Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Topic started by: Xenocidius on November 11, 2011, 10:15:53 pm

Title: Natural Selection | Evolution
Post by: Xenocidius on November 11, 2011, 10:15:53 pm
(http://i.imgur.com/lsgJy.png)
(http://i.imgur.com/UzQRd.png)
NAME:
Natural Selection
ELEMENT:
Life
COST:
4 :life
TYPE:
Spell
ATK|HP:
TEXT:
All your creatures become mutants and each turn gain a new skill or die.
NAME:
Evolution
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:
TEXT:
All your creatures become mutants and gain a new skill each turn.
ART:
Here (http://cdn.zmescience.com/wp-content/uploads/2011/06/forest.jpg) and here (http://media.smithsonianmag.com/images/consequences-of-evolution-631.jpg)
IDEA:
Xenocidius
NOTES:
Okay, this basically grants each of your creatures a random skill that can be gotten from Mutation. It costs 1-2 of the creature's summoning element, like Mutation skills.

It grants your creatures the passive skill Mutant (which makes them act strangely when Parallel Universe is cast on them). It also grants them the passive skill Evolution which changes their skill each turn, or the passive skill Natural Selection, which changes their skill each turn but also gives them a 10% chance to die each turn.

Because skills like Momentum and Immaterial carry on (they don't get removed each turn), the creatures really do become progressively stronger.

Plus, this card would be a hell of a lot of fun.
SERIES:
Title: Re: Natural Selection | Evolution
Post by: ninetyfools on November 11, 2011, 11:51:34 pm
Hey. I actually like this idea!
Title: Re: Natural Selection | Evolution
Post by: Rutarete on November 12, 2011, 12:24:05 am
 :o Really rapid evolution, this is. Turn by turn change is too fast to be completely thematic imo. But still, I'd have a whole lot of fun with this. My Mutation deck would love it!
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 12, 2011, 12:25:36 am
:o Really rapid evolution, this is. Turn by turn change is too fast to be completely thematic imo. But still, I'd have a whole lot of fun with this. My Mutation deck would love it!
New idea for the Evolution card: All your creatures become mutants and gain a new skill every ten million years.
Title: Re: Natural Selection | Evolution
Post by: darkrobe on November 12, 2011, 01:19:24 am
lol. I like this one, just because it would make life more fun. :)
Title: Re: Natural Selection | Evolution
Post by: bogtro on November 12, 2011, 02:12:01 am
Very similar to my Sand Man card. For that reason, I think it would better serve as an  :entropy card - it maintains the characteristics of entropy (mutation and randomness).
Title: Re: Natural Selection | Evolution
Post by: furballdn on November 12, 2011, 02:58:04 am
Congratulations! Your GRABOID has evolved into a SHRIEKER!
Title: Re: Natural Selection | Evolution
Post by: Sevs on November 12, 2011, 07:41:34 am
I like the idea of it and i believe something like this has been brought up before. i just guess it hasn't materialized into a card yet. I do believe that this will completely overshadow the normal mutation card though.
Title: Re: Natural Selection | Evolution
Post by: Rutarete on November 12, 2011, 06:56:57 pm
I like the idea of it and i believe something like this has been brought up before. i just guess it hasn't materialized into a card yet. I do believe that this will completely overshadow the normal mutation card though.
Does Pandemonium overshadow Chaos Seed?
Title: Re: Natural Selection | Evolution
Post by: UserClone on November 20, 2011, 08:38:54 pm
Does Pandemonium overshadow Chaos Seed?
Speaking of which, the moment I saw this card, I thought it should work like Pandemonium: That is, all creatures for unupped, and all of YOUR creatures for the upped version.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 21, 2011, 02:24:24 pm
so basically is a :life card that steals an :entropy spell and then makes it better than the :entropy spell by a lot? no me gusta, at all.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 21, 2011, 02:46:15 pm
so basically is a :life card that steals an :entropy spell and then makes it better than the :entropy spell by a lot? no me gusta, at all.
It doesn't mutate the creature into a buffed up +4/+4 version at all...
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 21, 2011, 02:49:03 pm
what are you talking about? mutation/improved mutation is an :entropy spell, this is :life copying mutation/improved mutation + all your creatures + a new skill each turn
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 21, 2011, 02:53:28 pm
1. Repeatable mutation has always been Life. See Druid.
2. This isn't mutation. The best part about mutation is changing the creature to a different creature with imbar stats. This doesn't do that.
3. This isn't mutation. Mutation gives them one skill that you can choose to keep or that you can replace by re-mutating the creature. This doesn't give you the option of keeping the good ones (aside from deja vu, lycanthropy, and the other one-time-use ones)
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 21, 2011, 03:04:55 pm
1. Repeatable mutation has always been Life. See Druid.
Druid is a life creature with an :entropy ability.
2. This isn't mutation. The best part about mutation is changing the creature to a different creature with imbar stats. This doesn't do that.
Mutation makes things mutants.  variable stats or not, who gives a frak, its about the skills.
3. This isn't mutation. Mutation gives them one skill that you can choose to keep or that you can replace by re-mutating the creature. This doesn't give you the option of keeping the good ones (aside from deja vu, lycanthropy, and the other one-time-use ones)
Yeah, it's a continuous mutation, which has a wash of benefit/drawback keeping/not keeping bad abilities.
*edit- can you really call something a mutant if it doesn't mutate?  i would have inferred that the creatures would change/get random stats/skills after the initial cast.
4. This is an entropy card, not a life card.
I agree! the only thing about this card that is life is it's name, which is insufficient linkage.



Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 21, 2011, 03:34:45 pm
...What?

1. Fallen Druid | Fallen Elf is an Entropy card with the ability "mutate." Its ability costs :life.

2. Again, if the skills are so important, then being able to keep them should be important, and therefore getting a new one every turn should be considered a mechanic that differs from just getting a random skill.

3. They don't mutate. They gain the passive skill "mutant." To "become mutants" has nothing to do with being mutated.

4. Because of (2) and (3), your links to Entropy are null.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 21, 2011, 03:46:20 pm
1. Fallen Druid | Fallen Elf is an Entropy card with the ability "mutate." Its ability costs :life.
whoops, mixed up the signs, but the point remains that entropy has to be involved in mutations.
2. Again, if the skills are so important, then being able to keep them should be important, and therefore getting a new one every turn should be considered a mechanic that differs from just getting a random skill.
its a wash. cant keep good ones, dont have to pay to remove bad ones
3. They don't mutate. They gain the passive skill "mutant." To "become mutants" has nothing to do with being mutated.
the word mutant requires mutation, if you dont have a mutation you are not a mutant.
4. Because of (2) and (3), your links to Entropy are null.
because entropy owns mutation, this card should not be life.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 21, 2011, 03:55:44 pm
2. But gaining random abilities is not what makes a mutant a mutant. As you said so yourself, "if you don't have a mutation you are not a mutant," while you acknowledged that the random abilities were part of the card but tried to argue that every creature would be mutated when this card is cast. As only random skills are not enough to connect this card to Mutation, this card is not some sort of derivative of Mutation.

3. It gives the passive ability "mutant." If you're really that annoyed by this little thematic aspect, imagine a benign mutation or something that goes into effect with Parallel Universe and "deja vu."

4. The mechanic outlined by the card text and the notes are different from the Mutation mechanic. That is the argument, supported by (2) and (3). In other words, I argue that since the connection to Mutation is null, this card's connection to Entropy is null.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 21, 2011, 04:05:33 pm
im at work i cant keep replying in length- this card is an entropy card, thinking otherwise is wrong.  mutants come from mutation, mutation is an entropy effect, this is an entropy card.  this shouldnt be this complicated.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 21, 2011, 04:41:36 pm
The theme of this card isn't entropic at all. The mechanic, however you try to link it to entropy, is only a vehicle used to drive the theme.
Title: Re: Natural Selection | Evolution
Post by: Sevs on November 21, 2011, 09:26:38 pm
Should we really be bickering over what element it belongs too. I think the main thing this discussion should be about would be the actual effect of the card on the game.

I like the idea of it and i believe something like this has been brought up before. i just guess it hasn't materialized into a card yet. I do believe that this will completely overshadow the normal mutation card though.
Does Pandemonium overshadow Chaos Seed?
I do believe that these are different cases. Pandemonium affects both sides of the field. The only reason chaos seed is used is because of quanta limitations or having to keep in the unupped realm
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 21, 2011, 09:38:38 pm
Would this work better as a permanent (Environment) with slower ability turnover (Gradual Evolution)?

I feel the current mechanic is too entropic. A slower less dramatic yet sustained effect might fit Evolution and Life better.
Title: Re: Natural Selection | Evolution
Post by: Brontos on November 21, 2011, 10:18:10 pm
I would call the card "forced evolution" because it's all but natural. :p
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 22, 2011, 05:45:05 am
Would this work better as a permanent (Environment) with slower ability turnover (Gradual Evolution)?
Maybe, but I tend to dislike field permanents that are only useful with one in play (like Nightfall and Flooding). Plus, this could lead to destroy-the-permanent-when-you-get-a-mutant-with-steal-or-destroy exploits.

I feel the current mechanic is too entropic. A slower less dramatic yet sustained effect might fit Evolution and Life better.
The mechanic is certainly entropic, but from an evolutionary perspective the mutation idea makes sense (obviously apart from the speed). The theme is completely Life.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 06:13:17 am
Would this work better as a permanent (Environment) with slower ability turnover (Gradual Evolution)?
Maybe, but I tend to dislike field permanents that are only useful with one in play (like Nightfall and Flooding). Plus, this could lead to destroy-the-permanent-when-you-get-a-mutant-with-steal-or-destroy exploits.

I feel the current mechanic is too entropic. A slower less dramatic yet sustained effect might fit Evolution and Life better.
The mechanic is certainly entropic, but from an evolutionary perspective the mutation idea makes sense (obviously apart from the speed). The theme is completely Life.
I also dislike permanents that are not useful in multiples. Thus my suggestion was broad enough to cover permanents that do and don't stack.
The increased certainty could be balanced with the slower rate when compared to the mutation spell.

Agreed the theme of mutation does fit Life. The speed and short lifespan of each mutation was the part of the mechanic I was commenting on.
Title: Re: Natural Selection | Evolution
Post by: oblivion1212 on November 22, 2011, 07:57:54 am
simply, this makes all creatures (you control, right?) mutants, though not necessarily mutating them?

just giving them same-element skills + happy-time-target for parallel/twin universe, right?

what happens to creatures with abilities? do they lose previous ones? are they unaffected by the granting of abilities but still mutants? :o

nice card, btw  :P :P
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 22, 2011, 08:00:21 am
That is correct.

Creatures with abilities lose them.

Also note that any creatures you play after you use the spell will be normal.
Title: Re: Natural Selection | Evolution
Post by: UserClone on November 22, 2011, 09:24:11 am
IF you use Parallel Universe, will the copied creature also have a random ability each turn?
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 22, 2011, 09:47:45 am
That's a good question. I assume the Evolution passive skill will be copied, so yes; it will gain a new ability and random stat boost upon TU, then a new ability each turn.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 22, 2011, 01:26:41 pm
The mechanic is certainly entropic, but from an evolutionary perspective the mutation idea makes sense (obviously apart from the speed). The theme is completely Life.
some things, even if they make sense thematically, should not be taken from certain elements.  other elements may come up with themes which necessitate on dead effects, but that's :death's thing.  mutant's are :entropy's.  if :entropy quanta is not included in the application card, it is ripping so hard on entropy's territory. but i guess people don't have a problem with that these days with so many people lacking necessary critical thinking skills of their own, so i'm sure this card will do well in the polls with this current generation of voters.

 
Title: Re: Natural Selection | Evolution
Post by: Heartsriker on November 22, 2011, 02:01:19 pm
The mechanic is certainly entropic, but from an evolutionary perspective the mutation idea makes sense (obviously apart from the speed). The theme is completely Life.
some things, even if they make sense thematically, should not be taken from certain elements.  other elements may come up with themes which necessitate on dead effects, but that's :death's thing.  mutant's are :entropy's.  if :entropy quanta is not included in the application card, it is ripping so hard on entropy's territory. but i guess people don't have a problem with that these days with so many people lacking necessary critical thinking skills of their own, so i'm sure this card will do well in the polls with this current generation of voters.
Ohoho, being sore here aren't you? Ultimately it doesn't matter because you're not the one deciding whether it's Entropy or Life, and noone cares if the card is " ripping so hard on entropy's territory" Because the main thing is about the effect. If people like the effect, they'll vote for it, except for you dearest, who'll probably whine about how a card doesn't fit the element voting it down because of that. Assuming this card is going to make it, it'll be the developers who change the card's stats, not you. So why don't you just stop the arguments?
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 22, 2011, 02:05:52 pm
The mechanic is certainly entropic, but from an evolutionary perspective the mutation idea makes sense (obviously apart from the speed). The theme is completely Life.
some things, even if they make sense thematically, should not be taken from certain elements.  other elements may come up with themes which necessitate on dead effects, but that's :death's thing.  mutant's are :entropy's.  if :entropy quanta is not included in the application card, it is ripping so hard on entropy's territory. but i guess people don't have a problem with that these days with so many people lacking necessary critical thinking skills of their own, so i'm sure this card will do well in the polls with this current generation of voters.
I agree. The mechanics of this card are just screaming for :entropy. I mean if you said the mechanics only to someone and ask them to guess the element, is there a single person on earth who would say something other than :entropy? Like moomoose said, if you really want, you can make any card fit to any element, but there is often one element where it makes most sense, and in this case it's clearly :entropy.

Different elements should specialize in different things. This is what should be the core of all Elements card design. There are way too many comments like "Element X does not have Y, so I made a card like that". But that's getting a bit off-topic.


As for the mechanics.. I think the idea would be much cooler if the creatures would adapt to their situation, because evolution is not really about random things happening, it's about natural selection and survival of the fittest. Here's how I would do it:

EXAMPLE 1:
Your opponent bolts down one creature. All other creatures would gain +1 HP.

EXAMPLE 2:
Your opponent plays a Shield. All your creatures would gain +1 Attack.

EXAMPLE 3:
Your opponent plays Dimensional Shield, all your creatures would gain Momentum.

EXAMPLE 4:
Otyugh eats your creature. All other creatures would become poisonous (cause poisoning in ingested)


Something like that would fit better to evolution theme, although it would of course be a nightmare to code. :)
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 02:49:30 pm
@SG
Reactive change like you are describing is a much less fitting mechanic for Evolution. A giraffe does not grow a longer neck in response to a shortage of food. Rather the giraffes that already had longer necks due to genetic variation would produce more offspring. Variation then Selection not vice versa.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 22, 2011, 03:25:15 pm
@SG
Reactive change like you are describing is a much less fitting mechanic for Evolution. A giraffe does not grow a longer neck in response to a shortage of food. Rather the giraffes that already had longer necks due to genetic variation would produce more offspring. Variation then Selection not vice versa.
I disagree.

Yes, I know how evolution works and how giraffes came to be. But this is not a classroom, this is an online game with heavy limitations on how to make a concept like evolution work. Creatures in elements do not have genetic variation or produce offspring, therefore we cannot make it perfect.

The point is that the way the card is set up now, is just 100% random effects regardless for the environment. That is not evolution. Sure it's the first step of evolution, but the whole evolving part is completely missing.

Lets take that giraffe as an example and use it in Elements.

I play a bunch of "Giraffes".
I play "Evolution".
My opponent plays "Competition for Food".
Next round my Giraffes have a long neck and can attack over the shield.

While this is of course not exactly how evolution works, especially since it suggests that the change is fast, it's still pretty close to it given the heavy limitations we have. Evolution is about organisms adapting to their environment to survive, and that's exactly how my suggestion works.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 22, 2011, 03:34:35 pm
No, evolution is not about adapting to the environment but about those who can't adapt dying and the offspring of those who can adapt taking up the space that would've been taken up by those who couldn't adapt. That's why this card isn't called Adaptation | Evolution but Natural Selection | Evolution.

Examples:

You do not play Natural Selection.
Your opponent plays Hostile Environment.
None of your creatures have an ability to counter it.

OR

You do not play Natural Selection.
Your opponent plays Hostile Environment.
All of your creatures have an ability to counter it.

OR

You play Natural Selection.
Opponent plays Hostile Environment.
Half of your creatures don't have an ability to counter it, while the other half do.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 22, 2011, 04:27:06 pm
No, evolution is not about adapting to the environment but about those who can't adapt dying and the offspring of those who can adapt taking up the space that would've been taken up by those who couldn't adapt. That's why this card isn't called Adaptation | Evolution but Natural Selection | Evolution.
Unless I'm mistaken, you two seem to look this thing as that same creature suddenly gaining new special powers, like a hungry Giraffe whose neck suddenly grows longer so that he can eat more. Everyone knows that is not evolution. Thematically, the idea behind my suggestion was that current creatures are basically replaced by ones who are better suited for that environment. That is how evolution works over a long period of time.

I don't understand how you can say "evolution is not about adapting to the environment" because that's exactly what it is. Through natural selection, species adapt to their environment, just like Giraffes adapted to lack of food by developing longer necks.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 22, 2011, 04:35:42 pm
Ohoho, being sore here aren't you? Ultimately it doesn't matter because you're not the one deciding whether it's Entropy or Life, and noone cares if the card is " ripping so hard on entropy's territory" Because the main thing is about the effect. If people like the effect, they'll vote for it, except for you dearest, who'll probably whine about how a card doesn't fit the element voting it down because of that. Assuming this card is going to make it, it'll be the developers who change the card's stats, not you. So why don't you just stop the arguments?
^one of the new know nothing voters.  people shouldnt vote for something solely because they like the effect- the effect has to be relatively balanced, interesting, novel and fit inside the game.  this card is balanced ok, very mildly interesting, not all that novel (mass mutation cards have been suggested before, this just scales it back a tiny bit) and it does not fit inside the game as a :life card.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 22, 2011, 04:37:20 pm
But one of the main contributing factors to your sped-up natural selection is death, and no death effects are generated even though creatures represent the lives and deaths of organisms considered to be of that species or of an ancestor specie. Damage reduction does not cause the death of creatures, and successfully attacking the opponent doesn't cause creatures to live longer. Without the previous things dying, you really can't relate a the mechanic you described to a sped-up natural selection without making it a Time card.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 22, 2011, 05:25:17 pm
But one of the main contributing factors to your sped-up natural selection is death, and no death effects are generated even though creatures represent the lives and deaths of organisms considered to be of that species or of an ancestor specie. Damage reduction does not cause the death of creatures, and successfully attacking the opponent doesn't cause creatures to live longer. Without the previous things dying, you really can't relate a the mechanic you described to a sped-up natural selection without making it a Time card.
Evolution is a complex process with many factors affecting to it. Elements is a card game. We do not have to add all steps of some scientific theory, or make sure that everything works 100% like it works in real life. That would be too complex. All we need to do is to take a simplified version of the basic idea, which is exactly what I did.

EXAMPLE:
(http://elementscommunity.org/images/Cards/Rustler.png)

Photosynthesis is more than just :light -> :life :life , but for Elements this kind of simplification works fine. I'm sure there are other examples of abilities that do not make 100% sense scientifically speaking, but are fine as abilities in a card game.

It's the same with evolution. As long as the basic idea is there, the card idea will work. Natural Selection | Evolution in the first post is more like a frequent mass mutation, which in my opinion is missing the basic idea of evolution or natural selection.

And yes, if there was a card called "Evolution", :time should probably be there somewhere because it's a very important part of the whole thing. I think :life :entropy :time all make sense in their own way, so picking 1-2 is kind of difficult. I personally would go with :time :entropy combo.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 06:30:26 pm
But one of the main contributing factors to your sped-up natural selection is death, and no death effects are generated even though creatures represent the lives and deaths of organisms considered to be of that species or of an ancestor specie. Damage reduction does not cause the death of creatures, and successfully attacking the opponent doesn't cause creatures to live longer. Without the previous things dying, you really can't relate a the mechanic you described to a sped-up natural selection without making it a Time card.
Evolution is a complex process with many factors affecting to it. Elements is a card game. We do not have to add all steps of some scientific theory, or make sure that everything works 100% like it works in real life. That would be too complex. All we need to do is to take a simplified version of the basic idea, which is exactly what I did.

Photosynthesis is more than just :light -> :life :life , but for Elements this kind of simplification works fine. I'm sure there are other examples of abilities that do not make 100% sense scientifically speaking, but are fine as abilities in a card game.

It's the same with evolution. As long as the basic idea is there, the card idea will work. Natural Selection | Evolution in the first post is more like a frequent mass mutation, which in my opinion is missing the basic idea of evolution or natural selection.

And yes, if there was a card called "Evolution", :time should probably be there somewhere because it's a very important part of the whole thing. I think :life :entropy :time all make sense in their own way, so picking 1-2 is kind of difficult. I personally would go with :time :entropy combo.
Yes a simplified version of the basic idea is ideal. Evolution is caused by genetic variation and natural selection. Since the opponent added the natural selection all we would need is to add the genetic variation that is the source of the relative reproductive success that is Evolution. A very common misconception about Evolution is that creatures adapt in response to their environment. We have no reason to perpetuate this misconception while designing this card. Therefore having the card cause variation independent from the natural selection the opponent later uses would fit Evolution much better. Obviously the current version of the card has too frequent of mutations but it does have the mutation and selection in the correct order.

I would probably include "time" (aka Turns) rather than  :time or Time.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 22, 2011, 06:37:56 pm
in this card as it stands: there is no natural selection occurring, there is no evolution occurring, there are only mass frequent random mutations to the same creatures occurring. 

while there may be room for a mass mutation with a restriction to abilities only and occurring each turn, it is not natural selection/evolution and it is not :life themed.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 06:57:33 pm
in this card as it stands: there is no natural selection occurring, there is no evolution occurring, there are only mass frequent random mutations to the same creatures occurring. 

while there may be room for a mass mutation with a restriction to abilities only and occurring each turn, it is not natural selection/evolution and it is not :life themed.
The random mutations create variation. (2 of 8 creatures gained Immaterial)
Natural Selection would be your opponent's CC. (Ex. Owl's Eye.)
The previous random mutations gives different creatures different chances of surviving. (2 of the 8 creatures are immune to Snipe)
The population frequency tends to shift in favor of the creatures with higher chances of surviving. (A material creature was sniped. Now 2/7 have immaterial.)
If the variation was genetic(heritable) then what just occurred would have been evolution.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 22, 2011, 07:12:52 pm
in this card as it stands: there is no natural selection occurring, there is no evolution occurring, there are only mass frequent random mutations to the same creatures occurring. 

while there may be room for a mass mutation with a restriction to abilities only and occurring each turn, it is not natural selection/evolution and it is not :life themed.
The random mutations create variation. (2 of 8 creatures gained Immaterial)
Natural Selection would be your opponent's CC. (Ex. Owl's Eye.)
The previous random mutations gives different creatures different chances of surviving. (2 of the 8 creatures are immune to Snipe)
The population frequency tends to shift in favor of the creatures with higher chances of surviving. (A material creature was sniped. Now 2/7 have immaterial.)
If the variation was genetic(heritable) then what just occurred would have been evolution.
Your argument fails big time because you have the players do the natural selection, not the card. If the card is called "Natural Selection" or "Evolution", then that's what it should do. Using your logic, we could take any card and call it "Evolution" because it will lead to "natural selection", like CC by your opponent.

The facts are that mechanically, the card is currently just mass mutation. The concept of natural selection or evolution is not included in the card in any way.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 22, 2011, 07:14:20 pm
"Natural Selection would be your opponent's CC. (Ex. Owl's Eye.)"

except this is the opposite of natural selection, here the best creatures will be targeted (unless you consider that immaterial creatures are better than any other creature? or that immaterial is the only good mutation to have?).  not to mention "natural selection" would keep the best traits, not just randomly switch to the next trait immediately after the previous trait was adapted.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 22, 2011, 07:43:37 pm
"Natural Selection would be your opponent's CC. (Ex. Owl's Eye.)"

except this is the opposite of natural selection, here the best creatures will be targeted (unless you consider that immaterial creatures are better than any other creature? or that immaterial is the only good mutation to have?).  not to mention "natural selection" would keep the best traits, not just randomly switch to the next trait immediately after the previous trait was adapted.
That.

The "best" creature is determined by the environment. If the environment is your opponent sniping creatures with an Owl's Eye, then being immaterial is one option of where the creatures could evolve. Being a 100|3 creature is not that awesome when you get one-shotted before you have a chance to actually do anything. In a situation like that, an immaterial 1|1 creature is better.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 07:50:14 pm
"Natural Selection would be your opponent's CC. (Ex. Owl's Eye.)"

except this is the opposite of natural selection, here the best creatures will be targeted (unless you consider that immaterial creatures are better than any other creature? or that immaterial is the only good mutation to have?).  not to mention "natural selection" would keep the best traits, not just randomly switch to the next trait immediately after the previous trait was adapted.
More valuable and more resilient are not the same thing. Crimson Dragon is less fit than Cockatrice in part because it is more powerful. Fitness is merely a quantitative measurement of the reproductive success.

Random mutations (the source of the genetic variance) can add and remove traits. That said, a trait that could accumulate would fit evolution even better than active skills. That is why I used Immaterial as an example.

in this card as it stands: there is no natural selection occurring, there is no evolution occurring, there are only mass frequent random mutations to the same creatures occurring. 

while there may be room for a mass mutation with a restriction to abilities only and occurring each turn, it is not natural selection/evolution and it is not :life themed.
The random mutations create variation. (2 of 8 creatures gained Immaterial)
Natural Selection would be your opponent's CC. (Ex. Owl's Eye.)
The previous random mutations gives different creatures different chances of surviving. (2 of the 8 creatures are immune to Snipe)
The population frequency tends to shift in favor of the creatures with higher chances of surviving. (A material creature was sniped. Now 2/7 have immaterial.)
If the variation was genetic(heritable) then what just occurred would have been evolution.
Your argument fails big time because you have the players do the natural selection, not the card. If the card is called "Natural Selection" or "Evolution", then that's what it should do. Using your logic, we could take any card and call it "Evolution" because it will lead to "natural selection", like CC by your opponent.

The facts are that mechanically, the card is currently just mass mutation. The concept of natural selection or evolution is not included in the card in any way.
My argument is that variation and selection should occur and that variation should happen before selection not after. If both your and Xenocidius's models, natural selection comes from the opponent's usage of CC (predation). However only Xenocidius's model has variation and has that variation influence relative fitness.

My logic excludes any card that does not create variation and does not have the prior variation cause the relative fitness.

Additional note: Evolution can occur in the absence of natural selection. The four evolutionary forces are Genetic Drift, Gene Flow, Natural Selection and Mutation. The card does contain Evolution but requires the environment to add the natural selection. Hence I would agree that the unupped card is misnamed.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 22, 2011, 07:56:04 pm
"That is why I used Immaterial as an example."

unfortunately for your argument, immaterial is one of the few exceptions in this mechanic and as such has no baring on the overall nature of this card.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 07:58:36 pm
"That is why I used Immaterial as an example."

unfortunately for your argument, immaterial is one of the few exceptions in this mechanic and as such has no baring on the overall nature of this card.
That is why I used Immaterial as an example.

My argument so far is that the card has an effect on fitness that originates from the prior creation of variation.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 22, 2011, 10:46:19 pm
even if they are "beneficial traits" accumulated, you were only talking about survivability as a means of fitness, of which there are very, very few abilities/skills that increase survivability.  most "beneficial traits" would be CC magnets.  also, if all of your creatures are affected by this, the relative fitness increase is a wash, aside from the very, very few % that gain +hp or immaterial status.

also, sidetracking here, but if evolution gives mutant status- all creatures should be have the passive of 'mutant' because they all evolved.

okay, so the problems with this card have been fleshed out by now.  the fix must include using :entropy quanta in some way or remove mutants/random abilities from the mechanic.
my suggestion- make a permanent or creature that has a single target ability to allow creatures to 'evolve' in a continuously additional way (statuses and passives predominantly) -costs :life/ :entropy
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 22, 2011, 11:56:06 pm
even if they are "beneficial traits" accumulated, you were only talking about survivability as a means of fitness, of which there are very, very few abilities/skills that increase survivability.  most "beneficial traits" would be CC magnets.  also, if all of your creatures are affected by this, the relative fitness increase is a wash, aside from the very, very few % that gain +hp or immaterial status.

also, sidetracking here, but if evolution gives mutant status- all creatures should be have the passive of 'mutant' because they all evolved.

okay, so the problems with this card have been fleshed out by now.  the fix must include using :entropy quanta in some way or remove mutants/random abilities from the mechanic.
my suggestion- make a permanent or creature that has a single target ability to allow creatures to 'evolve' in a continuously additional way (statuses and passives predominantly) -costs :life/ :entropy
Agreed, too many (1/3) of the mutant skills are not fitness related.
Mutant skills:
Hatch, Freeze, Burrow, Destroy, Steal, Dive, Heal, Momentum, Paradox, Lycanthropy, Scavenger, Infection, Gravity Pull, Devour, Mutation, Growth, Ablaze, Poison, Deja Vu, Immaterial, Endow, Guard, or Mitosis
Potentially fitness related:
Hatch, Burrow, Destroy, Steal, Heal, Momentum, Lycanthropy, Scavenger, Devour, Mutation, Growth, Deja Vu, Immaterial, Endow, or Mitosis

Some creatures might be artificially created (Golems?). Additionally I was assuming that an "Evolution" card would have relatively rapid evolution rather than the time it took for Scarbs and Dragonflys to diverge. The mutant passive ability seems to represent a very abnormally large amount of mutagens in the subject.

I like your take with statuses and passives. I would also suggest stat adjustments like +1|+4 and +2|+2.
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 23, 2011, 05:16:14 am
Ugh. I'm gone for under 24 hours and you leave me pages of debate to read through.

It's been picked up on already, but I'd like to remind everyone that evolution is caused by mutation, hence the main idea behind the card. I'm very reluctant to use :entropy quanta in this card, because I feel it is unneeded.

To make it more thematic, perhaps each evolving creature could generate a death effect each turn? However, I do not wish to upset the balance of the card.

Evolution as a permanent or creature makes absolutely no sense.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 23, 2011, 06:06:30 am
Evolution as a permanent or creature makes absolutely no sense.
Increased mutation rate (from the normal evolutionary pace) has to be caused by something. A change in the environment could be likened to flooding and thus a permanent.
Title: Re: Natural Selection | Evolution
Post by: Contrary on November 23, 2011, 07:35:46 am
Are you trying to tell me Mummies evolved from Cockatrices? Madness. All creatures were created by one supreme being...
Title: Re: Natural Selection | Evolution
Post by: oblivion1212 on November 23, 2011, 08:00:56 am
Evolution as a permanent or creature makes absolutely no sense.
Increased mutation rate (from the normal evolutionary pace) has to be caused by something. A change in the environment could be likened to flooding and thus a permanent.
makes sense..

Are you trying to tell me Mummies evolved from Cockatrices? Madness. All creatures were created by one supreme being...
belief/religion/faith is pretty subjective..

just realized that this might also work as a permanent.. not saying that it should, just saying it's possible :o
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 23, 2011, 04:55:39 pm
"Evolution as a permanent or creature makes absolutely no sense."

theres a lot going on here that doesnt compute.  and i didnt say name the card evolution, but you could have a permanent/creature that has an ability with that effect.

"It's been picked up on already, but I'd like to remind everyone that evolution is caused by mutation, hence the main idea behind the card.

evolution caused by mutation, mutation is explicitly entropy, you basically just showed the direct link of this mechanic with :entropy.

"To make it more thematic, perhaps each evolving creature could generate a death effect each turn? However, I do not wish to upset the balance of the card."

all of your creatures popping on-death triggers is such a terrible idea, especially as a mono-life card as it stands, i dont even want to imagine what :life/ :death decks could be made up with it.

my last post in this thread-
concept- okay idea, ive made similar cards referencing science/biology/evolution and support more cards along the same vein
execution- including mass, frequent, repeated mutations of your creatures without any inclusion of :entropy in the system is baffling to me- how is it any more sane than a :life card called "eternal life" giving immaterial to all of your creatures without inclusion of :aether?  immortal creatures are as tied in to :aether as mutants are to :entropy, and you would try to rip that away from :entropy? terrible, terrible idea.  i cannot stress that enough.  would zanz let that slide? i sure as hell hope not.
balance-limiting the mutating to skills/passives/statuses on one hand is a means to reduce the power of mutation.  however, in a mono-life deck, all creatures gaining skills that can only cost :life (because we are talking a mono-life situation) is not okay.  one of the balancing mechanisms that mutation has in game is that the element of the creature changes (usually), and so too does their skill's elemental cost as a result.  being able to fuel devour, dive, freeze, etc etc, whatever comes up, all guaranteed to be :life quanta cost is *not* balanced, at all, in my opinion.

*edit- i wanted this to be my last post, i really did.  how the heck he still didnt get it is beyond me.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 23, 2011, 07:07:27 pm
There are many times where zanz has shown that theme ranks higher than elemental "obligation."
See Schrodinger's Cat, Basilisk Blood or Iridium Warden vs. Procrastination, Immolation vs. Nova or Quantum Pillar.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 24, 2011, 02:21:57 pm
It's been picked up on already, but I'd like to remind everyone that evolution is caused by mutation
You seem to suggest that since mutation is part of evolution, we can assume that mutation = evolution. Wrong. Mutation is only the first step of the process. Without other parts, it's just mutation, not evolution. You and OldTrees are looking it as evolution because players are doing a kind of "natural selection", but like I said, if the card is called "Evolution", it should do exactly that, not just be the first step of the process.

The logic behind you making this a :life card seems to be Fallen Elf.

(http://elementscommunity.org/images/Cards/FallenElf.png)

This is of course debatable, but I think the mutation part comes from the fact that Fallen Elf is :entropy creature, and :life cost acts only as a "fuel" in the process.

Your card idea does mass mutation. Here is a card that does a single mutation, and a card that does something similar to mass mutation:

(http://elementscommunity.org/images/Cards/Mutation.png) (http://elementscommunity.org/images/Cards/Pandemonium.png)

There is clearly a HUGE correlation between :entropy and randomness/mutation, so why should Natural Selection | Evolution (mass mutation mechanics) be from :life ? Makes no sense.


Evolution as a permanent or creature makes absolutely no sense.
As a permanent, I agree. But as a creature, it does make sense when you do it like this:

(http://elementscommunity.org/images/Cards/Graboid.png)

Which brings me to another point. If we already have an ability "Evolve", why would we want a card called "Evolution" that does something completely different?
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 24, 2011, 10:43:32 pm
It's been picked up on already, but I'd like to remind everyone that evolution is caused by mutation
You seem to suggest that since mutation is part of evolution, we can assume that mutation = evolution. Wrong. Mutation is only the first step of the process. Without other parts, it's just mutation, not evolution.
What I learned in my college Evolution class as part of my Genetic major:
There are 4 evolutionary forces that each can cause evolution individually. Mutation, Gene Flow, Natural Selection and Genetic Drift. Only 1 of the 4 forces is required for evolution to occur. Natural Selection requires existing genetic variance to cause evolution. Gene Flow requires two populations. Genetic Drift requires sampling errors. Mutation requires a positive mutation rate.
If the evolutionary force of Natural Selection was to be represented then the mechanic would need to create the variance and then have selection. It would not be able to just have the second step without the first.
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 25, 2011, 12:11:34 am
Evolution as a permanent or creature makes absolutely no sense.
As a permanent, I agree. But as a creature, it does make sense when you do it like this:

(http://elementscommunity.org/images/Cards/Graboid.png)

Which brings me to another point. If we already have an ability "Evolve", why would we want a card called "Evolution" that does something completely different?
If we already have an ability "Devour", why would we want an ability called "Devourer" that does something completely different?

The idea that randomness should be exclusive to Entropy is wrong (see Dusk Mantle and Fog Shield).

You suggest that it should entail all parts of Evolution, and yet you are also the one who argued that there is no need for Elements to be that scientifically accurate. How would you make it encompass the other parts of real evolution as well?
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 25, 2011, 05:04:13 pm
ok, jesus, how a card curator could not understand this is repugnant-  it's not about 'randomness', it's about taking a mechanic that is firmly established as belonging to one element and giving a supped up version of that mechanic to another element.  see the mass immaterial creature example above, or if you were to make :gravity a "mass steal" card where it takes many of the opponents permanents, or give :earth a "from the ground up" card where it removes all creatures back onto the top of the decks. do the themes match up? well enough.  do the mechanics belong to other elements? doy. should these cards be made? hell no.
Title: Re: Natural Selection | Evolution
Post by: mildlyfrightenedboy on November 25, 2011, 05:07:55 pm
If you want it to fit thematically as a permanent, why not make it :earth and name it Nuclear Factory?
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 25, 2011, 06:36:37 pm
ok, jesus, how a card curator could not understand this is repugnant-  it's not about 'randomness', it's about taking a mechanic that is firmly established as belonging to one element and giving a supped up version of that mechanic to another element.  see the mass immaterial creature example above, or if you were to make :gravity a "mass steal" card where it takes many of the opponents permanents, or give :earth a "from the ground up" card where it removes all creatures back onto the top of the decks. do the themes match up? well enough.  do the mechanics belong to other elements? doy. should these cards be made? hell no.
I agree with most of your criticisms of this card. However not all mechanics are monopolized. The number of elements that a mechanic fits can range from 1 (Momentum) to 12 (Shield). We can see from Fallen Elf, Mutation, Chaos Seed and Pandemonium that Mutation is primarily Entropic but Life has a small claim. Obviously if a mono Life mutation effect existed it should not have a greater impact than Fallen Elf and not approach the impact of Pandamonium. We can see from Thorn Carapace that randomness is not monopolized by Entropy but Entropy has more randomness. Thus a mono Life mutation can have some randomness but not as much as cards like Pandamonium. So Mutation can be used in mono Life but it is severely restricted in usage.

This reminds me slightly of the debate over which elements should have mono access to healing. That debate had good points.
Title: Re: Natural Selection | Evolution
Post by: Zaealix on November 25, 2011, 07:34:09 pm
*gets popcorn*
Don't mind me, this is a pretty entertaining show.
Title: Re: Natural Selection | Evolution
Post by: mildlyfrightenedboy on November 25, 2011, 08:17:15 pm
Very similar to my Sand Man card. For that reason, I think it would better serve as an  :entropy card - it maintains the characteristics of entropy (mutation and randomness).
I might be a little late, but I have a question:
You think that it belongs in :entropy because it is similar to an unrelated card that you already made?
Title: Re: Natural Selection | Evolution
Post by: ninetyfools on November 25, 2011, 09:36:55 pm
Very similar to my Sand Man card. For that reason, I think it would better serve as an  :entropy card - it maintains the characteristics of entropy (mutation and randomness).
I might be a little late, but I have a question:
You think that it belongs in :entropy because it is similar to an unrelated card that you already made?
Read the 2nd part.
Quote
it maintains the characteristics of entropy
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 26, 2011, 06:26:16 am
"We can see from Thorn Carapace that randomness is not monopolized by Entropy but Entropy has more randomness."

as long as this card involves mutants or similar effects to mutants, it should in no way be mono-life, devoid of it's mother element, :entropy.  and honestly i cant think of a method to do so if he is dead set on it being a spell and not a creature or permanent with a related skill.  could go into pseudo-quanta, though.

also considering % chance to be randomness is weak- i think that there is a big difference between "one of these many things are equally likely to occur" and "this one thing will occur roughly every 3 out of 4 times".  but that is not the issue here.  i have no problem with %chance of an effect cards in any element.  but this card does not fit that category.
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 26, 2011, 06:40:48 am
As long as we're on the subject of immaterial things, see Protect Artifact, Morning Glory, Jade Shield, Mirror Shield, Hope. None of these have anything to do with Aether, yet they all (especially Protect Artifact) use the theme of immateriality.

You are not Zanzarino. I don't think you have any right to say how a card that has a certain mechanic MUST go in an element with that mechanic already established.

For example: the destroy mechanic. It quite clearly belongs to Fire. And yet, if we look at the Pulverizer card, which costs :earth and :gravity, there is no :fire quanta in sight. Same with Butterfly Effect.

The fact is that the card's theme perfectly fits Life. It may be mechanically entropic, but as seen above and in many, many other examples, theme > mechanic in choosing a card element.

ok, jesus, how a card curator could not understand this is repugnant
Card Curators are not hired for being amazing card designers (all of us except for johann and including TimerClock have quite low rankings :)).
Title: Re: Natural Selection | Evolution
Post by: UserClone on November 26, 2011, 10:56:34 am
Also, and this is mainly for moomoose, could you refrain from using such potentially abusive language, such as the abovementioned quote by Xenocidius and the one where you basically said that everyone who disagrees with you lacks critical thinking skills? Remember, an ounce of civility is worth a pound of verbal fuckery.
Title: Re: Natural Selection | Evolution
Post by: moomoose on November 26, 2011, 04:59:22 pm
"As long as we're on the subject of immaterial things, see Protect Artifact, Morning Glory, Jade Shield, Mirror Shield, Hope. None of these have anything to do with Aether, yet they all (especially Protect Artifact) use the theme of immateriality."

creatures.  immaterial creatures.  creatures. immaterial creatures. i can repeat that a few times if you would like, or you can go back in the thread and reread what was stated.

"For example: the destroy mechanic. It quite clearly belongs to Fire. And yet, if we look at the Pulverizer card, which costs :earth and :gravity, there is no :fire quanta in sight. Same with Butterfly Effect."

there is a difference between a mechanic and a core mechanic.  explosion is not a core mechanic of fire, i dont know that fire as of yet *has any* distinct core mechanics.  off the top of my head :entropy does (truly *random* effects, not just %s), :darkness does (steal (life/permanents)), :death does (upon death triggers), :time does (time altering), :aether does (immaterial creatures)

"You are not Zanzarino. I don't think you have any right to say how a card that has a certain mechanic MUST go in an element with that mechanic already established."

and you are not worth any more of my time, do whatever you want with this card, but if it stays as it stands, you failed. 

 Moderator Comment Removed personal attacks. Keep it civil.
Title: Re: Natural Selection | Evolution
Post by: Pineapple on November 26, 2011, 05:18:32 pm
The passive "mutant" ability and gaining a random ability from the pool of "active mutant abilities" is only one facet of "Mutation | Mutation" and Fallen Druid's "mutate" ability. While mutating creatures may be a "core mechanic" of Entropy, this core mechanic is actually composed of little mechanics which are just as relevant to Entropy as Deflagration's destroy mechanic is relevant to Fire.

Natural Selection is to Mutation as Thorn Carapace is to Aflatoxin.
Title: Re: Natural Selection | Evolution
Post by: Jenkar on November 26, 2011, 05:19:03 pm
*eats popcorn*
Title: Re: Natural Selection | Evolution
Post by: mildlyfrightenedboy on November 26, 2011, 05:54:46 pm
"For example: the destroy mechanic. It quite clearly belongs to Fire. And yet, if we look at the Pulverizer card, which costs :earth and :gravity, there is no :fire quanta in sight. Same with Butterfly Effect."

Personally, I always saw cards that affect permanents as falling under :earth.  Earth has Earthquake, Pulverizer, and Protect Artifact.  Fire just has Deflagration.

ADDITIONAL NOTE:
After I read the first three words of the card, this is all that I could think of:
(http://i.imgur.com/SDwWq.png)  :)
*eats popcorn, hands folding chair to Xenocidius*
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 26, 2011, 07:57:53 pm
"We can see from Thorn Carapace that randomness is not monopolized by Entropy but Entropy has more randomness."

as long as this card involves mutants or similar effects to mutants, it should in no way be mono-life, devoid of it's mother element, :entropy.  and honestly i cant think of a method to do so if he is dead set on it being a spell and not a creature or permanent with a related skill.  could go into pseudo-quanta, though.

also considering % chance to be randomness is weak- i think that there is a big difference between "one of these many things are equally likely to occur" and "this one thing will occur roughly every 3 out of 4 times".  but that is not the issue here.  i have no problem with %chance of an effect cards in any element.  but this card does not fit that category.
I addressed Mutation and Randomness separately in my previous post. I also addressed the difference between how random Entropy is compared to the diluted randomness found in Thorn Carapace.

The major discussion here is whether Mutation is specific is a core mechanic (aka Entropy should have a monopoly), a major mechanic (Entropy should have the greatest share and a few others get diluted versions), a minor mechanic (Entropy should have more variants but some others get a copy) or a universal mechanic (all elements get a share).
Moomoose believes Mutation is a core mechanic.
OldTrees believes Mutation is a major mechanic. I believe that biased luck is Entropy's core mechanic related to mutation.
We both agree that mass mutation per turn in mono Life would not be giving Entropy its due. I feel a more predictable, slower version (aka dilution) would give Entropy its due despite being mono Life.
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 27, 2011, 05:51:50 am
I changed the non-upgraded version to more fit the name of 'Natural Selection'. Creatures have a 10% chance to die each turn.

(http://i.imgur.com/lsgJy.png)

This perfectly illustrates the 'adapt or die' theme, but unfortunately, it does push it closer to Mutation.

It's a tough issue for me, really. While I believe that the card perfectly fits the theme of Life, I admit that it is mechanically closer to Entropy. However, theme > mechanic when choosing element in my opinion. So it shall stay Life for now.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 27, 2011, 06:32:11 am
It's a tough issue for me, really. While I believe that the card perfectly fits the theme of Life, I admit that it is mechanically closer to Entropy. However, theme > mechanic when choosing element in my opinion. So it shall stay Life for now.
Since theme and mechanic are modules that are put together, one never needs to compromise on one to achieve the other. Theme does not exceed mechanic. Theme + Mechanic => Element.

Since the mechanic is the problem component, it would be wise to tweak the mechanic until both fit Life better than they do now.
Title: Re: Natural Selection | Evolution
Post by: mega plini on November 27, 2011, 10:51:42 am
seems a bit to overshadow mutation.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 28, 2011, 11:14:22 am
If we already have an ability "Devour", why would we want an ability called "Devourer" that does something completely different?
I think it's also important to understand that game developers make mistakes all the time. Although in most cases we should use current Elements cards as examples of the right way of doing things, we shouldn't follow it blindly. I personally think that "Devourer" was not the best choice of words because it can be confused with the ability "Devour". It's not the end of the world of course, but choosing a more unique name would have been better. And it most certainly does not mean that because Elements has done something like that once, it suddenly becomes "good game design".

But still I think there is a subtle difference between Evolve/Evolution and Devour/Devourer. If I understand correctly, the word "evolve" points directly to evolution, whereas Devourer can mean pretty much anything. That doesn't make Devour/Devourer a great choice of course, but the fact that it's a bit vague, makes it suck less. If we have a card in the game with an ability called "Evolve" and uses :time to pay for it, we should seriously considered including that :time somewhere when evolution theme is used.

I just find it weird that we have card called "Mutation" that is :entropy , card with the ability "Evolve" that costs :time , and now you suggest a card called "Evolution" that is :life . Isn't that mixing themes, mechanics and quanta a bit too much?


The idea that randomness should be exclusive to Entropy is wrong (see Dusk Mantle and Fog Shield).
Please read my post again and you will see that what I said goes way beyond "Entropy is randomness". It's the mutation part that is the main problem. Here are the :entropy cards that use similar mechanics:

(http://elementscommunity.org/images/Cards/Mutation.png) (http://elementscommunity.org/images/Cards/FallenElf.png) (http://elementscommunity.org/images/Cards/ChaosSeed.png) (http://elementscommunity.org/images/Cards/Pandemonium.png)

How many :life cards use similar mechanics? Zero.

I think it's pretty clear that the reason Fallen Elf uses :life to pay for that mutation, is not because mutation fits :life . If it did, :life would have Mutation card, not :entropy . The reason is because Fallen Elf had to use off-element quanta to pay for its ability so that it wouldn't be too OP. Like I said before, that :life is there just as "fuel" or "food" to pay for the mutation that comes from :entropy .


You suggest that it should entail all parts of Evolution, and yet you are also the one who argued that there is no need for Elements to be that scientifically accurate.
What I actually said was that it doesn't have to have all the parts but it must include the main idea. Lets take Rustler as an example.

(http://elementscommunity.org/images/Cards/Rustler.png)

Photosynthesis is a more complex process than the version Rustler uses, but the main idea is still there, so it works just fine. I am repeating myself here, but I'll say it again. The card you have now only does mass mutation. There is no real evolution mechanics involved. The main thing of evolution is species adapting to their environment, and you didn't include that part.


How would you make it encompass the other parts of real evolution as well?
I posted one suggestion already. Here:

Quote
As for the mechanics.. I think the idea would be much cooler if the creatures would adapt to their situation, because evolution is not really about random things happening, it's about natural selection and survival of the fittest. Here's how I would do it:

EXAMPLE 1:
Your opponent bolts down one creature. All other creatures would gain +1 HP.

EXAMPLE 2:
Your opponent plays a Shield. All your creatures would gain +1 Attack.

EXAMPLE 3:
Your opponent plays Dimensional Shield, all your creatures would gain Momentum.

EXAMPLE 4:
Otyugh eats your creature. All other creatures would become poisonous (cause poisoning in ingested)
Just like Photosynthesis in Elements, this does not describe the evolution process 100% accurately, but it has the main point, which is creatures adapting to their environments. Best part is of course that because mutation is not mentioned at all, and is not part of the mechanics, the card could easily be put in :life. It's of course not perfect and I'm not saying this is the only way to do it, but I think it fits the theme of evolution much better.

If you decide to keep the card idea as it is and as a :life mass mutation card, that is of course your privilege. Although I personally think that the interesting theme of evolution would be wasted if you did.


Lets do one final experiment. I will now remake the card idea as an :entropy card and we can compare the two.

BEFORE
(http://i.imgur.com/lsgJy.png)
AFTER
(http://i.imgur.com/FwAqN.png)
If you look at these two cards, which one makes more sense?
Title: Re: Natural Selection | Evolution
Post by: Manipul8r on November 28, 2011, 11:31:53 am
Read this a while back and thought it was a bit awkward.  If it turns everything into mutants, it should probably be :entropy.  Scaredgirl's visual really confirmed it for me, but stubborn ones who made up their mind early might not be convinced (which seems prevalent on this thread - and, coincidentally, evolution versus creation debates everywhere :))).

While reading the responses, here's something I thought of for a card that I feel could be called "Evolution" - When one of your creatures dies, there is an X% chance that you will generate a copy of one of your other creatures.
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on November 28, 2011, 12:05:18 pm
@Scaredgirl: I actually like your idea. A lot. Two big problems though:
BEFORE
(http://i.imgur.com/lsgJy.png)
AFTER
(http://i.imgur.com/FwAqN.png)
If you look at these two cards, which one makes more sense?
It's easy to remake a card in a different element.

BEFORE
(http://i.imgur.com/iygoS.png)
AFTER
(http://i.imgur.com/r1ShJ.png)
Mass Mutation has no theme. Natural Selection does.
Title: Re: Natural Selection | Evolution
Post by: OldTrees on November 28, 2011, 12:28:36 pm
While reading the responses, here's something I thought of for a card that I feel could be called "Evolution" - When one of your creatures dies, there is an X% chance that you will generate a copy of one of your other creatures.
Nice mechanic. However it is different enough from the current mechanic that it might be better off as a new thread.
Title: Re: Natural Selection | Evolution
Post by: Scaredgirl on November 28, 2011, 03:06:11 pm
@Scaredgirl: I actually like your idea. A lot. Two big problems though:
    It's too complex.It's your idea; I can hardly change my card to it, because then it's not my card idea.
1. It would probably be complex in terms of coding (something that should be ignored during card idea brainstorming), but in terms of gameplay it's actually very simple to use and understand. It would be no different from a card like Pandemonium that can produce many different effects. Just because a card can produce many different effects, does not mean it is automatically complex.

2. Well, that's kind of what we do here: give ideas and suggestions for improvement :) Sticking with your original idea even though you like some other idea by someone else better, is kind of against the whole point of these card idea discussions. If we did that, we wouldn't really be asking for ideas for improvement, we would only be asking for people to agree with us. This is of course up to each individual card designer because they make the final call on what changes are made, but ultimately it's the community that votes, and not listening to feedback could lead to a poll defeat.


It's easy to remake a card in a different element.
You are missing the point. It's not just about remaking a card in a different element. The point was that when we already have an :entropy card called "Mutation", and when you make a card that does mass mutation, it's pretty logical that this card goes to :entropy as well. You are basically forcing the card to go to :life , although mechanically it's a perfect fit in :entropy .

(http://edge.ebaumsworld.com/picture/Rizzor/beatingadeadhorse.gif)


Mass Mutation has no theme. Natural Selection does.
Mass Mutation does have a theme. It's a spell that mutates creatures. It has a theme just like a spell called "Fireball" would have. And for the record, I wasn't suggesting you changed the card to "Mass Mutation" because that would be lame and too close to Pandemonium. I was just trying to show visually how much more sense the current card would make as an :entropy card with a different theme.


While reading the responses, here's something I thought of for a card that I feel could be called "Evolution" - When one of your creatures dies, there is an X% chance that you will generate a copy of one of your other creatures.
Nice mechanic. However it is different enough from the current mechanic that it might be better off as a new thread.
Yea, that's a pretty interesting idea. It would be a kind of an alternative version to Bonewall. Not super excited about the percentage thing though, but removing it could make this card really OP if it stacks and is not too expensive. Hmm.. I need to think about this some more..

And yes, it would need a dedicated topic.
Title: Re: Natural Selection | Evolution
Post by: mildlyfrightenedboy on November 28, 2011, 10:12:46 pm
Mass Mutation has no theme. Natural Selection does.
Mass Mutation has the same theme as Mutation.  The theme is mutation of a creature into a completely new creature through radioactivity and other sciencey stuff, randomizing all of its stats.  If Mass Mutation has no theme, then Mutation must not either.


In that case, Natural Selection and Mass Mutation are two different themes, but which fits this card the best?  Right now, sadly, Mass Mutation is the perfect thematic match for the effect of the card.

Personally, I would like to see this as a single-target Entropy card in which every creature of the same type evolves into the same random mutant.  Evolution is, in a nutshell, caused by a series of dominant-gene mutations that, over the course of time, change an entire race.  Personally, I think it would work best thematically for the current card if it was an Entropy card that actually evolved an entire species into an entire new species, probably a one-time thing as well.

For instance, if I were to have three Elite Cockatrices on the field, and I targeted one of them, the entire race of Elite Cockatrices would evolve into the same creature. 

Side Note: Any creature with the same skill would gain the same skill as the target, and any creature with the same stats would have the same stats as the target.  Any creatures with a different skill would gain a random skill and any creature with different stats would have their stats randomized.  I'm not sure if this part is completely necessary, but it would be interesting to experiment with whether or not to randomize all of your creatures together, or leave a few separate in case the final product is not what you intended.  If a species contained X% outlier creatures with different traits than the rest of the creatures, then one can assume that it is relevant of the species's genetic stability and likeliness to develop certain genetic mutations, and the percentage would remain constant.

EDIT:  Hmm, I guess that this ^^(post above) is what happens when you don't refresh your page for a while...
Title: Re: Natural Selection | Evolution
Post by: Xenocidius on December 03, 2011, 01:03:49 pm
After some thinking, I decided to remake the card using Manipul8r's suggestion (http://elementscommunity.org/forum/index.php/topic,33604.msg461640#msg461640) and my own idea for the upgraded version.

You can see the remade card here (http://elementscommunity.org/forum/index.php/topic,34415). Let's move relevant discussion there.

Topic locked.
blarg: