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Offline OdinVanguardTopic starter

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Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017937#msg1017937
« on: November 27, 2012, 01:23:35 am »
NAME:
Narrow Bridges
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Permanet
ATK|HP:
Integrity - 2
TEXT:
Attackers must battle any enemies in their column.
(Flyers may evade non-flyers. Immortals creatures exempt)
NAME:
Contested Bridges
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Permanent
ATK|HP:
Integrity - 2
TEXT:
Attackers must battle any enemies in their column.
Players may now contol which slot allies are played to.

ART:
Art url: http://www.sxc.hu/photo/805965/?forcedownload=1
IDEA:
OdinVanguard
NOTES:
-You may have noticed the unusual entries in the info sections. This card is to introduce a new type of card, based off of the permanent type. The idea is to mimic a change of the environment or backdrop of the battle. I'm hoping people like the concept and pick it up themselves.

Spoiler for Here is what it all means::

Scenery
  • This is a special type of permanent. They can be targeted by both generic destruction effects and earthquakes.
  • Much like a weapon or shield, each player may only have 1 type on their side at a time. However, scenery may be stacked in order to make them harder to destroy (see integrity).
  • Scenery effects and abilities / skills can be used by either player and should affect both players equally as much as possible
  • Scenery cards will change the background of the players board to a cool new panoramic that matches their picture (i.e. the card art picture will be a scaled or cropped version of what the owners board will change into

Integrity
  • this is the number of destruction effects required to destroy the scenery. This is to make note of the fact that scenery represents changing the location or native environment of the game. As such, it should take a fair amount of work to tear it apart
  • If a player plays multiple copies of the same scenery card, the integrity values stack along with any effects that are noted to stacks as well.
  • If a player plays a scenery card that is different from one they already have in play, it replaces the old one. This will not add integrity but any accrued integrity remains.

This card is meant to mimic a large canyon, rift or stream that can only be crossed safely along a set of bridges (representing the "columns" of the field). Because of the confined quarters, enemy creatures lack the maneuvering room to go around each other and will thus be forced to fight their way to the other side.

By "battle enemies in their column" I mean that when each creature a player owns attacks, it will direct its attack at the nearest (visually speaking) enemy that occupies the same column (see below for a visual diagram).

Battling means that the attacker first deals damage to the creature being attacked. If the attacked creature survives, it may then deal damage back to the attacker.

If the attacker has multiple attacks, it will repeat the process (assuming it doesn't get killed by a counter attack) for each of its subsequent attacks.

Creatures with momentum or spell damage and immaterial creatures will bypass this effect and attack the opponent as normal.

Flyers will have a chance to dodge attacks from non-flyers (maybe 25% or 50% … suggestions are welcome)

Burrowed creatures will only attack or be attacked by other burrowed creatures

-I understand that the term "battle" leaves a fair amount unexplained, but hopefully it should make sense very quickly as the player uses the card. The specific details should follow relatively intuitively. Much of it is to try and ground the mechanics to a "physical" interpretation (the flyer rules might be an exception... this could always be left out, but I think it adds a little extra realism)

Finally, the upped version allows players to control where their creatures are summoned to. This is to give an added level of strategy for high end games. This would be implemented by prompting the player to target a slot whenever they cast a creature card or use a skill like mitosis. Spells or abilities that already use targeting to select creatures (such as parallel dimension) will simply resort to default slot priorities.

Spoiler for Illustration of "Column":
A - allied creature
T - Enemy slot that is part of the same column
O - Enemy slot that is not part of the same column
X - Allie field slot

Scenario 1 (ally is in center row)
O O O T T O O O
 O O O T O O O
O O O T T O O O

X X X X X X X X
 X X X A X X X
X X X X X X X X

Scenario 2 (ally is in top or bottom row)
O O O T O O O O
  O O T T O O O
O O O T O O O O

X X X A X X X X
 X X X X X X X
X X X X X X X X
SERIES:



Spoiler for Version 1:
NAME:
Narrow Bridges
ELEMENT:
Other
COST:
4
TYPE:
Permanet (Scenery)
ATK|HP:
Integrity - 2
TEXT:
Attakers must battle any enemies in their column.
NAME:
Contested Bridges
ELEMENT:
Other
COST:
4
TYPE:
Permanent(Scenery)
ATK|HP:
Integrity - 2
TEXT:
Attakers must battle any enemies in their column.
Players may now control the slot each ally enters play in.

ART:
Art url: http://www.sxc.hu/photo/805965/?forcedownload=1
IDEA:
OdinVanguard
NOTES:
-You may have noticed the unusual entries in the info sections. This card is to introduce a new type of card, based off of the permanent type. The idea is to mimic a change of the environment or backdrop of the battle. I'm hoping people like the concept and pick it up themselves.

Spoiler for Here is what it all means::

Scenery
  • This is a special type of permanent. They can be targeted by both generic destruction effects and earthquakes.
  • Much like a weapon or shield, each player may only have 1 type on their side at a time. However, scenery may be stacked in order to make them harder to destroy (see integrity).
  • Scenery effects and abilities / skills can be used by either player and should affect both players equally as much as possible
  • Scenery cards will change the background of the players board to a cool new panoramic that matches their picture (i.e. the card art picture will be a scaled or cropped version of what the owners board will change into

Integrity
  • this is the number of destruction effects required to destroy the scenery. This is to make note of the fact that scenery represents changing the location or native environment of the game. As such, it should take a fair amount of work to tear it apart
  • If a player plays multiple copies of the same scenery card, the integrity values stack along with any effects that are noted to stacks as well.
  • If a player plays a scenery card that is different from one they already have in play, it replaces the old one. This will not add integrity but any accrued integrity remains.

This card is meant to mimic a large canyon, rift or stream that can only be crossed safely along a set of bridges (representing the "columns" of the field). Because of the confined quarters, enemy creatures lack the maneuvering room to go around each other and will thus be forced to fight their way to the other side.

By "battle enemies in their column" I mean that when each creature a player owns attacks, it will direct its attack at the nearest (visually speaking) enemy that occupies the same column (see below for a visual diagram).

Battling means that the attacker first deals damage to the creature being attacked. If the attacked creature survives, it may then deal damage back to the attacker.

If the attacker has multiple attacks, it will repeat the process (assuming it doesn't get killed by a counter attack) for each of its subsequent attacks.

Creatures with momentum or spell damage and immaterial creatures will bypass this effect and attack the opponent as normal.

Flyers will have a chance to dodge attacks from non-flyers (maybe 25% or 50% … suggestions are welcome)

Burrowed creatures will only attack or be attacked by other burrowed creatures

-I understand that the term "battle" leaves a fair amount unexplained, but hopefully it should make sense very quickly as the player uses the card. The specific details should follow relatively intuitively. Much of it is to try and ground the mechanics to a "physical" interpretation (the flyer rules might be an exception... this could always be left out, but I think it adds a little extra realism)

Finally, the upped version allows players to control where their creatures are summoned to. This is to give an added level of strategy for high end games. This would be implemented by prompting the player to target a slot whenever they cast a creature card or use a skill like mitosis. Spells or abilities that already use targeting to select creatures (such as parallel dimension) will simply resort to default slot priorities.

Spoiler for Illustration of "Column":
A - allied creature
T - Enemy slot that is part of the same column
O - Enemy slot that is not part of the same column
X - Allie field slot

Scenario 1 (ally is in center row)
O O O T T O O O
 O O O T O O O
O O O T T O O O

X X X X X X X X
 X X X A X X X
X X X X X X X X

Scenario 2 (ally is in top or bottom row)
O O O T O O O O
  O O T T O O O
O O O T O O O O

X X X A X X X X
 X X X X X X X
X X X X X X X X
SERIES:

« Last Edit: April 14, 2013, 06:37:58 am by Annele »
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If your zombie plan is
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Offline whatifidogetcaught?

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017941#msg1017941
« Reply #1 on: November 27, 2012, 01:30:45 am »
Very creative. I like this concept of CC. I feel like the upped cost should go up 1 just because of the ability to choose where it goes.
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Offline Joseph7

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017954#msg1017954
« Reply #2 on: November 27, 2012, 02:52:11 am »
Very creative. I like this concept of CC. I feel like the upped cost should go up 1 just because of the ability to choose where it goes.
I agree with all of this, the upped one should definitely go up in cost 1 due to the choice factor. For the flying creature chance to dodge, I suggest 50% because I think the game needs more flying-based cards than the few it has.

Offline Dhanzig

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017955#msg1017955
« Reply #3 on: November 27, 2012, 02:53:29 am »
Attakers must battle any enemies in their column.
Players may now control the slot each ally enters paly in.  Play?? ;)

Also: very cool concept!

Also (based on a comment I made on Moat) is it possible that burrowed creatures pop out mid air under the bridge and fall down go splat?!
« Last Edit: November 27, 2012, 02:58:34 am by Dhanzig »
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Offline OdinVanguardTopic starter

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017966#msg1017966
« Reply #4 on: November 27, 2012, 03:37:09 am »
Attakers must battle any enemies in their column.
Players may now control the slot each ally enters paly in.  Play?? ;)

Also: very cool concept!

Also (based on a comment I made on Moat) is it possible that burrowed creatures pop out mid air under the bridge and fall down go splat?!
RATS! ... typos... my arch nemesis... lol... I'll update the notes right away... may need to wait a bit to redo the image (probably by tomorrow) thanks for letting me know.

... as for the burrowers going splat... While I do find the idea both physically sound and comedically satisfying, I think some players would yell foul since it would make this card a hard counter to burrowing (which really doesn't need any countering considering it already halves attack power).

Although... that does give me ideas... :D
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
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Offline AvusXIV

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017969#msg1017969
« Reply #5 on: November 27, 2012, 03:53:24 am »
Way too complicated and turning elements into a different game...  :-*
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Offline OldTrees

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017974#msg1017974
« Reply #6 on: November 27, 2012, 04:05:45 am »
This card would have a significant impact on the game. Whether it would be Terrible or Great I leave to you all to decide.
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Offline tsgreen

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017976#msg1017976
« Reply #7 on: November 27, 2012, 04:18:10 am »
A little too much of a boost in CC. One of the major elements of elements (lol) is that hard CC plays a big role. With casual CC like this, you are playing a drastically different game. Also, it seems like  :gravity or  :earth typing would fit it best

Offline Psychoa

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1017982#msg1017982
« Reply #8 on: November 27, 2012, 04:41:43 am »
Ok, tell me if I'm understanding this correctly. Let's say there are two creatures, A and B. A's stats are 1 | 4 and B's stats are 2 | 4, and they are on opposite sides (not allied) but in the same column. When it is A's turn to attack, it will attack B, leaving B at 2 | 3. B will then counter attack, making A's stats 1 | 2. This is assuming that neither of them have been adrenalined or anything. And all of this happened after A's turn and before B can start playing cards/doing whatever. Is this right, or does each attack occur at the end of one player's turn?

Offline OdinVanguardTopic starter

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1018025#msg1018025
« Reply #9 on: November 27, 2012, 09:47:12 am »
Ok, tell me if I'm understanding this correctly. Let's say there are two creatures, A and B. A's stats are 1 | 4 and B's stats are 2 | 4, and they are on opposite sides (not allied) but in the same column. When it is A's turn to attack, it will attack B, leaving B at 2 | 3. B will then counter attack, making A's stats 1 | 2. This is assuming that neither of them have been adrenalined or anything. And all of this happened after A's turn and before B can start playing cards/doing whatever. Is this right, or does each attack occur at the end of one player's turn?
Yes, thats the way I was seeing it, A would attack B first. Since B would survive it would then take a shot at A.
On the owner of B's turn the roles would then get reversed
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
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Offline Naesala

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1018030#msg1018030
« Reply #10 on: November 27, 2012, 10:14:03 am »
This would add an entirely new dimension to the game, but would not break it or make it a new game in my opinion. I like the concept a lot. I would make it earth elemented or gravity elemented though.
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Offline Helston

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Re: Narrow Bridges | Contested Bridges https://elementscommunity.org/forum/index.php?topic=44861.msg1018033#msg1018033
« Reply #11 on: November 27, 2012, 10:50:41 am »
I agree with the sentiment that this should be an earth or gravity card, and judging by the picture you're using (and bridges in general) Earth seems to be more fitting, especially with Plate Armor synergy. Otherwise, this is a very interesting, and in this case a clever way of introducing mechanics from other TCGs (creatures fighting each other). I quite also like the in-built permanent protection, whilst opening a vulnerability to Earthquake.

I gather this is overwritten by a creature affected by Gravity Pull?
« Last Edit: November 27, 2012, 10:52:27 am by Helston »
[15:02:07] Jocko [»] Helston: You killed a bunch of bunnies with nuclear weapons

 

anything
blarg: