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Messages - R401JL (20)

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13
Humor / Re: YOU LAUGH...... YOU LOSE - Lolcats Edition
« on: June 28, 2010, 07:23:24 am »
Score: 10

Lolcats...hmmmm

14
Humor / Re: YOU LAUGH...... YOU LOSE - Engrish Second Edition
« on: June 28, 2010, 07:20:35 am »
Score: 2

Just couldn't make it past that grilled chicken ass.  Looks familiar somehow...

15
Game Suggestions and Feedback / Re: Fortresses of Elements
« 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.

16
Deck Help / Re: My current deck - suggestions / advice please.
« on: June 20, 2010, 10:57:42 am »
Quote
Sell all of it, upgraded first, and build a RoL/Hope fractal deck.

Best descision I ever made. Now I farm FGs easily
I'm really quite averse to playing 'template' decks, I much prefer making my own up for good or ill, yes I'm well aware that my deck is very similar to others, the important thing (to me) is that I made it up myself without reference to other decks.  As for farming FG's, I'm really not that bothered.  I'm here to enjoy the game, enjoy the cards and have fun messing around with the mechanics.  My decks will always be poo because of that but hey, it's only a game right?

Quote
personaly i dont like big decks so if i were you i would try to sortn it up
Yes, it is a little unwieldy at times but I can never settle on cards to remove, any suggestions?  Maybe a couple of pillars and a fireshield?

17
Deck Help / Re: My current deck - suggestions / advice please.
« on: June 15, 2010, 01:53:38 pm »
I should say at this point, I only battle lvl 5's atm, while I grind the deck into some sort of shape.

Thankyou for the feedback, all of this is really good to know.  From my perspective my deck works "okay" so this is exactly the kind of criticism I need.

I can and do steal shields but the steals are also for weapon / artefact theft.   I chose fireshield's because they bring creatures into the Oty's nom range as well as "targeting" creatures with quint.  I could use thorn carapace for the same purpose but I found that impacts on my antimater use.

Only two elves?  The main component of this deck's "raison d'etre" is my amusement, not it's efficiency (I know, I know, I'm a blasphemer) so I want many mutants and often.

As I say the Anubis, Mindflayer and Firefly Queen were just chucked in because I couldn't make up my mind / was "trying out" various aspects to add to the deck.  Without them the deck seems to function fine (but that goes back to my 1st paragraph in this post).

An extra antimatter, of course that's going in, it's my fave card.

Ditch the nova's, yeah I've been toying with the idea for a while but they are handy now and again.

Anyway, thankyou very much for the feedback, I'm off to the trainer to check out some of your suggestions.

18
Deck Help / Re: Deck Idea - quick question
« on: June 15, 2010, 11:18:18 am »
That's great, just the help I was looking for.  I shall take a look at those links and experiment a bit in the trainer.  Awesome.

19
Deck Help / My current deck - suggestions / advice please.
« on: June 15, 2010, 11:13:55 am »
Code: [Select]
4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vm 4vm 4vn 4vn 4vn 52n 52n 52n 55r 55r 55r 58t 58t 5c6 5c6 5f5 5f5 5f5 5f5 5if 5li 5li 5oj 5ol 5rl 5rl 5rl 5rn 5rp 5rp 5rp 5rp 5up 5up 5up 5up 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u6 7q5
As I was here doing another post I thought I'd post my deck up and see what everyone thought.  It's my first deck, lovingly and laboriously ground(?) into it's current state which as you can see, is far from fully upgraded.  It seems to work ok, winning more often than not at lvl 5 and most of those being max-wins (but that's empathic bond & miracle for you).

I started off wanting to make a mutation deck and made the silly mistake of filling up on elves and mutations so much that the deck wasn't capable of defending itself.  Anyway, any ideas or suggestions would be greatly appreciated.

I've had some ideas, like when I get round to upgrading my Oty's I could ditch the plate armour and put a couple of something else in, I just don't know what yet.  I'm defintely thinking of putting parallel universe / twin universe in as you "re-roll" mutants when you clone them.  Tried thorn carapace but it bucks against my antimatters (I don't want to poison the nice -13/5 arctic dragon now do I).  I was thinking of replacing Oty's altogether as they can now be poisoned, but I'm not sure if that "Mammoth" card that may be in developent will make it onto the tables.  The single instances of MindFlayer, Firefly Queen and Anubis were just sort of thrown in but seem to work now and again.  Sorry, I'm rambling, thanks in advance for any help.

20
Deck Help / Deck Idea - quick question
« on: June 15, 2010, 10:32:43 am »
I had one of those "inspirational" matches the today against a lvl 5, where the opponent pulls something which makes you think "hmmm, I wonder if...".

What I'm wondering is this: has anyone tried unstable gas with aflatoxin, using the gas to kill a load of your malignant cells with their deaths powering up a Vulture.  I feel that, although it might make sense on paper, it might be quite tricky to coordinate.  Mainly though, if someone else has tried this and it proved unworkable I'd like to know so I don't go barking up the wrong tree.  Any feedback is most welcome.

Thanks.

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