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Game Suggestions and Feedback / Elemental Dungeons
« on: September 29, 2011, 02:41:52 pm »
Elemental Dungeons
To begin, the idea for this came in response to a note by the Great and Mighty Zanzarino regarding future possibilities and some of the things implemented in Arena. I understand the ideas represented here may be well beyond the scope of anything intended for this game, but is just one of those heart's desires you always hear about.
The general idea is to create a new game mode where players send a party of their decks into dungeons for treasure and adventure. The player would create a party made up of seperate decks. Each deck would represent a different member of the party and be customizable. The party then goes into the dungeon which may or may not be graphically represented, which is not important to the idea. The dungeons would have 6 levels corresponding to the levels on the Main Menu (level 0 - False Gods). Size varying with level. Once in the dungeon the party player would make decisions which way to go. There would be chance of random encounter at each movement.
The first part of this proposal is to setup a new Adventurer rank and level independant of existing score. This would let everyone come into the game on an even playing field without causing any disruption with existig score or Arena rank. Adventurer experience would be gained only in Dungeon game mode and would be gained similarly to existing score with exceptions that will be mentioned later. I would use the same levels grades as existing as well. While I had thought of restricting cards based on level, that would seem to hinder players who have spent so much time gathering and upgrading cards that I decided to skip it. With each increase in Adventurer level come benefits such as Maneuver points and Skill points. Maneuver points would be unique to Dungeon mode while Skill points would be similar and incorporating those in Arena mode. Both would be equal to Adventure Level.
The first step in starting an adventure is to create a party of adventurers. Each player can have up to a certain number of decks (party members) based on level (see Table 1). Each deck would be constructed with the full skill points of the player and spending them on skills in table 2. The party would be created in order of battle. That order determines order of deck play during encounters. Each party member can equip up to 1permanent loot item, which will be discussed later. Adventurer's skills and deck cannot be changed once dungeon entered. Equipped items can be changed throughout.
Table 1
Level Number of party members
1-10 2
11-25 3
26-50 4
51-75 5
76-100 6
Table 2
Skill Points
+1 draw (max 1) 20
5hp 1
+1 mark (max 2) 10
Initiative 10
5hp regeneration* (max 3) 10
Mulligan (max 1) 10
Lockpicking (+5%) (max 5) 1
Sense chests (counts chests on level) 2
+1 copy of card allowed (beyond normal 6) 5
* - This form of regeneration would appear in same way as the healing of Purify so can be degraded by poison.
Now the adventure begins. System rolls up random level 1 dungeon and party finds themself in it. Each dungeon level has 1 portal to next level (except bottom level), 1 boss and at least 1 treasure chest. The portal and 1 level chest reachable only after defeating Boss. More treasure chests on deeper levels. Player chooses North, East, South or West to go.
Everytime party changes rooms there is a random (1 in 4?) chance for event. Usually this would be encounter with monster deck (of same level as dungeon level), but could be treasure or ambush (see Table 3). Each encounter (except ambush) would start off with first active party member playing the monster deck. If player loses, that adventurer is KO'd and play begins with next deck in line. If all decks are KO'd adventure ends and all loot aside from standard cards won through spins are lost.An ambush is where a randomly chosen adventurer is attacked instead of the first adventurer deck. The order change caused by ambush is for this encounter only. If encounter is won normal xp/electrum/spins apply.
Table 3
65% Encounters monster
10% Encounter group*
10% Finds treasure
10% Ambushed
5% Finds chest
If Encounter group rolled there are 2-5 monsters in room. They are huddled around fire near a chest. They do not notice party and party can either attack or leave. If attacking group battle is against entire group, 1 at a time until one party destroyed or player's party flees. If party wins chest is discovered. If party leaves room without defeating group, they will not be there if party returns to the room.
In addition to encounters, the party has Maneuver points it can spend. 1 point to use found portal to go deeper into dungeon. 1pt to attempt to flee encounter, which cannot be done during actual duel. When encounter starts player will have chance to try to flee (1pt) or to swap one deck for another (2pts). Flee chance percentage would be 50% +1%/5 Adventurer level. If fleeing fails, duel begins. These actions are also available after each duel if player loses provided there is at least 1 more adventurer left to flee. At any time other than during an encounter the party can exit dungeon at no cost. If party has found a chest it must first unlock it (1pt). Chance of success = 50% +1%/5 Adventurer level for random chest and 25% +1%/5 Adventurer level for a level chest. Maneuvers and cost on Table 4.
Table 4
Maneuver Cost
Go down to next level 1
Exit dungeon 0
Attempt to flee encounter 1
Swap party member (duel) 2
Unlock chest 1
Locate stairs 1
Revive member 5
Change order 2
Sense Chest (need skill) 1
Treasure chests are primary reason to go into dungeons of course. Each treasure chest has 1-5 card spins of random deck of appropriate level. Of course there are also varying amounts of electrum as well as a chance for a new type of loot. This would be new items that can be used only in Dungeon mode. Lots of possibilites available. Unless noted otherwise these can be used after encounter but before duel and last for 1 duel only.
Table 5
Consumable
Bracelet of Power +1 mark
Amulet of Regneration 5 regeneration pts
Scroll of Initiative Automatically gets the 1st play
Feather of the Phoenix 50% chance to revive 1 party member during encounter, deck goes to end of battle order. Can use only once per level of dungeon
Leather Armor +25 starting HP
Chain Mail +50 starting HP
Plate Mail +75 starting HP
Weapon Starts play with selected non-rare weapon equipped
Shield Bracelet Starts play with card Shield in play.
Boots of Quickness +10% chance when attempting to flee
Lockpicks +10% chance when trying to unlock chest
Fastdraw Ring 25% chance to start play with random weapon in deck already equipped
Shield Ring 25% chance to start play with random shield in deck already equipped
Quantum Belt Starts with 5 quanta of same element as mark
Necklace of Speed 75% chance to play first
Belt of the Beastmaster Starts play with random pet (a la Oracle)
Glasses of Seeing 25% chance to see opponents starting hand (precognition)
Ring of Chance Player has option to reshuffle opening hand
Cap of Alertness Ambushes do not change party order if any party member has this equipped
Again these are just a few of the possibilities possibilities and all would be fairly rare, the better ones being even more so. May need to break those down into further rarity tiers.
As mentioned before each level has a boss, which would have double the normal spins as a standard deck for that level. The Boss also has enhanced abiliities. Each Boss gets 1 roll/level on Table 7. Please note this is in addition to normal, so FG rolling increased hp twice, Regen, draw and mark twice would have 250hp, regeneration, 3 card draw and Mark *5 total.
Table 7
25% more hp
Regeneration 5hp/turn
Increased draw
Increased mark
Always goes first (reroll if already has)
The rewards for beating a boss would be higher than beating standard deck. Increased spins, experience, electrum and a chance to win loot. As noted before, each level has a boss guarding a level chest and the portal to next level. The FG Boss being much more powerful than standard FGs I think would require an exceptional reward. Possibilities such as the spin after 3 in a row on Arena Platinum and maybe even possibility of Mark or Nymph come to mind. Of course perhaps very special loot cards etc.
Multiplayer Dungeons could also be interesting. Say no more than 4 players per party. The highest level player (or highest experience points if tie) would determine moves and that players Manuevor points would be the party's manuevor points. Would be able to cede leadership to other member if desired. This would not change Manuever points of party. I expect communication would be done through Elements Chat, hopefully PM. Would be able to either enter a waiting room for autoparty function or Invite/Join other. Each encounter starts with random player. The players not active in dual automatically in watch mode. Active player if wins duel gets normal victory rewards, including spin. Inactive members gets even share of 50% of rewards ( so if 90 electrum won on a 4 member party, active player gets 90 electrum, and the other 3 get 30) and if card won, each inactive player gets 50%/party chance of gettting card as well. I thought of requiring all party members to be within x levels of each other but maybe not. Certainly an autoparty option which would group players from waiting pool would try to do by level, but if someone wants to create party of friends should be up to them. If someone has to leave, party can either continue on, invite others to join or open slot up to autoparty queue.
Ok. Those are my initial thoughts on this, what little there was of it.![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
Some friends and I had started doing a variation of this with a similar real world ccg. 1 dungeon master playing the various 'monster decks' as they were randomly encountered and the 3 other players playing their starter deck. Winning each battle provided random cards to customize with in addition to the treasure chest items which would have more cards plus chance at the out-of-ccg loot. Over time we built up 'hireling' decks to accompany us and the DM (rotating) had to start building boss decks kind of like FG/Arena here: double draw, increased life or increased hand size as well as certain other abilites such as regeneration. It all got very complicated after awhile but completely addicting. I lost so many hours to that game.
Now I feel tempted to try to put together a new group.
I am now half hoping Zanz doesn't read this in fear of him banning me from game/forum entirely just to keep me the hell away from him. 8)
I had originally posted part of this under a different thread but decided to remove it as I thought there was enough content to start a new thread. The thread it was inspired by was:
http://elementscommunity.org/forum/index.php/topic,29880.0.html
To begin, the idea for this came in response to a note by the Great and Mighty Zanzarino regarding future possibilities and some of the things implemented in Arena. I understand the ideas represented here may be well beyond the scope of anything intended for this game, but is just one of those heart's desires you always hear about.
The general idea is to create a new game mode where players send a party of their decks into dungeons for treasure and adventure. The player would create a party made up of seperate decks. Each deck would represent a different member of the party and be customizable. The party then goes into the dungeon which may or may not be graphically represented, which is not important to the idea. The dungeons would have 6 levels corresponding to the levels on the Main Menu (level 0 - False Gods). Size varying with level. Once in the dungeon the party player would make decisions which way to go. There would be chance of random encounter at each movement.
The first part of this proposal is to setup a new Adventurer rank and level independant of existing score. This would let everyone come into the game on an even playing field without causing any disruption with existig score or Arena rank. Adventurer experience would be gained only in Dungeon game mode and would be gained similarly to existing score with exceptions that will be mentioned later. I would use the same levels grades as existing as well. While I had thought of restricting cards based on level, that would seem to hinder players who have spent so much time gathering and upgrading cards that I decided to skip it. With each increase in Adventurer level come benefits such as Maneuver points and Skill points. Maneuver points would be unique to Dungeon mode while Skill points would be similar and incorporating those in Arena mode. Both would be equal to Adventure Level.
The first step in starting an adventure is to create a party of adventurers. Each player can have up to a certain number of decks (party members) based on level (see Table 1). Each deck would be constructed with the full skill points of the player and spending them on skills in table 2. The party would be created in order of battle. That order determines order of deck play during encounters. Each party member can equip up to 1permanent loot item, which will be discussed later. Adventurer's skills and deck cannot be changed once dungeon entered. Equipped items can be changed throughout.
Table 1
Level Number of party members
1-10 2
11-25 3
26-50 4
51-75 5
76-100 6
Table 2
Skill Points
+1 draw (max 1) 20
5hp 1
+1 mark (max 2) 10
Initiative 10
5hp regeneration* (max 3) 10
Mulligan (max 1) 10
Lockpicking (+5%) (max 5) 1
Sense chests (counts chests on level) 2
+1 copy of card allowed (beyond normal 6) 5
* - This form of regeneration would appear in same way as the healing of Purify so can be degraded by poison.
Now the adventure begins. System rolls up random level 1 dungeon and party finds themself in it. Each dungeon level has 1 portal to next level (except bottom level), 1 boss and at least 1 treasure chest. The portal and 1 level chest reachable only after defeating Boss. More treasure chests on deeper levels. Player chooses North, East, South or West to go.
Everytime party changes rooms there is a random (1 in 4?) chance for event. Usually this would be encounter with monster deck (of same level as dungeon level), but could be treasure or ambush (see Table 3). Each encounter (except ambush) would start off with first active party member playing the monster deck. If player loses, that adventurer is KO'd and play begins with next deck in line. If all decks are KO'd adventure ends and all loot aside from standard cards won through spins are lost.An ambush is where a randomly chosen adventurer is attacked instead of the first adventurer deck. The order change caused by ambush is for this encounter only. If encounter is won normal xp/electrum/spins apply.
Table 3
65% Encounters monster
10% Encounter group*
10% Finds treasure
10% Ambushed
5% Finds chest
If Encounter group rolled there are 2-5 monsters in room. They are huddled around fire near a chest. They do not notice party and party can either attack or leave. If attacking group battle is against entire group, 1 at a time until one party destroyed or player's party flees. If party wins chest is discovered. If party leaves room without defeating group, they will not be there if party returns to the room.
In addition to encounters, the party has Maneuver points it can spend. 1 point to use found portal to go deeper into dungeon. 1pt to attempt to flee encounter, which cannot be done during actual duel. When encounter starts player will have chance to try to flee (1pt) or to swap one deck for another (2pts). Flee chance percentage would be 50% +1%/5 Adventurer level. If fleeing fails, duel begins. These actions are also available after each duel if player loses provided there is at least 1 more adventurer left to flee. At any time other than during an encounter the party can exit dungeon at no cost. If party has found a chest it must first unlock it (1pt). Chance of success = 50% +1%/5 Adventurer level for random chest and 25% +1%/5 Adventurer level for a level chest. Maneuvers and cost on Table 4.
Table 4
Maneuver Cost
Go down to next level 1
Exit dungeon 0
Attempt to flee encounter 1
Swap party member (duel) 2
Unlock chest 1
Locate stairs 1
Revive member 5
Change order 2
Sense Chest (need skill) 1
Treasure chests are primary reason to go into dungeons of course. Each treasure chest has 1-5 card spins of random deck of appropriate level. Of course there are also varying amounts of electrum as well as a chance for a new type of loot. This would be new items that can be used only in Dungeon mode. Lots of possibilites available. Unless noted otherwise these can be used after encounter but before duel and last for 1 duel only.
Table 5
Consumable
Bracelet of Power +1 mark
Amulet of Regneration 5 regeneration pts
Scroll of Initiative Automatically gets the 1st play
Feather of the Phoenix 50% chance to revive 1 party member during encounter, deck goes to end of battle order. Can use only once per level of dungeon
Leather Armor +25 starting HP
Chain Mail +50 starting HP
Plate Mail +75 starting HP
Weapon Starts play with selected non-rare weapon equipped
Shield Bracelet Starts play with card Shield in play.
Boots of Quickness +10% chance when attempting to flee
Lockpicks +10% chance when trying to unlock chest
Fastdraw Ring 25% chance to start play with random weapon in deck already equipped
Shield Ring 25% chance to start play with random shield in deck already equipped
Quantum Belt Starts with 5 quanta of same element as mark
Necklace of Speed 75% chance to play first
Belt of the Beastmaster Starts play with random pet (a la Oracle)
Glasses of Seeing 25% chance to see opponents starting hand (precognition)
Ring of Chance Player has option to reshuffle opening hand
Cap of Alertness Ambushes do not change party order if any party member has this equipped
Again these are just a few of the possibilities possibilities and all would be fairly rare, the better ones being even more so. May need to break those down into further rarity tiers.
As mentioned before each level has a boss, which would have double the normal spins as a standard deck for that level. The Boss also has enhanced abiliities. Each Boss gets 1 roll/level on Table 7. Please note this is in addition to normal, so FG rolling increased hp twice, Regen, draw and mark twice would have 250hp, regeneration, 3 card draw and Mark *5 total.
Table 7
25% more hp
Regeneration 5hp/turn
Increased draw
Increased mark
Always goes first (reroll if already has)
The rewards for beating a boss would be higher than beating standard deck. Increased spins, experience, electrum and a chance to win loot. As noted before, each level has a boss guarding a level chest and the portal to next level. The FG Boss being much more powerful than standard FGs I think would require an exceptional reward. Possibilities such as the spin after 3 in a row on Arena Platinum and maybe even possibility of Mark or Nymph come to mind. Of course perhaps very special loot cards etc.
Multiplayer Dungeons could also be interesting. Say no more than 4 players per party. The highest level player (or highest experience points if tie) would determine moves and that players Manuevor points would be the party's manuevor points. Would be able to cede leadership to other member if desired. This would not change Manuever points of party. I expect communication would be done through Elements Chat, hopefully PM. Would be able to either enter a waiting room for autoparty function or Invite/Join other. Each encounter starts with random player. The players not active in dual automatically in watch mode. Active player if wins duel gets normal victory rewards, including spin. Inactive members gets even share of 50% of rewards ( so if 90 electrum won on a 4 member party, active player gets 90 electrum, and the other 3 get 30) and if card won, each inactive player gets 50%/party chance of gettting card as well. I thought of requiring all party members to be within x levels of each other but maybe not. Certainly an autoparty option which would group players from waiting pool would try to do by level, but if someone wants to create party of friends should be up to them. If someone has to leave, party can either continue on, invite others to join or open slot up to autoparty queue.
Ok. Those are my initial thoughts on this, what little there was of it.
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
Some friends and I had started doing a variation of this with a similar real world ccg. 1 dungeon master playing the various 'monster decks' as they were randomly encountered and the 3 other players playing their starter deck. Winning each battle provided random cards to customize with in addition to the treasure chest items which would have more cards plus chance at the out-of-ccg loot. Over time we built up 'hireling' decks to accompany us and the DM (rotating) had to start building boss decks kind of like FG/Arena here: double draw, increased life or increased hand size as well as certain other abilites such as regeneration. It all got very complicated after awhile but completely addicting. I lost so many hours to that game.
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
I am now half hoping Zanz doesn't read this in fear of him banning me from game/forum entirely just to keep me the hell away from him. 8)
I had originally posted part of this under a different thread but decided to remove it as I thought there was enough content to start a new thread. The thread it was inspired by was:
http://elementscommunity.org/forum/index.php/topic,29880.0.html