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 - Manipul8r (345)

Pages: 1 ... 25 26 [27] 28 29
313
Game Suggestions and Feedback / Re: Starter Pack
« on: April 02, 2011, 11:37:16 am »
Why would it not be fair for the veterans?

314
Series / Re: Monolith/Obelisk series
« on: April 02, 2011, 11:30:07 am »
Oh and the returning the pillar to the player's hand can create some interesting combos with the other CiP Monoliths, that's what it's for.  Return a Fire Monolith, get +2|+0 out of it instead of +1|+0 out of it.  Don't like the card you got with the Entropy reshuffle?  Try again!

Unfortunately I'm not so good with Earth and Gravity, I'm told my head is always in the clouds. :D

I guess destroying a slot is not very good except with Flooding, perhaps it should destroy up to 4 empty slots in the middle row, and move creatures out of those slots if there is no empty space left in the middle row (if their field is full, does nothing).  Or, like you said, it could 'Flood' a random middle slot, killing a creature if there is one in it.

315
Card Ideas and Art / Re: Powerhouse | Powerhouse
« on: April 02, 2011, 11:25:49 am »
I mean that the buff on Powerhouse lasts only until end of the turn, but on Lifehouse it is a permanent HP increase (does not end).

316
Game Suggestions and Feedback / Re: Starter Pack
« on: April 02, 2011, 10:43:38 am »
I still do not understand why people think this will give new players some sort of advantage. It will just allow the game to be playable for those without much time to spare.  Just about every facet of this game is fun except grinding.  It makes no sense to me to defend it.  'Getting ahead' is simply not an issue, I'm not going to take my 3 Chrysaora and go beat up the T50 or FGs.

I want to play this game, I really do.  But I probably will not play much, other than messing around on the trainer and checking the Oracle, because I do not enjoy grinding and would like to enjoy my free time.  If I was unemployed or still in school, I surely would not mind grinding, but I run a growing business now.  Back then, if a game was free it was free.  Even if other players had more access to things, as long as I could get it in time, it didn't matter.

Take a look at League of Legends, a free game that rakes in tons of money.  When I started playing, I had not yet started my business, and I only spent $10 on a starter pack there.  I have access to more characters than a lot of people who paid a lot more money.  It's almost amusing to me how much $ people spend on it.  Feel free to laugh at those who buy a 2000 :electrum starter pack that you could maybe farm in no time, but why deny them being able to enjoy the game more while contributing to it?

i take it these packs are for noobs? this wouldn't work since we've already established that this game will always be free and noobs who need this boost would not have 2000 :electrum spare. there are other ways to get round this problem. after a bit of mind storming an answer should come up. the answer is not, however, using real money to get ahead. the main reason for this being a free game is so that people who have money to burn will not be at an unfair advantage over those who do not.

317
Card Ideas and Art / Re: Powerhouse | Powerhouse
« on: April 02, 2011, 10:17:11 am »
Why is this one not permanent, but Lifehouse is?  They seem to be the same otherwise.  Not sure how this fits into Time at all either.

318
Forge Archive / Re: Chandrasekhar's Limit | Chandrasekhar's Limit
« on: April 02, 2011, 09:57:09 am »
"You gain X HP, your opponent loses Z quantum of each element."

Seems like that would be much better text, particularly for balance, but the intrinsic thematic properties of your card are pretty sweet.

319
Series / Re: Monolith/Obelisk series
« on: April 02, 2011, 09:46:23 am »
Glad you like some of them.  I guess I should have explained a couple with new keywords.

Resummoned means that it is essentially recast - in game, it would be like returning it to their hand, then immediately recasting it for free.  It would remove any negative/positive buffs and any abilities given to it (such as by Liquid Shadow).

Destroying a creature slot means nothing can be played in it.  It would be a minor buff to Flooding (as would the Darkness idea).

You becoming Immaterial means you can not be the target of any spells, yes.  You can still take damage from creatures.

Since both Entropy seemed a bit redundant, here is another one:

:entropy : Shuffle one card from target players hand into their deck.  That player draws a new card.

Not sure where this one would fit in, it's good for rushing though (archetypal suicide rush deck):
?: Your opponent loses 5 life and you lose 3 life.

Oh yeah, what do you mean by "idem"?

320
Series / Re: Monolith/Obelisk series
« on: April 02, 2011, 08:02:14 am »
My first thought when reading this was that these are strictly better than pillars in almost all cases.  This means they would be necessary to grind for even basic PvP, and even for AI3+ grinding if the AI were using them prevalently.  That's quite a barrier to add to the game in my opinion.

My next thought was, what kind of ability can be given to something that is, at its basic form, free and generates quanta?  It takes a lot to achieve what a Death Monolith does - a vulnerable 2 :darkness creature must stay alive one turn, then you must spend one :death to add the poison.  The only advantage is that it's reusable, but you're probably going to be running multiple Death Monoliths.

My third thought was to have them be situational, so that they won't be a 'must-have' card.  However, this would probably result in a few of them being extremely popular while others become next to useless.

So I finally came to this conclusion: they could have a passive ability, called Legendary - you can only have one of it on your side of the field at any time.  If you play another, it dies at EoT (the CiP effect would still work, I suppose).  They could alternatively have their own slot, much like the Weapon/Shield slots.  This would let them be reasonably powerful, while not being necessary.  I also thought it might be better to have them be stronger late game, as drawing a pillar later is often useless.

I like the overall idea, it's a good way to show the specialty of each element.  Now that I've spewed my thoughts, here are some ideas.  The values within can be modified, they are just basic ideas.

:aether : You become immaterial for two turns.
:air : Deal 1 damage to target, plus 1 if it is not airborne.
:air : Target creature gains :air Dive for one turn.
:darkness : Gain 1 life, plus 1 for each creature on your field in the top and bottom rows.
:death : Gain 1 life, plus one for each creature that died last turn.
:earth : Target creature gains +0|+2 for two turns.
:earth : Target permanent becomes immaterial for two turns.
:entropy : Move 2 random quanta of the opponent to other types of quanta.
:entropy : Target creature becomes a random, different creature for one turn.
:fire : Target creature gains +2|0 for one turn.
:gravity : Target creature gains Momentum for one turn.
:gravity : Target creature gains +2|-1 for two turns.
:life : Target creature gains +1|+1 for two turns.
:life : Target creature with ATK less than 5 attacks twice this turn.
:light : Gain 1 life, plus 1 for every 2 bioluminescent creatures you control.
:light : Heal target creature for 5 HP.
:time : Target creature is resummoned.
:time : Return 1 pillar from target stack to its controller's hand.
:water : Destroy one empty middle row creature slot for 3 turns.
:rainbow : Gain 1 quantum of the target pillar's element.

321
Forge Archive / Re: Onslaught | Onslaught
« on: April 02, 2011, 07:01:15 am »
I like this card.  It's grammatically incorrect, though, and should say 'fewer creatures' rather than 'less creatures'.

322
Card Ideas and Art / Re: Quantum Dragon | Quantum Dragon
« on: April 02, 2011, 05:54:13 am »
Thanks, made some updates.  Won't do another Other card for a while, but will tweak this one for a bit, I'm fond of it. :)

323
Card Ideas and Art / Re: Quantum Dragon | Quantum Dragon
« on: April 02, 2011, 05:23:32 am »
As noted, it might need cost tweaks.  Playing 2 supernovas, using all of your quanta, then getting your Quantum Dragon frozen, is a pretty bad situation though.  The idea behind the pillars/pendulums reducing cost is so Supernova rushing would not happen too often.

What do you think of the idea, though?

324
Card Ideas and Art / Quantum Dragon | Quantum Dragon
« on: April 02, 2011, 04:45:32 am »
NAME:
Quantum Dragon
ELEMENT:
Other
COST:
80
TYPE:
Creature
ATK|HP:
14|14
TEXT:
Costs 2 less to play for each Pillar or Pendulum you have. Each turn, each player loses 1 random quantum.
NAME:
Quantum Dragon
ELEMENT:
Other
COST:
80
TYPE:
Creature
ATK|HP:
14|14
TEXT:
Costs 3 less to play for each Pillar or Pendulum you have. Each turn, each player loses 1 random quantum.
ART:
miheco (http://www.flickr.com/photos/miheco/2167149428/)
IDEA:
Manipul8r
NOTES:
May need changes for balance, particularly quanta costs.
4/2 - Increased cost to 80, decreased ATK/HP to 14, decreased quantum loss to 1.
SERIES:

Pages: 1 ... 25 26 [27] 28 29
anything
blarg: