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Offline OdinVanguardTopic starter

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Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1054531#msg1054531
« on: March 27, 2013, 03:15:19 am »
This is a skeleton for this series right now. It will be fleshed out and polished a bit in the near future.

Field effects can provide an avenue for simulating combat and spatial interactions.

In general, the theme of this series is to promote field based effects, with an emphasis on creature interaction.

-Credit (and major kudos) to Hyroen for making the slot priority diagram used here-
Spoiler for Reference for slot priorities:

Some commonly used term:
-Opposing: In the equivalent slot(s) on the opposite side of the field
--Opposing slot: The slot with the same priority on the opposite side of the field
--Opposing row: The row on the opposite side of the field
-Adjacent (also worded as near or nearby if space is limited): Slots that are "touching"
--E.g. slots 4, 9, 18, 5, 14, 21 are all adjacent to slot 1
-Field column: A group of slots that lie in a vertical line. This includes both sides of the field, but seems to stagger from one side to the next
-Field Row: A group of slots that lie in a horizontal line
Spoiler for Field Rows and Columns:

Columns and opposing slots seem to make for the easiest connections between creatures on opposing sides.
Looking at the slot priority image, it is easy to see that "Front" and "Back" are more tricky since the top row of one player's field touches the bottom row of their opponents field and what appears as top to one player appears as the bottom to the opponent.

Thus, top and bottom should be used with care as the geometry will be confusing for most players. I have avoided using it so far for just that reason.


Cards in the series so far


Dragon Seal Sub-Series
Dragon Seal of Freedom      http://elementscommunity.org/forum/index.php/topic,48040.0.html
Dragon Seal of Secrets      http://elementscommunity.org/forum/index.php/topic,48048.0.html
Dragon Seal of Resilience      http://elementscommunity.org/forum/index.php/topic,48054.0.html
Dragon Seal of Union      http://elementscommunity.org/forum/index.php/topic,48080.0.html
Dragon Seal of Ire         http://elementscommunity.org/forum/index.php/topic,48088.0.html

Introduced previously, but included for reference
Storm-Blade Defender      http://elementscommunity.org/forum/index.php/topic,47212.0.html
Narrow Bridges         http://elementscommunity.org/forum/index.php/topic,44861.0.html
Massive Charge         http://elementscommunity.org/forum/index.php/topic,46888.0.html
Lemming            http://elementscommunity.org/forum/index.php/topic,47538.0.html


Dragon Seals Sub series:

Dragons are creatures of myth and legend. Stories about them (in one form or another) pervade human mythology in almost every culture.

Many of these myths attribute a range of supernatural powers and abilities to dragons.

The dragon seal sub series is aimed at exploring this, with an emphasis on use of field effects to emulate dragons radiating power or using fearsome breathe weapons.

Dragon seals will bestow special abilities to the games currently skill-less dragons. All seals will provide the dragon the ability to move to a chosen spot. Each will also provide a major field effect related to there element.

So far:
:air : Freedom -> Provides evasion chance to allies nearby
:darkness : Secrets -> Provides invisibility to allies nearby
:earth : Resilience -> Provides damage reduction to allies nearby (almost done)

Future Ideas
:fire : Wrath -> Uses dragons attack power to deal damage to friend and foe alike along its own row and the opposing row
:water : Tides -> Transfer status effects from allies in row to enemies in column
:gravity : Oppression -> Stun enemies in and near opposing slot based on relative stats

Still looking for more ideas. Suggestions would be appreciated.
« Last Edit: May 22, 2013, 03:19:14 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline Drake_XIV

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1054536#msg1054536
« Reply #1 on: March 27, 2013, 03:22:12 am »
Moved

Offline OdinVanguardTopic starter

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1054546#msg1054546
« Reply #2 on: March 27, 2013, 03:33:12 am »
Awesome! Thanks.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline stereohelix

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1058425#msg1058425
« Reply #3 on: April 09, 2013, 12:31:58 pm »
Has anyone looked into the option of rendering the opponent's "top" row at the bottom? This would make "front line" and "back rank" battlefield effects much more meaningful. It seems like a simple enough change, and I can't think of any other game mechanics that it would affect.

The current offset on the game board would maintain the hex layout.
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Offline OdinVanguardTopic starter

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1058442#msg1058442
« Reply #4 on: April 09, 2013, 03:22:13 pm »
Has anyone looked into the option of rendering the opponent's "top" row at the bottom? This would make "front line" and "back rank" battlefield effects much more meaningful. It seems like a simple enough change, and I can't think of any other game mechanics that it would affect.

The current offset on the game board would maintain the hex layout.
This is something that someone would have to get in touch with Zanz. about. I wouldn't imagine it would be too terribly difficult... but then I have no idea what the code looks like, so who knows.
It would certainly seem to make sense to have it that way though. And enabling front-line based combat would be pretty sweet.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline stereohelix

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1058730#msg1058730
« Reply #5 on: April 10, 2013, 02:54:54 pm »
A suggestion for frontline proximity: "Nearest to the top row in the creature's column."

This defines nearest as two hexes, and you'll have to resolve ties using some other method. In my "Battleground" card (formerly "Skirmish | Battle") I'm used slot number to resolve ties.

http://elementscommunity.org/forum/index.php/topic,48361.msg1058347.html
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Offline stereohelix

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1060545#msg1060545
« Reply #6 on: April 16, 2013, 08:12:22 pm »
A picture for "nearest."
Spoiler for Pictures:
The bottom green slot is a creature targeting the nearest enemy. The upper slots show enemy targeting priority: Lighter slots are chosen first, then darker slots if the lighter slots are empty.

Targeting priority for slot 1:

Seems pretty good to me, except for the sort of funny "upside-down-ness."
« Last Edit: April 17, 2013, 01:22:01 pm by stereohelix »
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Offline OdinVanguardTopic starter

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1062791#msg1062791
« Reply #7 on: April 22, 2013, 06:38:18 pm »
A picture for "nearest."
Spoiler for Pictures:
The bottom green slot is a creature targeting the nearest enemy. The upper slots show enemy targeting priority: Lighter slots are chosen first, then darker slots if the lighter slots are empty.

Targeting priority for slot 1:

Seems pretty good to me, except for the sort of funny "upside-down-ness."
That could work. The upsided-down-ness was the main reason I didn't attempt something similar.

It is also the reason I didn't end up trying to work in some kind of "Front Line" type mechanic... which would be very cool.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1067502#msg1067502
« Reply #8 on: May 07, 2013, 12:26:05 am »
Could you use spoilers and put the card images inside?

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1067611#msg1067611
« Reply #9 on: May 07, 2013, 04:37:20 am »
lol some of my cards could be field base might have mechanics...

good array of cards, really inspirational.
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Offline OdinVanguardTopic starter

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Re: Series - Field Based Combat and Effects (Under Construction) https://elementscommunity.org/forum/index.php?topic=48038.msg1068210#msg1068210
« Reply #10 on: May 08, 2013, 07:28:08 pm »
Could you use spoilers and put the card images inside?
Seems like a good idea, now that crucible submission format has changed. I'll update the main post when done. May take a while to get done though.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

 

blarg: