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Offline Anothebrother

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Elements: Heavyweight Class https://elementscommunity.org/forum/index.php?topic=7795.msg87323#msg87323
« on: June 10, 2010, 04:50:45 am »
So... I was originally trying to come up with a totally different type of game that the elements cards could be used for that would make some of the lesser-used cards more valuable and the popular cards less valuable but I couldn't really come up with anything good.  Instead, I came up with this:

Elements: Heavyweight Class

Deck Size: 60-120 Cards
Mark: 2x
Hand: 14 Cards
Draw: 2x
Max individual card: 6
Health: 200

I think that a new game-type where bigger decks must be used however you get bigger hands and a quicker draw would be interesting and foster a lot more strategies.  The pillar/creature (or perm or spell) ratio would probably be different, and the fact that you could still only use 6 of one card would make new decks a must.  I think this would also increase the feasibility of trio's and possibly quads as well as limiting the effectiveness of the "speed rainbow" (as you're more likely to get a bad draw).

-Heavyweight Class would exist parallel to the regular (standard?) class so I'm not trying to change the mechanics of the game, this would be an optional thing to play.
-Heavyweight would have it's own AI0, AI1, AI2, AI3, AI5, AI6, PVP1, PVP2 however I'm struggling with t50...we could have separate Regular and Heavyweight scores and then the last heavyweight deck that a person in the Heavyweight t50 played could be in the Heavyweight t50 but if anyone has better ideas let me know
-Electrum reward from Heavyweight games would be doubled as it would probably take longer to play one of these games
-Initially, FGs would just have their decks doubled (as well as marks, draws, and health) however adding this could be a good way to encourage heavyweight false-god deck-making competitions
-Additionally, a final issue arises in whether or not the field (as in amount of creature slots) should be increased in size

Also, if this works out, we could have a full spectrum of game modes:

Lightweight:
Deck: 10-20 cards
Hand: 3 cards
Draw: 1x
Health: 35
Card limit: 5 (or 3 or 4 maybe?)


Welterweight:
Deck: 15-30 cards
Hand: 4 cards
Draw: 1x
Health: 50
Card limit: 6 (or 3 or 4 maybe?)

Middleweight:
Deck: 30-60 cards
Hand: 7
Draw: 1x
Health: 100
Card limit: 6

Light Heavyweight:
Deck: 60-120 cards
Hand: 14
Draw: 2x
Health: 200
Card limit: 6

Heavyweight:
Deck: 90-180 cards
Hand: 21
Draw: 3x
Health: 300
Card limit: 6 (or maybe 9 or 12?)

binde22

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Re: Elements: Heavyweight Class https://elementscommunity.org/forum/index.php?topic=7795.msg87446#msg87446
« Reply #1 on: June 10, 2010, 08:48:26 am »
im all fr this just cause i wanna be a false god!

Offline xdude

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Re: Elements: Heavyweight Class https://elementscommunity.org/forum/index.php?topic=7795.msg87462#msg87462
« Reply #2 on: June 10, 2010, 10:09:12 am »
this would be fun, but for tournies only.
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Offline Xinef

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Re: Elements: Heavyweight Class https://elementscommunity.org/forum/index.php?topic=7795.msg88029#msg88029
« Reply #3 on: June 10, 2010, 11:36:36 pm »
The only problem I see with this is that making your hand bigger (and possibly increasing the number of creature and permanent slots) would screw the interface up :P
 
And it would probably only work as a kind of PvP. Making 4x6 new AIs would seem extremely complex and confusing for the beginners. It would also probably cause a lot of chaos on the forums. Instead of the mono/duo+trio/rainbow categories we have right now, we'd need a ton of new ones. Finding a good deck for yourself might become a problem.

I really like the idea, I'm just trying to point out possible weaknesses so that someone might try to find solutions.
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Offline Anothebrother

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Re: Elements: Heavyweight Class https://elementscommunity.org/forum/index.php?topic=7795.msg88112#msg88112
« Reply #4 on: June 11, 2010, 01:10:42 am »
1. The only problem I see with this is that making your hand bigger (and possibly increasing the number of creature and permanent slots) would screw the interface up :P
 
2. And it would probably only work as a kind of PvP.
3. Making 4x6 new AIs would seem extremely complex and confusing for the beginners.
4. It would also probably cause a lot of chaos on the forums. Instead of the mono/duo+trio/rainbow categories we have right now, we'd need a ton of new ones. Finding a good deck for yourself might become a problem.

I really like the idea, I'm just trying to point out possible weaknesses so that someone might try to find solutions.
1. Yea...that could be a problem, cards would need to be made smaller etc...would be a fairly big project for zanz...but if we dont get "World of Elements" or something of the sort i suggest this as the next big project

2. Two people have said this...maybe I'm missing something...why?

3. Could make a quest (like defeat every false-god...or maybe something easier like score) needed to unlock heavyweight class...so it wouldnt be noobs...

4. That's kind of the point... I'm kinda tired of seeing the same old (unupped at least) decks: Shreiker rush, speed rainbow (golem, phoenix, graboid variations etc.), life rush, poison rush, UG, flying staves.  This would promote creativity and hopefully everyone would be able to make at least a decent original deck that fit their play style...

EDIT: just re-read my post...some parts sound kind of hostile... they're not meant to be (sorry if they do)

Offline Xinef

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Re: Elements: Heavyweight Class https://elementscommunity.org/forum/index.php?topic=7795.msg88344#msg88344
« Reply #5 on: June 11, 2010, 07:29:35 am »
4. That's kind of the point... I'm kinda tired of seeing the same old (unupped at least) decks: Shreiker rush, speed rainbow (golem, phoenix, graboid variations etc.), life rush, poison rush, UG, flying staves.  This would promote creativity and hopefully everyone would be able to make at least a decent original deck that fit their play style...
I think if Zanz spent that time to add new cards instead it would also increase the diversity of decks. Adding new cards and balancing is IMHO a bit better solution. For example I wouldn't be surprised if most of the lightweight decks were still graboid rushes, rainbow rushes and golem rushes, while the heavyweight would mostly be 'some good middleweight deck + filler cards'

So... I support your idea as it would make the game more interesting and would change the decks a bit, but on the other hand it's obviously a lot of work for Zanz and adding new cards could achieve a better effect, at least in terms of deck diversity.

I also think that one change the game needs right now is to encourage control decks somehow. Rush decks are very effective because they win fast and often giving quick rewards. Defensive decks can be effective by giving EMs. Control decks on the other hand are slow and usually give considerably less electrum/hour... maybe there should be some system evaluating how well you controlled the situation during the game and give you reward based on that?
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