http://elementscommunity.org/forum/index.php/topic,32213.msg435752#msg435752You guys might have seen that. Now it's revamped in details!
Here comes...
CAMPAIGN MODEBeginningPlayers can pay a certain amount of electrum to start a new campaign.
They can choose 30 hand-picked cards from their own inventory, and start with 200 atoms (campaign mode currency) as well as 30 random cards.
Gameplay-in turns*The term ‘turn’ will refer to the cycle below instead of the turns in elements (i.e. the ‘turn’ in turns to win, one turn kill etc are not applicable here)
1. The player can customise his/her deck. The campaign mode inventory will be different from the original inventory of the player. The game will be auto-saved here.
2. The player can go to the shop at any time before fighting. Here the player can buy different things with atoms, such as cards (1 electrum=1 atom scale, rare cards/nymphs can appear too, according to their buy price in trainer), HP recovery (have different values, +10% price for every purchase), max hp increase (10/20 points each, fixed price, probably 200/350), Marks (adds +1 mark, worth as much as a nymph), upgrade a card, buy a random card (all upped/all unupped/random, you know what I mean if you’ve played Tukkun FCG in anti-idle…) permanent +1% recycling rate, 1-game effects (e.g. your opponent starts with a smaller hand this turn, your opponent has 10 less hp this turn, +10% recycling rate, ensures that you start first etc., effect sustains in 1 game only). Note that 10 items will be randomly chosen to be put in the shop every turn, and will reshuffle every turn. Some options should appear less than some others in order to maintain balance (e.g. perma-boosts). The shop owner may also want specific cards from you, exchanging them with atoms. Recycling rate will be explained later.
3. 4 enemies of different stats are generated. The player can choose to battle either one of them. In the selection screen, the hp, mark (and number of marks), the deck size, whether dexterity is present, number of spins that the player can receive after winning, number of atoms rewarded, score points rewarded, a brief description of the enemy deck (e.g.
this elemental focuses on summoning powerful creatures to overwhelm his opponent or
this elemental will not hesitate in destroying your artifacts with her vicious skills )and certain rare cards/special rewards (permanent boost in recycling rate, hp recovery etc) if the battle is a boss fight (which occurs from time to time) are displayed. They will become tougher and tougher as time goes by.
4. The fight goes on as usual. You start with the same health and max health from last around, plus the recoveries/special items you bought. The cards that you used in the battle has a 50% recycling rate (i.e. 50% chance to return to you, unlike the 100% in normal elements battles). The recycling rate, as mentioned before, can be augmented by various means.
5. Winning a battle gives you score, atoms, X spins for salvage (all of which will gradually increase as you passed more and more levels), and special rewards (if applicable). Then, you can choose to go back to step 1 or end campaign. End campaign will be explained later.
6. If you lose a battle, your current score, amount of atoms will be reduced by 30%, while your cards will be lost with accordance to your current recycling rate (i.e. assume that they’re all used in a battle). Recycling rate is reset to 50%, that means all the boosts on recycling you gained are lost. You can then choose to continue (goto 1), which increases your continue counter by 1, or end campaign.
7. There’s only 1 save slot. The save is destroyed if the player resumes to it, or if the player ends campaign. Save/load exploits are strictly prohibited in this way, so every fight is a gamble… mind your step. Only 1 campaign can be active at a time.
End CampaignSo you’re frustrated and want to end the campaign. The final score is computed by score+0.5*atoms+2*number of cards (rare cards count as 2 cards, nymphs count as 3, and is converted to electrum in a 10 to 1 scale, as well as rewarding random rares. The amount of rares will be determined by final score, in an exponential scale. (like 10000-1 rare, 20000-2 rares, 40000-3 rares, 80000-4 rares etc.).
Shamelessly borrowed from DW5 XLP.S. Don’t be fooled by my username. I’m not really good at math and cannot determine most of the numbers… maybe beta testing can help figuring them out?