Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - Boret (42)

Pages: 1 2 3 [4]
37
Forge Archive / Re: Elemental Clockwork | Elemental Chronometer
« on: December 10, 2010, 07:28:09 pm »
Ok for the group, I'll edit the card picture & cycle (I wasn't sure about Entropy/Gravity place). So, to summarize, for the time being:
- Remove Nova ability
- Change cycle
- Make it a  :gravity / :time card.
- Decrease the cost of ability to  :time for both versions.

For the ding-dong, it would happen when the clock has revolved, but the ticktock thing is not bad too :P Might be quite stressful when 3 or more of them are in play :D

So about the cost, what about 4 :gravity (3 :gravity for upped version)? (I'm not sure, cause it could be useless if too expensive, and OP if not).
Anyway, I'm looking forward your comparison, and many thanks for your time :)

38
Crucible Archive / Re: Caveman | Caveman
« on: December 10, 2010, 07:16:32 pm »
I'd love to see the technology thing implemented as a series! The Cavemen, then Middle-Age warriors, then Musketeers, ...

(10 turns laters)


Joke apart, you mean you have to pay  :time :time for +1/+1 bonus? Or maybe I didn't understand something?
Anyway, that's a nice idea :)

39
Forge Archive / Re: Elemental Clockwork | Elemental Chronometer
« on: December 10, 2010, 06:43:06 pm »
OldTrees, you're quite the analytic guy, right? :P (I love to do calculations just like these, so no offence)

About the change in the order, why not, but could you explain possible synergy? (maybe I didn't noticed some). When I though of the order, I started with the idea that  :aether  :time  :light and  :darkness should be at cardinal points (just for coolness...), and just put one of the  [:fire :water  :air :earth] group and then one of the  [:death :life :gravity :entropy] group at each quarter of the clock, opposing the opposite elements.

Your table really makes sense when compared to the EC in terms of Quanta production. So I must admit that you are right about removing the supernova effect. But, I liked the idea of the clock making a "Ding-dong" thing when giving you your Quanta. What about reducing the effect to a simple Nova and increasing initial cost to 5 (thus, possibly delaying this card by 1 turn)?


40
Forge Archive / Re: Elemental Clockwork | Elemental Chronometer
« on: December 10, 2010, 06:00:32 pm »
Thanks for your reply :)

Concerning the Quanta production, in fact it would be (speeding up every turn):
1 -  :time
2 -  :water :entropy
3 -  :light :life :earth
4 -  :aether  :fire :gravity  :darkness
5 -  :death  [:air] >>> [:time] :water  :entropy  + >>> Supernova Effect (hence an additionnal 2 of each quanta)
6 -  :light  :life  :earth  :aether :fire :gravity

Once the clock revolve, it does triggers the Supernova effect, but you don't produce 2 of each Quanta after.
Also, remind that it requires 2 :time (1 :time in its upped version), making it quite costly to increase in the early game without putting you in danger. I think that most of the time, the clock will have an average clock rate of 3-4 elements per turn.

So as you said, this is not suitable for speed rainbows (or you would have to focus on  :time  :water and  :entropy for a quick start with 2/3 of these cards), but it gains great power (at a somehow expensive cost at the beginning of a game) over the time. But maybe the upped version is a bit OP, since you can get 1 Supernova effects in 5 turns, at a cost of 4 :time + 3 :rainbow

The non-stackable thing might indeed ( :D ) be an issue for earthquake users, but I wanted the clocks to have their own clock rates & speed, because I found it funnier. Maybe it could be changed in a creature? (with something like 0|3~5)

About the two ideas, I think that you may have pointed something interesting, but I didn't fully understand the mechanic you're suggesting.

EDIT (for Old Trees)
Thanks too :)
Just on a note, you need to switch  :darkness:death so opposite Elements are faced (like on the picture)
Icons appart ( :D ) you're right, that was what what I initiallly meant by "2 of each quanta". This happends only once, when the clock has revolved. Note that at full speeding up, on turn 7 it is equivalent to having 1 of each pillar drawn at the beginning of the game. But you know many things can happen betweend turn 1 and 7  :P

41
Crucible Archive / Re: Shrouder | The Shrouded
« on: December 10, 2010, 05:35:35 pm »
I like the idea, but isn't  :darkness  :darkness a bit too much for the skill?
I guess a shrouded creature will not be affected by Fire Bolts or Reverse Time (or any skill that target a specific creature), but it'll still be killed by Rain of Fire?

42
Forge Archive / Elemental Clockwork | Elemental Chronometer
« on: December 10, 2010, 04:37:28 pm »
NAME:
Elemental Clockwork
ELEMENT:
Gravity
COST:
4 :gravity
TYPE:
Permanent
ATK|HP:
TEXT:
Cycle through 1 Quanta ( :time, :fire , :death , ...) every turn. After each revolution, Nova effect will be triggered.
:time : Speed up. Cycle through one more quanta. Stackable (max. 9)
NAME:
Elemental Chronometer
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Permanent
ATK|HP:
TEXT:
Cycle through 1 Quanta ( :time, :fire , :death , ...) every turn. After each revolution, Nova effect will be triggered.
:time : Speed up. Cycle through one more quanta. Stackable (max. 9)
ART:
Boret'
IDEA:
Boret'
NOTES:
See below for more information.
SERIES:
Somehow inspired by the Quantum Mechanics series, but that's all...
First things first, hello everyone :)

I'm kinda (?) new to this forum, and for my first post here, I though that suggesting a card would be a fair introduction. So here is my idea of the day: the Elemental Clockwork. (Elemental Chronometer in its upgraded version)

What you may ask about this card:

* Why?
Why not? I think Elements really brings its share of (various) creatures & skills, but I somehow feel that there should be more ways to generate Quanta. Pillars and Pendulums are cool, I think the game lacks some cards that could, as a standalone (i.e. no combo like Creature + Immolation...), generate Quanta in an alternative fashion.

* What? Cycled? Revolved? I don't understand anything...
The Clockwork is designed to generate Quantas in a "pattern-way" (neologism? Sorry English is not my mother tongue), hence the cycled label. The cycle is the following:
:time > :death > :fire > :gravity > :light > :earth > :aether > :life > :water > :entropy > :darkness > :air.
(Note: I tried to have opposite elements at the opposite part of the clock, hence  :light is at 5, and  :darkness at 11)

So, each turn (at the end of the turn), this card generate one Quanta, starting by  :time, then  :death at the next turn, etc... When the Clockwork/Chronometer return in  :time position, it has revolved, and then generate 1 Quanta of each element at the beginning of the turn (or it could be in addition to :air that is produced, at the end of the turn) . At the end of the turn, the pattern recommences and this card generate a  :time Quantum.

* What's with this Speed up skill?
As you may say, this card is quite slow to obtain the desired Nova effect. But here comes the Speed up thing. Once you activate this skill, the Clockwork/Chronometer cycle through one more element. So, at the end of the turn, you will gain for instance  :death and  :fire, then  :gravity and  :light at the next turn, etc...

Note that this is a stackable ability. If you activate once again then the card will cycle through 3 elements, once again it'll be 4, etc...

* I still don't understand a f**king thing...

Well, here is an example:

You play this card at the turn +0, and speed it up every turn (powered by Mark of Time). The Quanta production will be the following:

Quanta Prod, using :time :death :fire :gravity :light :earth :aether :life :water :entropy :darkness :air as a cycle.
TurnQuanta production
+0 :time
+1 :death + :fire
+2 :gravity + :light + :earth
+3 :aether + :life + :water + :entropy
+4 :darkness + :air + :time + :death + :fire (+ Nova Effect)
Note that the Nova effect triggers when  :time is next in line. Or when  :air has been produced, if you prefer.

* Ok, but that's still a too complex mechanic, I mean, it'll have me counting the clock position and speed rate, etc...

True. And false, too. There are many complex mechanism in Elements. Let's say, Mutation. Mutation is in itself a rather complex mechanism (I mean, there are various probabilities of effects, combinations with other skills like Dejà Vu, Hatch, etc...). But what happens in game? You cast it on your Skeletons (or whatever else), hoping that it'll work, and that's all. You don't bother thinking about each detail, because it is overall a good deal, bringing new, and somehow interesting game possibilities.

That's the same here. The thing is, play this card, Speed it up, cash your Quanta, imagine new strategies, enjoy.

* Further details

- This card is a permanent, and it's not stacked like pillars.
- Each card has its own clock rate and clock position.

* I think that this card is useless/OP/whatever else

I think that you should feel free to discuss and suggest some changes :D

_________________________________________________________________________________

Changelog archive:



V2 - 2010, Dec. 12th

NAME:
Elemental Clockwork
ELEMENT:
:gravity
COST:
4 :gravity
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time, :fire , :death , ...) Quantum every turn. When Clockwork has revolved, generate 1 of each Quanta.
NAME:
Elemental Chronometer
ELEMENT:
:gravity
COST:
3 :gravity
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time, :fire , :death , ...) Quantum every turn. When Clockwork has revolved, generate 1 of each Quanta.
-Updated art & description


V1 - 2010, Dec. 10th

NAME:
Elemental Clockwork
ELEMENT:
:rainbow
COST:
:rainbow
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time:water:entropy, ...) Quantum every turn. When Clockwork has revolved, generate 2 of each Quanta.
NAME:
Elemental Chronometer
ELEMENT:
:rainbow
COST:
:rainbow
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate 1 cycled ( :time:water:entropy, ...) Quantum every turn. When Chronometer has revolved, generate 2 of each Quanta.
- Changed cycle of the clock:
From:time > :water > :entropy > :light > :life > :earth > :aether > :fire > :gravity > :death > :darkness > :air
To:time > :death > :fire > :gravity > :light > :earth > :aether > :life > :water > :entropy > :darkness > :air
- Changed casting cost from 3 :rainbow / 3 :rainbow to 4 :gravity / 3 :gravity

- EC now triggers Nova effect instead of Supernova effect (Thanks to OldTrees comparison between Quantum Tower vs EC)


Pages: 1 2 3 [4]
blarg: