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Messages - TheWesson (3)

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Game Suggestions and Feedback / Elements campaign mode
« on: April 17, 2010, 06:31:35 pm »
I read a topic complaining about the "grindiness" of Elements and I agree it's a bit grindy.

So what can you do for the endgame?

How about a campaign versus the FGs?

The idea is - try to conquer the Elemental Plane.  Each FG has a "domain" and to take the domain you must defeat the FG who owns the domain.

If you take a domain by beating its false god, you should get something for the campaign (besides whatever card you might win.)  This prize could be a card which you can put in your deck (as long as you own the county) or maybe it shows up in battle like the Oracle pet or whatever.  Maybe this prize could sometimes be an additional Mark (for the campaign only of course)

Every time you click "Campaign" button you are presented with a battle, attacking the next FG or maybe defending against some other false god that wants their domain back (or is attacking one of your domains from theirs).  Maybe you could have a choice of which of N bordering domains you would attack next.

You would start out with easier FGs (Ferox) and progress to harder ones (Divine Glory in the end?)

You could have some idea what FG you would be fighting next, perhaps, so to avoid making that too easy, the ability to modify your deck at each campaign step would be somewhat limited.

You could "garrison" conquered domains with certain cards, which you could use to defend the domain with, in the event that some neighboring FG attacked your conquered domain

Etc ...

If this has already been suggested (and it does seem somewhat obvious) - apologies, but I didn't see anything in forum search for "campaign".

So yeah this campaign puts the "grind" into a framework where progress and regress  is visible.  More fun.  (Regress if you fail to defend successfully.)

Given the % of wins against some FG's, completing the campaign (and conquering the Elemental Plane) might be very rare.  Maybe it should be very rare, but if it's too hard, you could tilt the odds with the campaign bonuses ... (maybe get the option of 3 free Deflagrate against Octane, for example, if you've already taken Divine Glory's domain.  Etc.)

Anyhow an "endgame" doesn't HAVE to be a grind!

Extending the idea:
The Near Elemental Plane campaign versus halfbloods.
The Far Element Plane campaign against FGs ...

(Edit: Charge $10 for the campaign?  I would pay it.)

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Game Suggestions and Feedback / Re: Dual Pillars
« on: April 16, 2010, 02:19:21 am »

Jmizzle7
- Oh, I didn't know the idea was well explored already.  Looked at the first couple of pages but didn't see a post titled "Dual Pillars" or the like ... :)  Perhaps I should have exploited the "search" feature, eh.
- You can have a reasonable dual deck but I wanted to attempt FG's with a dual deck - or a variety of dual decks.  Maybe I should explore deeper but it seems like rainbow is the main option there.

Ashbrethafe
- Thanks for doing the math for me :)
- The dual pillar graphics should have the left half of one pillar and the right half of another pillar, side by side.

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Game Suggestions and Feedback / Dual Pillars
« on: April 15, 2010, 11:59:24 pm »

Here's a suggestion to bump up the power of dual decks - bringing them a bit closer to rainbow decks.

Allow us to 'craft' dual pillars out of two pillars of different colors.  You would choose two pillars and craft them (or maybe make such a choice in the bazaar.)

Such a dual pillar would randomly emit one quantum of one of its colors each turn.

Objection #1: "What's the difference between that and having pillars of different colors in your deck?"

The difference is that you are less likely (or much less likely) to be shafted with dual-color pillars.  The sense is that in any particular game, dual-pillars will distribute your quantums more evenly between the two colors, and it is much less likely to be starved of one color.   (In fact, this is a great advantage of rainbow decks over dual-color decks using mono pillars:  less quantum starvation.)

I didn't want to do the math so I just ran a sim.  Let's suppose you want to play a bone wall (5  :death quantums needed) and an elite otyugh (5  :gravity quantums needed.)  If you draw 5 pillars from a mixed batch of gravity/death pillars you have about 63% chance of having the quantums you need for each after 3 turns.  If you draw 5 dual gravity/death pillars you have about 88% chance of having the quantums you need after 3 turns.

Another sim: suppose you want to play something costing 7 :death quantum.  What is the chance you will be able to play it after 3 turns, given 5 pillars?  With mono-pillars, the chance is 48%; with dual-pillars, the chance is 69%.

Objection #2 (from Zanz): "Graphics for sixty new cards?  Help!"

I would just have the machine generate the dual-pillar graphics, each pillar graphic from each of the two source pillars laid side-by-side in the new dual-pillar graphic.  Maybe you could even generate them at runtime, if that helps.

---------------

Anyhow, I think this is a good idea because I think dual-decks would be a very interesting area for players to explore (I would like to explore this area more) and the rainbow arena is pretty well explored and maybe somewhat OP relative to duo or mono. 



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