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Offline EssenceTopic starter

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Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78470#msg78470
« on: May 31, 2010, 03:32:28 am »
Zanz mentioned in the chat a while back (see PuppyChow's Interview With Zanz thread in General Discussion) the idea of having "Fortresess" -- where a player would take a Fortress by defeating the current God protecting it, and as a reward get to set up a God of his own to defend the Fortress against attacks. 

It was a very barely-sketched-out idea, and I'd like to see some of y'alls ideas on the subject.  If we can present Zanz with some high-quality inspiration, maybe we can nudge him toward starting this epic new phase of Elements sooner rather than later!

:)
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Offline Glitch

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78474#msg78474
« Reply #1 on: May 31, 2010, 03:41:09 am »
Have you seen the system used in Battle Dawn (http://www.kongregate.com/games/Tacticsoft/battle-dawn?acomplete=battle)?  It's not my favorite system, but it's not terrible either.

finkel

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78491#msg78491
« Reply #2 on: May 31, 2010, 04:24:15 am »
I love the idea of designing your own FG decks :D
I'd make a fractal-immortal-charger-rush with some annoying RoF and spin carapace thrown in just to make it impossible ^_^

Arondight

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78514#msg78514
« Reply #3 on: May 31, 2010, 04:51:03 am »
This is pretty interesting.

Artois

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78566#msg78566
« Reply #4 on: May 31, 2010, 07:11:22 am »
A chance to make a deck, and defeat an FG style deck, win-win.  I like this idea.

Offline Demagog

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78602#msg78602
« Reply #5 on: May 31, 2010, 09:48:41 am »
That would be extremely difficult to implement... What if multiple players attack a fort at the same time, and more than one of them win? They can't all get to make a deck for the fort. Also, you wouldn't want to let people build the deck after they won, because then there would/could be some downtime when people could be trying to capture it. So, the deck that becomes the defending deck would be the one you used, it would just be converted into an FG deck and then either take the mark you used, or let you choose because that wouldn't even take ten seconds.

A better option would be to have several decks that must be beaten. That way it's like a siege, and you don't lose your fort five minutes after you get it. There should also be a world map you must move through to get to other forts or it will all be too easy. Perhaps each time you move, you must defeat a certain number of random AI's, except FG's, in order to move on. You'll get electrum+score when you win a battle, as usual, and you'll lose them when you lose a battle. There could be elemental lands where the AI's are more likely to have that type of element in their deck. Also, if you are on the same square as another player, you can both duel each other (similar to the PvP duel option). Perhaps every once in awhile an FG could spawn at a random location on the map, and whoever kills it gets a large reward. If you lose you can't fight it again.

I could probably go on, describing how to turn this game into an RPG, but I'll stop.

Offline jmizzle7

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg78994#msg78994
« Reply #6 on: May 31, 2010, 07:37:23 pm »
Hmmm.... I'm not sure if this is in line with what zanz had in mind, but if he is planning on making 12 shards in total - each representing a different virtue, according to zanz - then what do you guys think of 12 fortresses, each representing a different vice? Just an idea.

Offline Chemist

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg79057#msg79057
« Reply #7 on: May 31, 2010, 09:02:30 pm »
My take on the concept... I guess I've fleshed it out (way) too much, but it's just an idea:

There would be a map with several regions - one for each element, but possibly other ones as well. Special deck building rules would apply to each region (50%+ cards of element in question for elemental regions, at least seven different elements in deck for rainbow region, etc.). In order to fight in a region your deck would need to fulfill these conditions, as would your guardian code (I'll get to that).

There would be three types of enemies in each region: AI3, AI5 and Palace Guardians. All of them would fulfill the regional deck restrictions as well. AI3 would be predefined (perhaps just one type in each region), AI5 would be Halfbloods (random cards, but fulfill conditions) and Palace Guardians would be like False Gods, except that their cards would not necessarily all be upgraded. Winning against opponents in a region would raise your score in that region (as well as regular score), while losing would detract from that score.

When fighting in a region you would first fight AI3, then AI5 (if your regional score was high enough), and finally Palace Guardians (if your regional score was high enough). If you lost you'd have to start over from AI3 (your regional score wouldn't be reset), and you'd also start over if you went to fight in a different region or refreshed the game.

Now about the guardian code: you could define a guardian on your deck building screen. You would do this by entering a deck code into the guardian window (which would be like the deck import window). You would have to have all the cards from the code in your deck and/or storage for the code to be accepted, and you couldn't enter a region if the code didn't meet that region's criteria. Defining a guardian wouldn't be necessary in order to fight in a region.

The server would keep a list of the players with the highest regional scores who would currently be fighting in that region and have a defined guardian. Whenever a new Palace Guardian would be needed in a region the server would check its list for that region: it would contact the account from the top of that list and fetch the player's guardian code. The player's regional score would be reset.

There would be X Palace Guardians in each region (all of them nameless). In the short time period when not enough player-made ones would be available in a region they would be built the same way as AI5 decks. The player-made guardians would have a few stats: wins, losses, and cards. Once a guardian would be defeated 300(?) times it would be replaced by a new one. The player who made the guardian would get a reward based on how many players the guardian had defeated before it got replaced. (The reward could be placed into the player's card storage directly, available through the quests button or via a code - since the player would need to be fighting in the region in order for his or her guardian to be considered they could be given a code after they completed their current battle.) Finally, a guardian's card stat would track the number of upgraded cards that have been won from the guardian so far. Once it reached one hundred (case for 300 losses for each guardian) all further spins would be made with downgraded cards only.

Offline Demagog

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg79385#msg79385
« Reply #8 on: June 01, 2010, 07:02:03 am »
Chemist, those special deck building rules are just SG's last two war rules. There's no reason to think that they would be implemented in something like this.

Offline Chemist

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg79387#msg79387
« Reply #9 on: June 01, 2010, 07:10:19 am »
Chemist, those special deck building rules are just SG's last two war rules. There's no reason to think that they would be implemented in something like this.
There is no reason that any of this would be implemented the way I wrote. It's just my idea of how the map and fortresses could work. SG's restrictions look very fitting to me for the elemental regions.

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Re: Fortresses of Elements https://elementscommunity.org/forum/index.php?topic=7234.msg99197#msg99197
« Reply #10 on: June 23, 2010, 12:31:59 pm »
DISCLAIMER:  I had a fleeting romance with MtG, but card-lords put an end to that.  I am in no way trying to make Elements like MtG, nor either would I want to.

I don't know if anyone remembers Microprose's MtG:Shandalar game but that had concepts very similar to what is being discussed here and might be a good model to take inspiration from I feel.  As the player, you explored a landscape battling with random encounters (simple themed decks whose effectiveness is proportional to the creature's level) in order to gain the cards needed to assault the main wizards (very similar to FG's; extra draws, mana, life etc).  The main wizards had to be reached first (more random encounters on an "inside the castle" map).

Perhaps, instead of just fighting FG's through the menu, you might have to battle your way across a Risk / Axis & Allies style map to get to an FG's citadel.  Players could get a citadel by "proclaiming themselves a god" when they have enough power (electrum? score?).  Obviously they would be false gods.  Perhaps start with the existing FG's until the pro players usurp them.  Perhaps the quests could be tied into map locations.  I realise this would limit citadels to high level players so that could be a minus.

Perhaps a "travelling bazaar" which a player has a small chance of encountering when they enter into a non-citadel territory which would have a small selection of common cards in.  Players could perhaps move one territory per day and you could only PvP players who were in the same territory as you.

I think "citadel" sounds more forbidding than "fortress" but then each element could have it's own type, eyrie's for air decks, sepulchres for death etc, with a small element-aligned bonus / effect.

Anyway, the idea sounds fantastic and I really hope it makes it into the game.

 

blarg: