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zyz1

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Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264029#msg264029
« on: February 04, 2011, 08:54:46 am »
Elementals

What is an Elemental?

An Elemental is a powerful creature that has mastered his/her element. These are special unique creatures that are very similar to Planeswalker’s in Magic the Gathering.  This link explains Planeswalker’s in detail.

http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/planeswalkers/week4

These Elementals will have a passive and activated ability that will help the player in battle.  For example the Life Elemental will have a passive ability of feral bond and an activated ability of healing costing x quantum healing x amount of health (perhaps a random number like 5-15). These Elementals will not be direct damage dealers and will range from 5-7 HPs with an attack of 0. They will also enter the field poisoned or have an ability like acceleration cast on them with 0 attack increase but 1 max HP lost per turn.Id like to thank Mr.Blonde for helping word this better then i could
Example of an elemental card with out an image.

Passive ability: feral Bonds
active ability: photosynthesis




Update:
Active Abilities
I have been thinking, and here are some abilities that i came up with
-selective memeory:(:time) at the beginning of your turn if you control more then 10(ten) time quantum then you may play 1 card from your hand with out paying for it. but 10 :time quantum is removed
-ice-age :water Pay 7 quantum and congeal your opponent's permanents
-darkest hour :darkness By paying 3 :darkness per turn you produce double :darkness quantum

Passive abilities
All seeing-(:time) at the end of your turn look at the top card of your deck
Refreshing-(:water) depending on how many :water producing pillars you have you my add X, where X equals the number of pillars.
Reflecting waters- for every non :darkness pillar/tower your opponent controls you gain 1 :darkness quantum minus 4, you can not receive negative numbers.. if you were to receive less then 0 you would receive 0 instead 

Offline Jappert

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264030#msg264030
« Reply #1 on: February 04, 2011, 09:00:15 am »
First of all, good initiatie to bring things like these up! Well  done.

But I personally don;t think we should be designing things based on that magic game. I myself have never played it so I don't know the similarities but, we're playign elements here.

Anyway, I think the idea of Elementals ig ood but I'd rather see an original skill then a copy of two things the lfie element already has (Empathic Bonds + Rustlers).

Once again; I still like the idea, but make it more unique! (bit similar to the avatar series by Ignion maybe?)

zyz1

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264032#msg264032
« Reply #2 on: February 04, 2011, 09:05:34 am »
First of all, good initiatie to bring things like these up! Well  done.

But I personally don;t think we should be designing things based on that magic game. I myself have never played it so I don't know the similarities but, we're playign elements here.

Anyway, I think the idea of Elementals ig ood but I'd rather see an original skill then a copy of two things the lfie element already has (Empathic Bonds + Rustlers).

Once again; I still like the idea, but make it more unique! (bit similar to the avatar series by Ignion maybe?)
lol i just need something to represent the active/passive abilities   

Offline Jappert

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264034#msg264034
« Reply #3 on: February 04, 2011, 09:08:19 am »
Yes, that's no problem.

All I was trying to say is that I'd like to see more original passive and active abilities (Zanz doesn't need copies of cards he already knows). So try to put something from yourself in it, try to think of new abilities that could be an addition to this game.

zyz1

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264037#msg264037
« Reply #4 on: February 04, 2011, 09:11:59 am »
Yes, that's no problem.

All I was trying to say is that I'd like to see more original passive and active abilities (Zanz doesn't need copies of cards he already knows). So try to put something from yourself in it, try to think of new abilities that could be an addition to this game.
yea, i was afraid that if i came up with new abilities, then people would get even more confused.
but ill work on that.
like i was thinking something like  by paying 3 life quantum you deal damage to every 3 damage to every non life creature on the board.
and call it whirlwind, i just didn't want to confuse people

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264039#msg264039
« Reply #5 on: February 04, 2011, 09:15:31 am »
Just a minor caution: Elemental entities within this game are technically the players themselves, so by making this card, you're basically turning the player into their own card, which might not be thematically correct according to the Elements 'mythology' - in Magic, elemental beings obviously have their own storyline, but that's different.

Assuming that you're going to turn this into a Series (as you have one card for the 'Life' elemental), it'd be advised to very -carefully- think about what you want this Series to do, and more importantly, if they should fit into the game as is. Elementals as cards might not sit well with the community, even if they were given fantastic artwork and mechanics, simply because the player (an elemental) can't exactly 'command' other players to fight for him.


In regards to the 'active + passive' skill combo, a lot of fun cards (Devourer, Scarab, Owl's Eye, etc.) have very distinct passive and active abilities that work well together and often form great synergy between multiple elements, as opposed to having all of their skills come from a single element (not that it can't be tried). ;) Keep working on this zyz1, and take my opinion with a grain of salt if you want.

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264079#msg264079
« Reply #6 on: February 04, 2011, 11:28:28 am »
I agree with Kuro.

And.. expensive creatures with powerful active abilities and passives, seems too close to Nymphs to me.

My suggestion is give them passives and a strong one time use activated abilty, that you have to sacrafice the creature to use.  So it's like a trade off, you can keep it out for the passive, or sacrafice it for a strong effect like your Ice Age.

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264190#msg264190
« Reply #7 on: February 04, 2011, 05:17:01 pm »
Just a minor caution: Elemental entities within this game are technically the players themselves, so by making this card, you're basically turning the player into their own card, which might not be thematically correct according to the Elements 'mythology' - in Magic, elemental beings obviously have their own storyline, but that's different.

Assuming that you're going to turn this into a Series (as you have one card for the 'Life' elemental), it'd be advised to very -carefully- think about what you want this Series to do, and more importantly, if they should fit into the game as is. Elementals as cards might not sit well with the community, even if they were given fantastic artwork and mechanics, simply because the player (an elemental) can't exactly 'command' other players to fight for him.


In regards to the 'active + passive' skill combo, a lot of fun cards (Devourer, Scarab, Owl's Eye, etc.) have very distinct passive and active abilities that work well together and often form great synergy between multiple elements, as opposed to having all of their skills come from a single element (not that it can't be tried). ;) Keep working on this zyz1, and take my opinion with a grain of salt if you want.
To be more accurate the suggested idea is not the player summoning themselves but rather the player summoning an allied elemental.

I would also like to emphatically agree that a lot of effort needs to be put into this idea for it to work.
(I will post a longer reply to this thread when I have time.)

Edit:
MTG has been around a long time with many great minds working on adding new ideas in a semibalanced nature. This means that since ETG uses a similar quanta basis for its cost system many of the ideas that can be implemented in ETG have similar ideas in MTG. This is a double edged sword for while much can be learned from MTG (most notably that Rarity is not a balance factor as WoTC knows) we do not want ETG to become too similar to MTG.

This thread is about the concept of a single player version of representing teams of characters (not creatures) battling each other. MTG investigated this concept and developed the Planeswalker.

First a character card cannot be as powerful as a player. If this were the case then character cards would be necessary in every deck for the deck to be viable. This is a big no-no. So obviously character cards must be less powerful than adding an additional deck and turn. So much less powerful that they compete with other cards in deck design instead of being required.

Second a character card cannot be as hardy as a player. Players take a long time to remove from the game. Cards played should be easier to control than the player that played them except for the cards that are not vulnerable to control. Since players are vulnerable to control (despite being very resilient), thematically it is required for character cards to be vulnerable to control.

Third a character card cannot thematically have less hp than a player. This requirement conflicts with the second requirement and a solution needs to be found. In MTG the solution was that allies have a loyalty counter that represented the point at which the ally would abandon the fight instead of staying and eventually dieing. Since the ally doesn't "die" when the counter reaches 0 they still have much more health than a creature. However since they did not require control equal to a OTK they are still mechanically less hardy than the players.
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zyz1

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264621#msg264621
« Reply #8 on: February 05, 2011, 07:52:02 am »
lol, the idea is not close to a planeswalker, it is simply a creature with a passive(1)/activated abilities(1)
that if it get drawn then it helps alot.
just say that there should be 1 type of card that represents the element(s) in one card, kinda like a one of
 or only allowed one elemental in a deck, to prevent elemental chaining..
event still i think that its definitely  be brought into consideration, and Mtg is a good skeleton build of what an elemental could do.
because the current coding can not handle duel abilities so having one passive and one activated is not close to a nymph because a nymph can attack and do an ability as where an elemental can only use its ability and dies shortly afterwords.. due to some kind of effect like poisoning it as it comes in,
or having the hp getting negg'd 
 

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Re: Elementals https://elementscommunity.org/forum/index.php?topic=20760.msg264697#msg264697
« Reply #9 on: February 05, 2011, 02:10:29 pm »
You might be interested in something similar that Ajit's working on:

http://elementscommunity.org/forum/index.php/topic,20141.0.html

 

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