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Scaredgirl

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Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg97627#msg97627
« on: June 21, 2010, 11:01:05 am »
Alliances

Politics and diplomacy is an important part of war. Smaller armies can take on a bigger common enemy by forming alliances. This is why it might be a good idea to have some kind of Alliance system in War.

If you have any ideas on how to do an Alliance system, please post here. Thanks.


Related to this:

Here's a map system suggestion we could use at some point: http://elementscommunity.org/forum/index.php/topic,6893.msg81434#msg81434

Map system would have great synergy with Alliance system. However that would be such a big project that it will not be introduced in War #2, and maybe never. Also it might make things too complex which is never a good idea.

Offline Anothebrother

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg97811#msg97811
« Reply #1 on: June 21, 2010, 03:03:32 pm »
Alliances would be cool...here are some questions/ideas that you'd have to think about...

-Are alliances Public or Private or both?
-Can alliances change mid-war...how?
-Can allied elements get paired to fight each other
-Can allied elements see each other's secret forum...or get their own alliance forum...or neither?
-Can allies trade/share cards/vaults
-etc.

Scaredgirl

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg97825#msg97825
« Reply #2 on: June 21, 2010, 03:26:43 pm »
Alliances would be cool...here are some questions/ideas that you'd have to think about...
Excellent questions. Some of these I have thought about, others I haven't. Lets see..


Quote
-Are alliances Public or Private or both?
I like the idea of having both. This enables teams to have public alliance with someone, and a secret alliance with someone else where they stab their public ally in the back. How that actually works, I have no idea :)


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-Can alliances change mid-war...how?
Yes, they pretty much have to at some point because in the end there an be only one. It's like a season of Survivor where players form alliances early on to get to the top-3 but in the end only one of them walks out with the money.


Quote
-Can allied elements get paired to fight each other
I don't know. Seeding is still a big question mark. This is something that probably deserves its own topic.

Related to this, Alliances have to be limited somehow. Otherwise in next War, 11 teams could all gang up on :earth and take it out first. Maybe we could have a limit of 3 teams per one public Alliance?


Quote
-Can allied elements see each other's secret forum...or get their own alliance forum...or neither?
Great idea. I like the shared Alliance forum thing a lot. It would be very easy to implement. Seeing others secret forums might be too much as alliances will change sooner or later.


Quote
-Can allies trade/share cards/vaults
Trading will most likely be possible. I was going to start a thread about that this morning but I forgot. Teams can trade cards with other teams (allies or not) using 1:1 system. I give you 3 cards, you give me 3 cards. This kind of system would help a lot when Vault is almost empty and you have useless cards you don't need.

Related to this, there will also be converting, which means that teams can change any card they have to a pillar of their element.



Like I said, good questions. I'd like to hear more opinions on this.

Azumi

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg97853#msg97853
« Reply #3 on: June 21, 2010, 04:14:42 pm »
Meh...this will surely increase time instead of making it shorter. But good idea, it might force teams to be more active.

Offline Glitch

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg97857#msg97857
« Reply #4 on: June 21, 2010, 04:17:03 pm »
This is probably the thing I missed most from the war.

I completely love the idea.

As far as ally fights go, why not just seed the fights as normal, and simply not fight any fights against allies.  It would make backstabbings really fun...

smiley56

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98058#msg98058
« Reply #5 on: June 21, 2010, 08:50:20 pm »
So, I'm new to posting but I follow the forums regularly and I'm really interested in the dynamics of the War.  Alliances is an awesome idea as long as there are pro's and con's.  I don't think that there should be any trading advantages since trading will be 1:1 with all teams anyways.  I just don't think it would help against a common foe that well.

So, I was thinking maybe if 2 teams formed an alliance they could actually give life points for the next battle.  Say Team A is allied with Team B and they want to take down Team C.  When Team A is matched against Team C, Team B can give them some life for the next battle so their max health is higher for Team A, while Team B's max health would decrease for their next battle.  I don't know if the life giving ratio should be 1:1 or give less of an advantage like 2:1 so you would have to give 10 for another team to gain 5.  Also, I don't know if the coding would be a huge pain for this, but it was just a thought.

This is just a way for teams to help each other defeat an opponent while also having some consequence.

Malduk

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98072#msg98072
« Reply #6 on: June 21, 2010, 09:02:28 pm »
I am not a big fan of this idea.

On first thought it feels like it will take even more time and effort from players/masters for no real reason. Well main reason for this would be fun, but I see it as drama and frustration generator more than fun.
I would like to hear a suggestion that would prove me wrong though.

dragonhuman

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98087#msg98087
« Reply #7 on: June 21, 2010, 09:16:42 pm »
I think alliances is a mostly bad idea but maybe some good can come out from it

but here are some thoughts if you do want to implement it

1. Alliances should be forced to fight (they can decide who loses and what decks to use) or both sides take a penalty of 15 cards (no other cards would be loss, no salvages)

2. Backstabbing would be a fun thing to do where you suddenly attack your opponent (it would have to happen when both players are online(or the master of the backstabbed alliance if the person is unable to be on that week), a master of the alliance doing the backstabbing and they announce that they are backstabbing the enemy and so they must fight our auto forfeit (as per normal)

more to come as I think of them

Offline the dictator

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98090#msg98090
« Reply #8 on: June 21, 2010, 09:22:43 pm »
I don't like the idea of alliances, because the war event is meant as a fight between elements, not alliances,

But, maybe alliances could be a great idea in the other event that is designed on the forum, the worldmap war.
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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98092#msg98092
« Reply #9 on: June 21, 2010, 09:25:00 pm »
I'm not against this idea in principle (it's iffy, perhaps, but could work), but I do think that trying to implement this AND the Player Auction in the same War may be a bit much. Maybe use one of these ideas for War #2, and the other for War #3?

Offline Jangoo

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98110#msg98110
« Reply #10 on: June 21, 2010, 10:00:22 pm »
1. Reinforcements:

An "allied" Elemental army sends a number of cards to reinforce another army thus providing that army with those cards for its next battle. An army that has sadly lost certain key cards can thus still perform (where those key cards might just be fillers for the providing army).
Defeated reinforcements will of course still "die" and thus get removed from the providing armys vault.


2. Special skills for Elemental armies that may only be used in an alliance system, e.g.:

- Death + Dark = Necromancy
-> a once removed number of cards from the supported army will rise from the dead and fight once again for its former owners cause. (for one battle, then the tissue dissolves)

- Air + Light = Aura of Righteousness
-> a certain number of cards of the supported army gains extra courage and strength ... play those cards as upped cards with no regards to the standard rules. (for one/the next battle)

- Fire + Water = Essential Impact
-> a certain number of cards of the opposing (!) army may be "burned" or "flooded" away. The opposing army may not use those cards. (for one/the next battle)

- Life + Earth = Grounded support
-> the supported army is well fed and in high spirits. A certain number of cards doubles. (for one/two? battles)

- Time + Aether = Relative strategy
->  insight in relativity of time and matter provides a strategic advantage to the supported army: A certain number of cards (from vault/ deck?) to be used for next battle by the opposing army may be viewed by the supported army before designing their deck (for one battle)

- Entropy + Gravity = Forces of (Dis)order
-> the deck of the opposing army gets pulled/dispersed. A certain number of cards gets randomly switched for other cards in the armies vault. (for one battle)

Xoned

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Re: Alliances https://elementscommunity.org/forum/index.php?topic=8468.msg98148#msg98148
« Reply #11 on: June 21, 2010, 11:06:01 pm »
If :time :earth and :gravity paired up they could coast to victory.
I think it's better if they just traded cards.

After all, what's going to stop one element from throwing a match so another element can salvage their cards in return for a win against a master?

 

anything
blarg: