(Real Time Strategy Game)
Before reading, please understand that the following is an elaboration on what little sense existed in a dream I had several nights ago and is not intended as a serious suggestion but rather a "wouldn't this be nice?" what if scenario. After all, the coding job for such an idea would be immense!
Players
As with the regular elements game, this would be limited to 2 players. Though more are physically possible in this style of gameplay it would, as it would now, cause far to many desynchronisation errors.
Players play the role of an "Archmage" or "Elementalist" which is a unit with 0 attack and 100 HP, though its equipment can change this. This unit can be moved like any other unit but, rather than having abilities, will have a hand of 7 cards like in the regular game.
The "Archmage" starts the game enchanted with his or her mark and thus produces one quanta per round* of the associated element.
Each Archmage can only be equipped or enchanted with 1 weapon and 1 shield at any time, though weapons and shields may be replaced by newer ones. He or she may, however, be enchanted with any number of marks, including those of opposing elements.
Each Archmage can only cast spells within a set area around itself.
Each Archmage draws a card every other round. Not every round.
* As this is a real time game, rounds only matter for the timing of certain things (quanta production, ability usage and card drawing to name a few).
Decks
Deck construction occurs as normal. After 40 rounds have passed*, both players decks will be replenished and reshuffled. Cards in play will reappear when this occurs but will not be removed from play (so yes, it is now possible to have 12 of a card in play without fractal).
* and every 40 rounds from then on.
The Field
As with most strategy games, the field would consist primarily of land and water, with trees and mountains blocking certain routes to the enemy. Therefore creatures being airborne would matter a lot more than in the regular game. Unlike most strategy games though, there would be no resources on the field, only "quantum springs" on which sources (Pillars and similar) can be placed.
Each side of the field will also have a ring of standing stones that serves as a spawn point for its Archmage (more on this later on).
Card Types
Summons - Spells that summon creatures, pretty straight forward really. (Eg. Ash Eater)
Buildings - Non-quanta producing permanents that can be placed anywhere on the field and can be activated once per round for a cost without requiring the Archmages presence. These permanents have HP of their own, allowing them to die if they are dealt enough damage, though in most cases it would be better to just attack the owner. (Eg. Electrum Hourglass)
Sources - Pillars, towers, shard of gratitude, etc. Can only be placed upon quantum springs and will each have an affect only once per round. These have health like buildings and can therefore be destroyed by creatures and/or weapons. (Eg. Time Factory)
Equipment - Further divided into weapons and shields, these cards can be used on your Archmage to grant attack bonuses, evasive abilities and areas of effect in which enemy creatures are weakened. (Eg. Vampire Stiletto, Wings, Fire Shield)
Sorcery - Further divided into targeting, area of effect, enchantment and special.
- Targeting spells affect a single creature, player, equipment or structure (building or source). (Eg. Flame Lance)
- AoE spells hit everything within range. (Eg. Rain of Fire)
- Enchantments have a lasting affect and are either targeting or AoE themselves (Eg. Shard of Divinity, Luciferin)
- Special sorceries have a one off affect which fits into none of the other categories (Eg. Nova)
Combat
Once cast, creatures can be assigned to move by their owner and will attack any enemy or enemy structure they come into contact with. After dealing damage, creatures will respawn to within their Archmages shield radius or to the nearest pillar/tower of their element that is controlled by that Archmage, whichever is closer. Archmages can attack in the same way if they have gained attack power but will not respawn from encounters with creatures and will only ever respawn to their spawn point. In false god battles, the Archmage spawning point replaces the Archmage as the default respawning location.
After damage is dealt to them, at the end of a round or upon respawning, all creatures with 0 health will die.
Airborne creatures and Archmages will not engage in combat with grounded creatures or be stopped by obstacles. Burrowed creatures will only interact with other creatures upon instruction from their owner and are immune to spells but will engage in combat with Archmages and be affected by shields as normal.
Combat Abilities
Airborne - This creature or Archmage can only engage in combat with Archmages and/or other airborne creatures.
Dive - When diving, an airborne creature loses its airborne ability, becoming "grounded". This effect lasts until canceled but the resulting attack boost (times 2 as normal) lasts only until the end of the current round.
Burrow - A burrowed creature is visible only as a shadow beneath the surface and is immune to spells. Such a creature will engage in combat as normal when encountering an Archmage and/or commanded to do so by the player. This does not grant immunity to shields.
Devourer - A creature with this ability will attack Archmages and respawn even if it has no attack power. Upon dealing damage to an Archmage (or failing to), this creature will remove 1 random quanta from their possession for every instance of this ability. Upon respawning, this creature will give you that much quanta of its element. A devourer with no attack strength will not respawn after creature combat unless the opposing creature does not.
Gravity Pull - Nearby creatures (but not Archmages) are pulled towards the affected creature. Multiple creatures on each side may have gravity pull in this version. Lasts indefinitely.
Victory
Victory occurs when the opposing Archmage dies (Duh) or, in the case of false god battles, the enemy has no remaining creatures.
Spins will be awarded as normal.
Accounts
This game would use the same account as your regular elements account but decks would be saved separately (though collections won't) due to different cards and decks being useful in this format. New accounts would be createable through this games interface so as not to limit its userbase to those who already have an elements account.
Opponents
Besides Top 50, which would probably be removed due to coding difficulties, all AI and PVP levels, as well as the oracle and bazaar, would remain as normal. Half Blood Archmages would start with 3 marks rather the normal 1, have 200 HP and be able to cast spells from outside their Archmages range of influence. False Gods would have no Archmage but instead be able to equip their creatures with shields and weapons and enchant their spawn point with marks (starting with 3). They would start with creatures in play and die when all their creatures were vanquished.