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Messages - Timewaesther (17)

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1
Crucible Archive / Re: Pigley | Pigley
« on: May 13, 2010, 11:51:23 pm »
Wow.
I am really sorry, I'm honestly not sure why i thought this was a creature to begin with. I guess I just took a quick look at it and then jumped to conclusions. When you said "Um.. it's not" I assumed you meant that it shouldn't be a spell, and I responded because I thought that you didn't have any reasoning. I apologize for the miscommunication, I'll try not to post unproductively in the future, and make sure I read the card in detail before posting.

And by the way, I know it's a creature, but...

2
Crucible Archive / Re: Pigley | Pigley
« on: May 13, 2010, 11:30:43 pm »
Time:

It is NOT a creature card. Are you saying that its art and its name imply a creature? That's because pigs are annoying. What do you suggest would be a good name and art for this, then?
Yes, I agree, it is not a creature. That's what I have been saying this entire time. It has been changed now, but this was originally a creature, which is where the argument was from.

3
Crucible Archive / Re: Pigley | Pigley
« on: May 13, 2010, 11:10:45 pm »
Wouldn't it make more sense to give it to your opponent as a creature, and have an ability that gives it back? It seems strange to have a creature's ability work when not in play, as none of the others do.
Well, the whole idea is that this card clutters your opponents hand.

One cool thing about this card is that it quanta denials you before you play it. :) So if you get a bunch of these in your opening hand, you are screwed.
Then why is this even a creature? It would do the same thing as a spell, but it would be less counter intuitive.
Um.. it's not?

Look for the small lightning on the card, or the "Spell" next to the "Type:".
I understand that it is a creature, but why? This does nothing that a creature does. Doesn't it make more sense as a spell?

4
Crucible Archive / Re: Small Moon | Great Luna
« on: May 13, 2010, 10:33:28 pm »
I don't understand the need for this. While I understand that the computer can do all of the calculations, there is no need. Elements has very few cards. There is a large quantity of of simple cards, just as interesting, that can be used before jumping to unnecessary complexity. A card game should take simple ideas, and make them complex through the strategies they can be used in. Even MTG, a complicated and strategic card game, has it's Grizzly Bears.

5
Crucible Archive / Re: Pigley | Pigley
« on: May 13, 2010, 09:51:41 pm »
Wouldn't it make more sense to give it to your opponent as a creature, and have an ability that gives it back? It seems strange to have a creature's ability work when not in play, as none of the others do.
Well, the whole idea is that this card clutters your opponents hand.

One cool thing about this card is that it quanta denials you before you play it. :) So if you get a bunch of these in your opening hand, you are screwed.
Then why is this even a creature? It would do the same thing as a spell, but it would be less counter intuitive.

6
Crucible Archive / Re: Pigley | Pigley
« on: May 12, 2010, 11:45:38 pm »
Wouldn't it make more sense to give it to your opponent as a creature, and have an ability that gives it back? It seems strange to have a creature's ability work when not in play, as none of the others do.

7
Card Ideas and Art / Re: Diffrent pillars
« on: May 11, 2010, 08:43:09 pm »
Agreed. I like the idea of
 :fire :water = Steam, but fire and water have no synergies. Maybe  :air :water could represent steam, because they already have some synergy.
Also, I think these would be limited to six, and not called pillars. ("totem") maybe?

These would upgrade the same way pillars upgrade to towers, right?

8
Card Ideas and Art / Re: Diffrent pillars
« on: May 11, 2010, 08:31:13 pm »
I second this idea. Obviously we wouldn't create one for every single combo, just 6, so that they all get one. I posted a thread about this yesterday, but mine allowed the player to switch it, at the price of 1 hp: http://elementscommunity.org/forum/index.php?topic=6417.0

I think your idea works too, it is not strictly better than a normal pillar because the player cannot control it.

9
Card Ideas and Art / Steam Totem | Steam Totem
« on: May 10, 2010, 09:12:16 pm »
NAME:
Steam Totem
ELEMENT:
Water
COST:
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Generate 1 water quantum at the end of each turn
 :air :air: Change steam totem's ability to: Generate 1 air quantum at the end of each turn, and  :water :water: change back. You take 1 damage.
NAME:
Steam Totem (needs a new name)
ELEMENT:
Water
COST:
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Generate 1 water quantum at the end of each turn
 :air : Change steam totem's ability to: Generate 1 air quantum at the end of each turn, and  :water: change back. You take 1 damage.
ART:
n/a
IDEA:
Timewaesther
NOTES:
I was trying to make a pillar that provides synergy between two elements, as a median between the individual pillars, and the quantum pillars. Not sure how to word it, but the cycle could change back and forth for 1 damage to get the quanta you need.
SERIES:
***Insert series name and link to series page (if any)***

10
Card Ideas and Art / Re: Health Stash | Health Supply
« on: May 09, 2010, 09:09:44 pm »
Yeah, that sound like a good idea. I was hoping to keep the idea of getting HP for each one you sacrificed, because it forces the player to think about when to sacrifice. I like the extra thinking involved, maybe I could make it more, like 7 regular/8 upgraded?
That would be:
1:8
2:24
3:48
4:80
5:120
Maybe I could also make it:
 :time :time: Sacrifice Health Supply: Draw a card for each Health Supply you have sacrificed this turn. Then gain 7 life for each Health Supply you have sacrificed this turn.
That would certainly be stronger than heal, maybe it would need to cost more.

11
Card Ideas and Art / Health Stash | Health Supply
« on: May 09, 2010, 06:32:25 pm »
[/img]
NAME:
Health Stash
ELEMENT:
:life
COST:
2 :life
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Sacrifice Health Capsule: Gain HP equal to the number of health capsules you have sacrificed this turn.
NAME:
Health Supply
ELEMENT:
:life
COST:
1 :life
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Sacrifice Health Supply: Gain HP equal to the number of health capsules you have sacrificed this turn.
ART:
n/a
IDEA:
Timewaesther
NOTES:
If you can't really see what I was trying to do, it would work like this:
Sac 1: Gain 3
Sac 2: Gain 9
Sac 3: Gain 18
Sac 4: Gain 30
Sac 5: Gain 45
Sac 6: Gain 63
SERIES:
n/a

12
Card Ideas and Art / Health Stash | Health Supply
« on: May 09, 2010, 06:29:58 pm »
NAME:
Health Stash
ELEMENT:
:life
COST:
2 :life
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Sacrifice Health Capsule: Gain HP equal to the number of health capsules you have sacrificed this turn.
NAME:
Health Supply
ELEMENT:
:life
COST:
1 :life
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Sacrifice Health Supply: Gain HP equal to the number of health capsules you have sacrificed this turn.
ART:
n/a
IDEA:
Timewaesther
NOTES:
If you can't really see what I was trying to do, it would work like this:
Sac 1: Gain 3
Sac 2: Gain 9
Sac 3: Gain 18
Sac 4: Gain 30
Sac 5: Gain 45
Sac 6: Gain 63
SERIES:
n/a
(http://imageplay.net/view/m7Gbd62401/Health1)

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