work if more AI types were implimented. Perhaps with the release of new cards, more AI types would be release (like, for example, something similar to t50, except that it picks a random deck from ALL players).

Parabol

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Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2837#msg2837
« Reply #20 on: December 15, 2009, 10:09:37 pm »

I'm concerned heroes would become the focus of any deck, making gameplay predictable and one-dimensional.

For example, Darkness versus Death would merely be a test of whether Vampire Lord was better than Demilich, or whatever the cards you were talking about were.

Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2838#msg2838
« Reply #21 on: December 15, 2009, 10:09:37 pm »

Even if heroes were the focus of a deck, that wouldn't necessarily be bad.

Devourers are the focus of some decks, ffq the focus of others. I think heroes would just make it more fun.

I doubt any of them would be the best, they would all just be different.

Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg2855#msg2855
« Reply #22 on: December 15, 2009, 10:09:47 pm »

Not to mention that in games like Magic and Duels: Warstorm, entire decks are focused around a specific Hero/Legend. I'm sure that adding them here wouldn't change much, but it would provide more strategy for players, such as ways to use the Heros with other elements to increase their effectiveness.

wckz

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Heroes? https://elementscommunity.org/forum/index.php?topic=164.msg3170#msg3170
« Reply #23 on: December 15, 2009, 10:09:48 pm »

Hmm, I think that this could be a way to even out rainbow decks between mono and dual decks.

 

blarg: