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Ashebrethafe

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Re: Endurance mode https://elementscommunity.org/forum/index.php?topic=5721.msg70967#msg70967
« Reply #12 on: May 19, 2010, 02:45:47 am »
When I said "brand-new game" I meant a completely brand-new one, with both of you at full health, reset decks, reset board, everything
I see... so it's more like fighting a Pokemon game's Elite Four, rather than being attacked by an army of chivalrous mooks. (http://tvtropes.org/pmwiki/pmwiki.php/Main/MookChivalry) (Well, you don't need to buy a load of potions first, but neither can you cheat by turning off the game when you lose.)
for the remainder of the matches you'll gain 50% more electrum (50% more each time would mean the third one would give you 225% more electrum compared to the first battle, which may be too much, I'm not sure.)
So if I EM'd three halfbloods and then quit before seeing the fourth, I'd get 80 + 120 + 180 = 380 electrum and 3 + 4 + 5 = 12 spins, right?
In my experience, I won much more electrum from selling won cards than from raw electrum, so I figured that more spins was much more beneficial than coins.
What deck would the spins come from (or could the deck change between spins)?
I don't like the idea of having the board stay the same, since this would lead to exploitation.
I wasn't proposing that anything remain on the board, nor was I proposing that the player be allowed to start with a hand full of pillars. (In fact, that was the main reason for the restriction on the "rewound" cards.)

What overpowered starting hand do you have in mind, that consists of seven different cards -- and how hard would it be to beat the first guy in such a way that you could get it? (You'd need each of those cards to be either on your side of the field or in your hand, and you couldn't have any other cards in your hand.)

darkhellion

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Re: Endurance mode https://elementscommunity.org/forum/index.php?topic=5721.msg73381#msg73381
« Reply #13 on: May 23, 2010, 11:07:26 am »
When I think of an endurance match I was looking forward to something more along the lines of a false god with more or less unlimited life. Perhaps 40-50 gold to fight the endurance match and for every 100 damage you take off their life you would win back 20 gold / 1 spin. Perhaps cap it off at 1000 life.

So if you can manage to deal 1000 life against a false god type setup you can get upto 10 spins + 200 gold which is a 1:4 ratio of bet to winnings as it is with current false gods. You would need to take down at least 300 health to break even.

Just a possible idea to go with

Ashebrethafe

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Re: Endurance mode https://elementscommunity.org/forum/index.php?topic=5721.msg73417#msg73417
« Reply #14 on: May 23, 2010, 02:25:43 pm »
When I think of an endurance match I was looking forward to something more along the lines of a false god with more or less unlimited life. Perhaps 40-50 gold to fight the endurance match and for every 100 damage you take off their life you would win back 20 gold / 1 spin. Perhaps cap it off at 1000 life.
A similar idea was suggested here (http://elementscommunity.org/forum/index.php/topic,6751.0.html). Should these threads be merged?

Maybe the best idea is some combination of both. For example, the match could start out as a regular fight -- except that whenever the AI lost, it would immediately return to full health, lose any quanta it didn't generate at the end of its last turn, and get another deck of the same level added to its draw pile, and any of your cards that had left play would be shuffled back into your deck. When you lost, you would get a reward based on the number of times the AI lost and the amount of health it ended up with.

darkhellion

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Re: Endurance mode https://elementscommunity.org/forum/index.php?topic=5721.msg73772#msg73772
« Reply #15 on: May 24, 2010, 04:33:24 am »
When I think of an endurance match I was looking forward to something more along the lines of a false god with more or less unlimited life. Perhaps 40-50 gold to fight the endurance match and for every 100 damage you take off their life you would win back 20 gold / 1 spin. Perhaps cap it off at 1000 life.
A similar idea was suggested here (http://elementscommunity.org/forum/index.php/topic,6751.0.html). Should these threads be merged?

Maybe the best idea is some combination of both. For example, the match could start out as a regular fight -- except that whenever the AI lost, it would immediately return to full health, lose any quanta it didn't generate at the end of its last turn, and get another deck of the same level added to its draw pile, and any of your cards that had left play would be shuffled back into your deck. When you lost, you would get a reward based on the number of times the AI lost and the amount of health it ended up with.
Ya sadly I havent read a great deal of these forums since I currently am active in 2 other forums and play a couple other games. This is mostly a good time killer while at work :)

Though instead of possibly dealing the 1000 damage I can see how perhaps miracles would pose a bit of an additional challange. Though many of the false god decks I have ran use eternity so endless turns are there but trying to chew through 1000 life over and over again does not sound fun at all :P.

Though I dont think you mentioned if you kept your side of the board. If so then you run into the problems previously mentioned in this thread that full board for most of my deck ideas would stomp a deck in the ground if it started fresh. After the first match I could of just ran a trident that was animated and something with destroy and a few scarabs out there and its pretty much a freebie there on.

Ashebrethafe

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Re: Endurance mode https://elementscommunity.org/forum/index.php?topic=5721.msg74592#msg74592
« Reply #16 on: May 25, 2010, 03:47:06 pm »
...instead of possibly dealing the 1000 damage I can see how perhaps miracles would pose a bit of an additional challange. Though many of the false god decks I have ran use eternity so endless turns are there but trying to chew through 1000 life over and over again does not sound fun at all :P.
The AI wouldn't have 1000 HP, at least not to start out with -- it would have 100 or 200, depending on the level. (Yes, I want the new mode to be an option for every level of the AI, except perhaps level 0.) It could potentially have 1000 after enough losses, if it kept getting SoDs and/or stoneskins in its decks.
Though I dont think you mentioned if you kept your side of the board. If so then you run into the problems previously mentioned in this thread that full board for most of my deck ideas would stomp a deck in the ground if it started fresh. After the first match I could of just ran a trident that was animated and something with destroy and a few scarabs out there and its pretty much a freebie there on.
I didn't forget to mention the board. I intended that it would be kept, for both you and the AI. (Although I did forget to mention the AI's mark, which would change to that of the new deck -- possibly with the same sound and animation that mutation produces, so the player would know the changing mark wasn't a bug.) So the AI wouldn't be starting fresh -- the closest you could get is if you managed to destroy all its permanents and creatures before killing it (and on the previous turn, in the case of quantum-producers), in which case its only bonus would be a single quantum from its old mark.

I wanted the board to be kept because I felt "endurance" and "survival" modes were similar enough that Zanz wasn't likely to implement both. I was looking for something that the "survival" camp would feel was enough like one fight against an immortal enemy, and that the "endurance" camp would feel was enough like an endless sequence of fights.

If I've failed at this, perhaps my first idea was better after all. In the best case, you'd be starting fresh, except with a starting hand containing a trident, a pulvy (does any other creature or permanent have destroy?), a scarab, an eternity, and three different pillars (probably quantum, stone, and gravity) -- and you'd lose the coin flip, every time.

 

anything
blarg: