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Offline The_MormegilTopic starter

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Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg211585#msg211585
« on: November 28, 2010, 11:28:02 am »
I've always thought that one of the biggest issues with Elements was that there are no way to react to opponent's play directly.

What I mean is that there is no "instant" spell (using MTG terms). That would certainly change the game a lot - and that would suck because of PvP and programming issues (imagine a LIFO effect on Elements... ewwwwwww!).

But then I thought, what about fixed reactions?
I created some (completely unoriginal and definitely not what I have in mind for a solution) cards to show what I mean.

By Zanzarino's point of view, programming this will be kind of a problem... but not really that much (I hope), it should just need a change in the script when a card is played to check if another card is in play, much similar to the way a Mummy reacts to Rewind (I think, although I don't really know how it was programmed, it's just the way I'd do it...).

Anyway, here is my idea. Judge mercilessly, but keep in mind - it's not the single cards in discussion here, I will work harder on them if needed since I gave little to no thought to them now - it's the concept itself in discussion here. Would it be nice to have such mechanics in Elements? Or would it not?

I think it would be a great addition, tactics-wise. But it will probably change the game very much.














[18:21:43] jmdt: elements is just math over top of a GUI
Kakerlake: I believe that there is no God as in something that can think by itself and does stuff that sounds way OP.

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg211588#msg211588
« Reply #1 on: November 28, 2010, 11:37:38 am »
love the idea... just see if Zanz can do this mecanism.

Offline Kamietsu

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg211656#msg211656
« Reply #2 on: November 28, 2010, 01:51:17 pm »
I absolutely am against this idea. The lack of this feature is what helps set Elements apart from the rest of the pack of card games. Once you end yoru turn, the only thing that's able to really affect your opponents turn in a shield, and that's only on the end of their turn. it makes each player's turn a more concrete thing.

Not to mention, this would be a nightmare for PvP, or make the cards end up working more bizarrely or worse than normal. Not to mention, it'd slow down game play period. Because you'd have to wait for the computer to play each of their cards and then be given a period of time to react to it.

All in all, I think it'd make the game worse.
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Offline OldTrees

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg211699#msg211699
« Reply #3 on: November 28, 2010, 02:39:04 pm »
@Kamietsu The OP agrees that instants are not the right way to go. Each player's turn is still their own. Only they are playing and triggering card effects.

However traps are an interesting idea and a few really good ones should be suggested.
A trap allows its effect to go off half a round before a spell.
It is vulnerable for at least half a turn
The opponent can stall to trigger the trap in a more opportune moment.

IMO.
The ideal trap would be one where the effect is only valuable after the opponent has done something (CC,PC,Twin Universe) and that this effect has to consider the half turn advantage as valuable.
Stalling for a more opportune moment is almost as costly as triggering the trap.
Is expected to have a short lifespan and thus typically not worth protecting.

Cards from above that fit Ideal Trap IMHO.
Chaos, Poison (barely qualifies for #2), Burning, Freezing (This is a real Gem. Still needs balancing but a great idea.), Vapor, Eternal


The other form of a trap would be to used the Trap quality as a nerf instead of a buff.
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Offline The_MormegilTopic starter

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg212073#msg212073
« Reply #4 on: November 28, 2010, 10:33:05 pm »
I absolutely am against this idea. The lack of this feature is what helps set Elements apart from the rest of the pack of card games. Once you end yoru turn, the only thing that's able to really affect your opponents turn in a shield, and that's only on the end of their turn. it makes each player's turn a more concrete thing.

Not to mention, this would be a nightmare for PvP, or make the cards end up working more bizarrely or worse than normal. Not to mention, it'd slow down game play period. Because you'd have to wait for the computer to play each of their cards and then be given a period of time to react to it.

All in all, I think it'd make the game worse.
Yeah, as it was said, LIFO mechanics or any other riposte mechanic would be a nightmare for Elements...
[18:21:43] jmdt: elements is just math over top of a GUI
Kakerlake: I believe that there is no God as in something that can think by itself and does stuff that sounds way OP.

the fury

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg212358#msg212358
« Reply #5 on: November 29, 2010, 07:34:04 am »
if an interrupt mechanic will be a nightmare i think all this cards will work well also if we take all these like there are.

just now immaterial sigil will copy the first creature opponent play, burning sigil will deal 3 dmg for the first one too, ecc.

I'm saying this because i very love this cards and I hope no one will ignore them just because someone have proposed a new mechanic.

Offline Kamietsu

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg212430#msg212430
« Reply #6 on: November 29, 2010, 11:59:18 am »
Personally, I like the idea of traps, but in a different sense. it would be a card that when you play, you get to place it on the field somewhere. You can target either side of the field, and when a creature is summoned there, it takes the effect of the trap. And disarming cards too, that let you destroy a trap. There isn't any reason not to make the traps visible on the field, just their effects a mystery to the opponent, since you can't really choose where a card is summon, it's all systematical and predetermined. Like if someone traps the next available creature slot, you might devour one of your own creatures, or destroy it, so you can play a creature without it being affected by the trap. Stuff like that I think would be a fun installment to the game.

Have buffing traps too. Also, count this as a 'Steal My Idea'. I plan to make cards like this anyway, I never really saw anyone making cards with this mechanic, but I have a lot of ideas to make. I'd like credit if anyone makes cards like that >.> but I said it's a steal my idea so you don't have to :P
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Offline Nepycros

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg212449#msg212449
« Reply #7 on: November 29, 2010, 12:43:40 pm »
Yay, trap cards. Yu-gi-oh all the way. >.< I highly doubt this is what the game needs. Let us have our dignity when it's not your turn. Please.
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Offline The_MormegilTopic starter

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Re: Interrupt mechanics https://elementscommunity.org/forum/index.php?topic=16528.msg212749#msg212749
« Reply #8 on: November 29, 2010, 08:21:12 pm »
While I see how placing traps could be fun, it's not what I had in mind. I was thinking more along the lines of Burning Sigil, above, or even Vapor Sigil (one of my favorites out of the crappy ones I made). Cards that reacted in a fixed way to opponent's play. So that you can set up strategies and counter-strategies based on these cards. Say, you know an opponent will play an Otyugh next turn, but can't allow him to Quintessence it? Play a Burning Sigil to keep it quiet at 2 hp before it can hurt anybody. You want to play the Oty+Quint? Play a Dragonfly just before, let it get burned by the sigil, then get the Oty out with Quintessence soon after.

I think it can add complexity and a nice amount of thinking to the game, as layers of protections interact with what you would do in your turn...

Also, to answer the "my turn is my turn alone" critics: yeah, that I can understand. But it IS, just keep in mind the cards that ARE on the field when you play.
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