Btw nothing about hybrid quanta cost or cards that cost at least 2 different type of quanta to be played ?
I didn't find anything no. If you have a suggestion, feel free to start a topic or hand me a link
It's a common feature request that often happens in the Card Ideas forum, like here (
http://elementscommunity.org/forum/index.php/topic,1129.0.html), here (
http://elementscommunity.org/forum/index.php/topic,7205.msg451014#msg451014), and most notably here (
http://elementscommunity.org/forum/index.php/topic,19516.msg284149#msg284149).
Not happening at the moment based on the way the game is coded.
I discussed this with Kael Hate back in a series of PMs which have been cleaned out from my inbox, but you could try PMing Oldtrees for more info.
EDIT : Here's (
http://elementscommunity.org/forum/index.php/topic,1129.msg12163#msg12163) a post from chriskang that explains why this is difficult to do. (Subject is on Dual Quanta rather than Hybrid, but the reasons are similar)
*snip*
* you have to create 2 new columns for summon cost AND 2 new columns for skill cost. Okay, so let's say Zanz wants to creature combo costs for 1 element - he has to pair it up with all 11 other elements, making 11 combinations x 4 columns = 44 columns total.
* those 4 columns have to be created in the database AND in every structure that can potentially receive informations from the database: creatures, permanents, weapons, shields (that's already 20 columns).
* every piece of code that checks if a card can be played or not has to be modified to handle the new columns. (And this would have to account for 44 new costs added to the code.) This includes the code that puts a white background behind your card if you have enough quantum to play it, the code that is executed when you click the card, the code used by the AI to decide if it plays the card not, the code that removes quantum from your opponent's pool when he plays the card in PvP, and there's probably much more that I forgot.
*snip*
...subtract 1 from each Element you cover due to recurring combinations....
11*4=44
10*4=40
9*4=36
8*4=32
7*4=28
6*4=24
5*4=20
4*4=16
3*4=12
2*4=8
1*4=4
Total =
256 combinations, which is roughly equivalent to 64 new Elements without cards, or 21.3 new cards added into the game.
You'd have to create at least 44 columns for the new costs (which basically is like implementing 11 new elements minus cards, which probably would take a long time for Zanz to do unless he gets a major vacation or a dev team.)
On the bright side, it's also possible that it may not be too hard to do, given that it is mostly editing a database and that this discussion took place 2 years ago.
So all that should take what? About 5 minutes?
LOL. Well, good point, but probably more like a couple of hours. Still, a drop in the bucket.
tl;dr version:
The element cost of a card can be any integer and of a single element or undefined. This is how the database stores it and how the in-hand calculation of the castability occurs. The also pertains to costs of abilities on the field. It can't be X. It can't be of more than one element type unless undefined.
The things that you can do with costs is have, after activation, any sort of calculation or trigger occur evaluating quanta pools draining from quanta pools or almost anything.
Overall, takes too much time to code.