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Offline AD TienzuStormTopic starter

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1203649#msg1203649
« Reply #60 on: September 03, 2015, 10:06:47 pm »
If we're sharing ideas, I'd like to point to the link in my signature, Manta Ray.

And since that fits under creature auras, I think it's worth reminding people that auras can be in almost any shape, as long as it's not super complicated like "the creature two slots down and four to the left gains +2|+2 every turn" (not necessarily super complicated, but much more complicated than it should be). They don't have to be every single adjacent creature. It can be adjacent to the sides, or maybe above and below, or just all creatures on the same row/different rows.
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Offline OldTrees

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1203651#msg1203651
« Reply #61 on: September 03, 2015, 10:11:22 pm »
If we're sharing ideas, I'd like to point to the link in my signature, Manta Ray.

And since that fits under creature auras, I think it's worth reminding people that auras can be in almost any shape, as long as it's not super complicated like "the creature two slots down and four to the left gains +2|+2 every turn" (not necessarily super complicated, but much more complicated than it should be). They don't have to be every single adjacent creature. It can be adjacent to the sides, or maybe above and below, or just all creatures on the same row/different rows.

A cloaking creature aura makes a lot of sense(I was hoping you would share it).

Also the different creature auras makes a good point. Useful shapes I can think of are:
Radius 1(like an emanation)
Cone backwards(like a shadow or a shield)
Line 2 left and right(shield wall)
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Offline AD TienzuStormTopic starter

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1203653#msg1203653
« Reply #62 on: September 03, 2015, 10:14:04 pm »
A cloaking creature aura makes a lot of sense(I was hoping you would share it).

What do you mean by this?

Also, on a related note, AoE effects also can be in multiple shapes instead of just maybe a "standard" hexagonal shape.
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Offline OldTrees

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1203658#msg1203658
« Reply #63 on: September 03, 2015, 10:39:02 pm »
A cloaking creature aura makes a lot of sense(I was hoping you would share it).

What do you mean by this?

Also, on a related note, AoE effects also can be in multiple shapes instead of just maybe a "standard" hexagonal shape.
What I meant(2 part sentence so 2 parts):
Part 1: Yes, Manta Ray(a creature with a cloaking aura) is a very good example for this set.

Part 2: I saw your Manta Ray right before making the list. Rather that steal your idea, I left it out expect you would reply with it as an example(thus spurring discussion rather than monologue).

Agreed about the shapes of AoEs.
Hexagons, Cones, Lines, Triangles, ...
« Last Edit: September 03, 2015, 10:40:57 pm by OldTrees »
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Offline EmeraldTiger

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1203674#msg1203674
« Reply #64 on: September 03, 2015, 11:45:18 pm »
I think I've done several adjacent creature affects

Edit: I can't find them though..
« Last Edit: September 04, 2015, 12:08:25 am by EmeraldTiger »
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Offline ZephyrPhantom

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1203682#msg1203682
« Reply #65 on: September 04, 2015, 12:36:21 am »
Terrain:Beneficial:High Ground
Terrain:Beneficial:Bunker
Here are two ideas I'd like to share: (may not be accurately costed yet)

Lower Ground Bunker 4 :gravity | 3 :gravity
Permanent
Creatures on the outer edge of the field take half damage (rounded down) from any effects.

Mainly a mass swarm-rewarding card that aims to protect vs. damage-based boardwipes and fireshield (since it rounds down).

Highground Quarry 5 :earth | 4 :earth
Permanent
Creatures in the first 5 (7?) slots generate :earth per turn and aren't affected by terrain effects.

Offline ZephyrPhantom

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1204128#msg1204128
« Reply #66 on: September 05, 2015, 10:20:08 pm »
Semi-bump. I think it would be wise to compile all the field-movement/slot-affecting ideas we can find from other users here, and analyze things from there.

Aside from the rough designs I've posted recently, I also have Acheron and Grappling Hook. I will also mention Lava Flow since it technically fits (though it is beyond the scope of this project for now.)

Manta Ray also seems to have received a lot of discussion and ET recently bumped Amused, Shielded, Guidance, and Nuisance.

Offline AD TienzuStormTopic starter

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1204220#msg1204220
« Reply #67 on: September 06, 2015, 12:55:12 pm »
Hm.. I just had another possible idea. Perhaps there could also be cards that utilize creatures/permanents based on their element as well?

For example:

Spoiler for Dryad | Forest Dryad:

This is similar to the creature auras, but its using elements rather than bluntly saying "Adjacent creatures gain +2|+2".



But anyways, I think that since we're starting to bring up past cards that use FM and make more cards that use FM, we should ask ourself this question:

How many cards are we going to design for this series and how will they be separated between the 12 elements?

I personally think that having one for each element (with Flooding already counting as Water's), but then giving certain elements a second one if needed (which can be decided after we design the card for each element).

Anyways, discuss.

EDIT: Also, archtypes.
« Last Edit: September 06, 2015, 12:56:54 pm by AD TienzuStorm »
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Offline EmeraldTiger

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1204225#msg1204225
« Reply #68 on: September 06, 2015, 01:52:06 pm »
It has come to my attention that there needs to be more purpose for field repositioning.
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Offline AD TienzuStormTopic starter

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1204234#msg1204234
« Reply #69 on: September 06, 2015, 04:10:05 pm »
It has come to my attention that there needs to be more purpose for field repositioning.

That's partly the reason why this concept is a CP.

It's to stop the cycle (that I mention all the time) where cards with a mechanic like this are useles due to no synergies, therefore none will get in the game to synergize with future cards.

The idea for this Project is to put them all in at once as a loophole in the cycle.
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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1204240#msg1204240
« Reply #70 on: September 06, 2015, 05:55:58 pm »
Thinking logically I think, The Material elements( :earth :fire :water :air) can have cards that mess with slot locations the easiest.
Spiritual elements( :death :life :light :darkness) and Cardinal elements( :entropy :gravity :time :aether) each would need to attempt this unique ways.
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Offline OldTrees

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Re: [Community Project] Implementing Field Manipulation series into Cygnia https://elementscommunity.org/forum/index.php?topic=59176.msg1204248#msg1204248
« Reply #71 on: September 06, 2015, 06:23:21 pm »
But anyways, I think that since we're starting to bring up past cards that use FM and make more cards that use FM, we should ask ourself this question:

How many cards are we going to design for this series and how will they be separated between the 12 elements?

I personally think that having one for each element (with Flooding already counting as Water's), but then giving certain elements a second one if needed (which can be decided after we design the card for each element).

Anyways, discuss.

I would use the term "Showcase set" to describe a set that has 1 card per usage in order to give a concrete example of the set's idea.

This is not a showcase set and will need to be strictly larger(so a showcase set is a minimum size).

Also we would want at least 6 elements that each have at least 2-3 interesting strategies. Strategies might be 1 card or a 2 card combo. 3 cards that combo in pairs would be 3 strategies unless those strategies are not distinct(Adrenaline Frogs is not distinct from Adrenaline Cocktrices). This is another minimum size.

As such a low estimate would be 18 cards. But I expect we would see closer to 24 cards. We don't want to go too high since quality cards tend to not be dilute.
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anything
blarg: