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Offline ZephyrPhantomTopic starter

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Collaborating a duo-element cards series? https://elementscommunity.org/forum/index.php?topic=22791.msg288901#msg288901
« on: March 12, 2011, 04:59:18 pm »
It's really frustrating to see that two of our best Duo-element ideas IMHO, Timerclock's Dual-Element Series and my Duality Series have come up... and hit the archive.  Also, it's also come to my attention latley that newer card designers are not aware of this fact and that Dual-element cards will end up being continously proposed.

So I was thinking - should we make a Collaboration that focuses on making Dual-Element cards? It's pretty clear that the mechanic is well supported by people, but the problem is that the cards being suggested don't always come out well.  With a collaboration we could probably take all our experience learned from making these cards and then create a series that is unique, Duo-elemnent, and acceptable for the game's mechanics.

Offline OldTrees

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Re: Collaborating a duo-element cards series? https://elementscommunity.org/forum/index.php?topic=22791.msg288934#msg288934
« Reply #1 on: March 12, 2011, 06:06:34 pm »
Timerclock's Paraelemental series was not Dual element just dual quanta production.

Dual Element cards are not possible without an overhaul of the quanta mechanism.
Duo quanta producers would require either a new active ability or a quanta producing passive ability.

Since there are the above obstacles any repetition will need to be a very high quality card.
1) The rider mechanic must justify the vehicle mechanic and not be better in a more normal vehicle nor with modifications to the effect that would fit other vehicles.
Vehicle is a mechanic inside which one of a multitude of other mechanic could be inserted.
Ex: Card (vehicle) > Creature (vehicle and rider) > Skill (vehicle and rider) > Active (vehicle and rider) > Automatic Active (vehicle and rider) > Trigger per attack (vehicle and rider) > Generate :Light (rider).
2) The effect of the rider must not be significantly redundant with card effects in the game.
3) The effect of the possible riders must justify Zanz making the significant changes to enable the vehicle.
4) The rider must fit the vehicle thematically. No room for error here.
5) Normal Thematic concerns like Name-Effect, Name-Element, Effect-Element
6) Once the effect is decided then count intuitively the cost must be decided. (Do not attempt this unless you understand why cost would come before stats)
7) Great Art (some people vote for beautiful instead of beneficial)
8 ) It needs to be properly formatted and presented clearly
9) Finally it should have balanced stats for the effect and cost
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

 

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