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Offline tyranim

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  • formerly unit
Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93667#msg93667
« Reply #12 on: June 16, 2010, 11:47:46 pm »
ive proven that im horrible at vault strategy, air would be better off with someone who knows what their doing in terms of strategy
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

PuppyChow

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93673#msg93673
« Reply #13 on: June 16, 2010, 11:58:49 pm »
What if you get chosen by an element you dislike? >_<.

Offline Essence

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93676#msg93676
« Reply #14 on: June 16, 2010, 11:59:55 pm »
Unit, the idea is to learn from your mistakes.  I can tell you that the next time War comes around, I'm going to at least double the amount of home-element Pillars that I took this time around. :)


And i love this idea.  I consider myself a good enough deckbuilder that I'd be perfectly willing to take a bunch of noobs into the fight as long as they had a decently-full set of cards available in their accounts.
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

bojengles77

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93677#msg93677
« Reply #15 on: June 17, 2010, 12:00:52 am »
This sounds fun... But I think that cards are more important than good players. If my deck is a counter to yours, then I'll probably win no matter how good of a player you are.
Really all you need is one or two good deckbuilders. Smart masters will nab a FEW good players (and then pay off the rest to take a dive with money IRL). If you have a couple great deckbuilders, the other players just have to be spoonfed decks to win.

icybraker

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93685#msg93685
« Reply #16 on: June 17, 2010, 12:08:35 am »
EPIC idea. And we are totally keeping the name "Slave Market". ;)

To slightly fix Puppy's problem and make things a little more interact for the "slaves", why not let them have two special elements?

One Element is "Wanted": The player may choose to add 2 "cards" to target Master's bid. In the event of a tie, this element wins.
Another Element is "Preferred": The player may choose to add a "card" to target Master's bid. In the event of a tie, this element wins.

Example:

:darkness has 9 cards on this guy.
:aether has 8.
:death has 2.

The player "Wants" :aether, so he adds 2 to it to make it have 10 cards. Whoopee! He also "Prefers" death, so it's 3 cards. Not that it matters.

How does that sound? Otherwise, I love this idea.

bojengles77

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93689#msg93689
« Reply #17 on: June 17, 2010, 12:14:46 am »
EPIC idea. And we are totally keeping the name "Slave Market". ;)

To slightly fix Puppy's problem and make things a little more interact for the "slaves", why not let them have two special elements?

One Element is "Wanted": The player may choose to add 2 "cards" to target Master's bid.
Another Element is "Preferred": The player may choose to add a "card" to target Master's bid.

Example:

:darkness has 9 cards on this guy.
:aether has 8.
:death has 2.

The player "Wants" :aether, so he adds 2 to it to make it have 10 cards. Whoopee! He also "Prefers" death, so it's 3 cards. Not that it matters.

How does that sound? Otherwise, I love this idea.
I think I understand what you're saying. Under your system, the PLAYER has the abillity to give a first and second choice which might change the odds of him getting picked by certain elements? I'm not sure if that's in the spirit of a "slave market" but i like this - that way players aren't sucked into teams on which they are reluctant to play.

edit: I actually like the system below me more, not to bash icy's, because its a good one, but players can still get stuck on a team they really don't wan to be on.

Malduk

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93694#msg93694
« Reply #18 on: June 17, 2010, 12:22:20 am »
I'd rather have veto system from players. 1-2 "cards" extra would still get him sucked into an element he dislikes. Have each player use a veto on 2-3 elements, so he's on the market for rest of the elements.

Offline 1chase1997

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93698#msg93698
« Reply #19 on: June 17, 2010, 12:26:43 am »
sounds sweet and i would definitly go for :aether  :entropy :time :water 

Offline tyranim

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93700#msg93700
« Reply #20 on: June 17, 2010, 12:27:14 am »
hmmm, how about we add another element to the bidding and winning of a slave? there should be a "slave competition" to determine the value of a slave, which is measured in the ammount and what cards they give to the element that succeeds in purchasing them. like "blah came out of the tournament in 1st place, so he/she has a value of 10 cards, he decides what cards they are prepurchase." and such
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

implosion

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93704#msg93704
« Reply #21 on: June 17, 2010, 12:32:11 am »
hmmm, how about we add another element to the bidding and winning of a slave? there should be a "slave competition" to determine the value of a slave, which is measured in the ammount and what cards they give to the element that succeeds in purchasing them. like "blah came out of the tournament in 1st place, so he/she has a value of 10 cards, he decides what cards they are prepurchase." and such
So what your saying is that the slaves would have their own possessions, which are also taken away by whoever bids highest?

Sounds good :P and could add another interesting strategy element.

icybraker

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93707#msg93707
« Reply #22 on: June 17, 2010, 12:32:50 am »
Quote
1-2 "cards" extra would still get him sucked into an element he dislikes.
Well, think about it. It's bidding, which means that votes will probably be very tight. Those 1-2 extra votes may make all the difference. And the "veto" thing doesn't seem to do much to help the player choose the element he likes best...

Malduk

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg93709#msg93709
« Reply #23 on: June 17, 2010, 12:37:13 am »
Quote
1-2 "cards" extra would still get him sucked into an element he dislikes.
Well, think about it. It's bidding, which means that votes will probably be very tight. Those 1-2 extra votes may make all the difference. And the "veto" thing doesn't seem to do much to help the player choose the element he likes best...
Well, think about it. I may prefer elements A, B and C, but I definitely dont want to be in element D or E. That veto wont guarantee you your most desired element, but will prevent you for being in an element you really dislike.

 

blarg: