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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg386407#msg386407
« Reply #12 on: August 29, 2011, 08:34:57 pm »
i like it. I think it is a great idea.

Offline UTAlan

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg386560#msg386560
« Reply #13 on: August 30, 2011, 02:54:44 am »
Ever since enter patch # here we've been able to see how many turns our match has lasted and this leads me to believe that there is an in-match turn counter. This in-match turn counter can, I would assume, be used as a variable to allow cards to be played.
Elements 1.26 Patch notes.

Interface:
Modified "you lost" screen.
Added turns and time statistics to the "you won" / "you lost" screens

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg386570#msg386570
« Reply #14 on: August 30, 2011, 03:09:51 am »
Thanks for the search UTAlan, you're so helpful. ^_^

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Khiash

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg396866#msg396866
« Reply #15 on: September 21, 2011, 06:19:51 pm »
What about cards that scale in power/cost as time goes by?

Instant spell idea.
 
Costs X/2 (rounded up) quanta.
Deals X damage to target where X is the turn number.
So if it were turn 10, it would cost 5 quanta and deal 10 damage.

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg396882#msg396882
« Reply #16 on: September 21, 2011, 06:52:13 pm »
What about cards that scale in power/cost as time goes by?

Instant spell idea.
 
Costs X/2 (rounded up) quanta.
Deals X damage to target where X is the turn number.
So if it were turn 10, it would cost 5 quanta and deal 10 damage.
Definitely sounds :time Time oriented. Good idea though!
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Haltar Dhrim

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg396885#msg396885
« Reply #17 on: September 21, 2011, 07:07:30 pm »
What about cards that scale in power/cost as time goes by?

Instant spell idea.
 
Costs X/2 (rounded up) quanta.
Deals X damage to target where X is the turn number.
So if it were turn 10, it would cost 5 quanta and deal 10 damage.
Definitely sounds :time Time oriented. Good idea though!
You can call it 'Burden of Age' or something like that...

Anyway, i like it! You can create a creature that has high attack but tires with time (-1 every turn)...

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg396956#msg396956
« Reply #18 on: September 21, 2011, 09:09:14 pm »
Some thoughts here :

GOODIDEAOMGILIKEIT !!!
The time card which make shuffle and draw 7 for 1 time is a VERY VERY bad idea. just imagine that on turn 2 you have played 2 crem 2 rol 3 lava destroyer and one minor phoenix then you draw an other hand for 1 quanta ?? There was one card in mtg with the same effect for 3 it was banned because it is way too much powerfull in rush/combo deck.

Oldtrees : I really like the card who deal 4 to a creature and then 8 after X turns.

Any other idea that came from MTG : an OP creature for his cost but who can only be played after few turns and can't be fractaled to prevent OP. example : a 5/5 for 2 quanta but can't be played before third turn.
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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg396975#msg396975
« Reply #19 on: September 21, 2011, 09:22:59 pm »
I do like this. It is different from any other card game that ive played. Usually turns are not kept track of unless you are doing stat work. With the game already doing so it seems almost logical to add this mechanic.
The only problem i can think of offhand is the fact that some things could get overpowered really fast.
Stalling is an art i would say. Bonewalls do well in the right combos. I know i have had some matches go so long i had to use eternity to keep alive (which given its new reaction to skeletons has minimized its use in ways) that when i finally ended the game i had over 150 bonewalls sitting there. Without momentum you cant get through it.
:Aether also does an all to well of a job using Dim shields back to back to back to back.. lasting up to 15 turns or more depending on arena or not.

The new shard coming out plus the use of sundials to aid in countering said shard will also be used more often causing even more ways to stall. So unless people are running rushes.. 4-8 turns? a game most trigger effects will not be big deal. But when it comes down to a "normal" deck for lack of a better word, getting to turn 10 or 20 can be done all too easily. If cards only work ON or AFTER a certain turn then comes the drawback of early draws or no quanta to play them. If they are worded to be any turn but AFTER X turns it does something better, or different then I could see it becoming a useful yet strategic mechanic.

Example1: only after 10 turns

Does 2 Damage X #of turns

strong yet only works after 10 turns.. if you stall to turn 50 yes that is an instakill to the player. (no different than firestall)

Example2: works anytime with turn trigger effect

Does 4 damage to creature or target player.
If played after Turn X( X being some balanced turn amount) deal 4 damage to both target creature and player.

Example3: buff to chaos power

Target creature gains random ability. If played after X(balanced yet again) turns choose the ability from a list.

If im off base here let me know.


P.s.  If this were to be implemented i believe a turn counter should be added visually to the game to aid players and avoid people saying bugs happened blah blah..
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redium

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg396982#msg396982
« Reply #20 on: September 21, 2011, 09:26:53 pm »
Damn guys, this is an exciting idea.  Miracle level turn-arounds in gaming could be achieved.

Just be wary of:

FG use, forcing the use of rushes in response.

Draynoth

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg397965#msg397965
« Reply #21 on: September 23, 2011, 05:36:14 pm »
Turn triggers would probably be  :time cards, at least at first. Anyways, I'd like to see this implemented in the game.

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg398095#msg398095
« Reply #22 on: September 23, 2011, 09:59:51 pm »
We can also think in the opposite way, and have cards that do something more BEFORE X turns. Of course these cards are meant to be played by rush decks.

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Re: [Concept] Turn Trigger https://elementscommunity.org/forum/index.php?topic=30396.msg398114#msg398114
« Reply #23 on: September 23, 2011, 10:25:13 pm »
The other thing you could do that nobody has yet mentioned is to have a card that would say something like "MUST be played on turn X".  That would be an extremely narrow card, but it would make for interesting possibilities.

This reminds me of a M:tG card, Serra Avenger, which was an undercosted creature but it couldn't be played on your first three turns.  So, in turn trigger turns, it would say "Play only on turn 4 or later".

This could be a way to make me not hate earthquake/quicksand so much... :p  Give it something so that it can't be played too early, like turn 1...

 

blarg: