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Scaredgirl

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg97221#msg97221
« Reply #144 on: June 20, 2010, 09:19:14 pm »
Yeah, I just edited my post. 12 is WAY too high.

I think 6, 3 and 1 might do the trick because this is an action and those prices will go up.

Malduk

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg97223#msg97223
« Reply #145 on: June 20, 2010, 09:24:53 pm »
lol  :))

1-3-6 could do the trick.  ;)

Scaredgirl

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Re: War #2 Building an Army https://elementscommunity.org/forum/index.php?topic=8230.msg97229#msg97229
« Reply #146 on: June 20, 2010, 09:31:50 pm »
I made some changes to the first post. Nothing is final yet. Post feedback here.

safko01

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg97381#msg97381
« Reply #147 on: June 21, 2010, 01:22:28 am »
Yeah the cost is really tricky here because it's very difficult to say what would be optimal without testing it first. If we make it too high, nobody is going to bid for veterans. If we make it too low, the whole system is pointless.

to be 7-8 sounds too "uneven". I like numbers 6 and 12 a lot because they are found in the game. I wonder if we could go as high as:

Loyalist 12
Mercenary 6
Slave 1

Opinions?

EDIT: I forgot this was an auction and got carried away. It cannot be as high as 12.

Anyway we can test this?  Like run a mini war with just some of the veteran players.  Not a full fledged thing just like a one day tester run to get an idea of how this is going to work?

Just typing that out sounded like a lot of work :) ... I'm trying to think of a way we can get an idea of what to expect.

Another option would be if we kind of set like a minimum range of cards that we feel everyone would need in their vault to have a fun war.  If after all the bidding everyone is way under this range then maybe we could then just add like 50 cards to everyone's vault.

Example:  After all of our discussions we determine that in order for people to be able to do this war they would need between 250 and 350 cards in their vault.  We run the markets and everyone bids for their army and all elements are below 250 cards.  The lowest person being around 150 cards in their vault and the highest being around 200.  We then decide to add 100 cards to all general's vaults.

The lowest would go up to the 250 we had in mind and the highest would go up to 300.  The auction would still be successful and the war could begin without much more delay.

Offline the dictator

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Re: War #2 Building an Army https://elementscommunity.org/forum/index.php?topic=8230.msg97584#msg97584
« Reply #148 on: June 21, 2010, 09:15:02 am »
What about making only the pillars of your elements free?

And I defenitely agree with what is said here, you shouldn't lose your whole deck, when you lose, example:

When looking at water, we had some pretty good deckstrategies in our vault, but after losing 2-4 in the first round, we couldn't play them because half of the combinations we were thinking of, were lost.

What if we make the vault another idea, lets say:

250 cards before the bidding
225 cards after the bidding
Homepillars are free
When you lose you lose only half of your deck, rounded down.
The winner salvages 5 cards (meaning 3 wins fuel one loss).

The losing team DOESN'T know which cards are salvaged, and it doesn't influence, the cards they can keep.

This way, you don't have to use any combo's you made the first round, and you aren't that limited in you possible decks the following round, as you can chose which cards you want to hold.
But the seeding for the next round should be done AFTER each team has decided which cards to salvage and to discard, so you can't plan any strategies knowing your next opponent.
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Offline Svenningen

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Re: War #2 Building an Army https://elementscommunity.org/forum/index.php?topic=8230.msg97586#msg97586
« Reply #149 on: June 21, 2010, 09:24:44 am »
I like 5-3-0

I think its balanced enough, set ur foot down and go for it SG ;)

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Re: War #2 Building an Army https://elementscommunity.org/forum/index.php?topic=8230.msg97631#msg97631
« Reply #150 on: June 21, 2010, 11:08:07 am »
I like this system, but there is sort of a problem. How do you stop Masters not bidding at all for a while and then rushing in the last moments and winning with small-average bids.
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Scaredgirl

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Re: War #2 Building an Army https://elementscommunity.org/forum/index.php?topic=8230.msg97632#msg97632
« Reply #151 on: June 21, 2010, 11:12:20 am »
I like this system, but there is sort of a problem. How do you stop Masters not bidding at all for a while and then rushing in the last moments and winning with small-average bids.
We will lock all the topics at a specific time. If a topic has been bid on less than 12 hours a go, that topic will not be locked, and the bidding continues.

So basically each time someone makes a new bid, time gets extended by 12 hours. This way you cannot make any last minute bids and win.

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Re: War #2 Building an Army https://elementscommunity.org/forum/index.php?topic=8230.msg97634#msg97634
« Reply #152 on: June 21, 2010, 11:17:17 am »
I like this system, but there is sort of a problem. How do you stop Masters not bidding at all for a while and then rushing in the last moments and winning with small-average bids.
We will lock all the topics at a specific time. If a topic has been bid on less than 12 hours a go, that topic will not be locked, and the bidding continues.

So basically each time someone makes a new bid, time gets extended by 12 hours. This way you cannot make any last minute bids and win.
Fair enough :)
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Re: Player Auction https://elementscommunity.org/forum/index.php?topic=8230.msg97959#msg97959
« Reply #153 on: June 21, 2010, 06:57:30 pm »
I definitely like the new "Player Auction" system better, seeing that players can choose to either be one or the other categories in terms of who selects them for their team. :) Now, if you really love an element (Loyalist), the Masters have to determine whether or not it's worth sacrificing slightly more cards for you than other players - unfortunately, when the new trials come out, and new people apply for being master, it'll make things a lot more complicated for the new (if any) masters begin bidding on players for their war teams.

...but I suppose I'll have to accept being a slave if this gets implemented, considering how much of a noob I still am.  :-[

miniwally

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Re: Player Auction https://elementscommunity.org/forum/index.php?topic=8230.msg97961#msg97961
« Reply #154 on: June 21, 2010, 06:59:12 pm »
Slave market sounded a lot better :( shame about the name change.

Scaredgirl

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Re: Player Auction https://elementscommunity.org/forum/index.php?topic=8230.msg98005#msg98005
« Reply #155 on: June 21, 2010, 07:29:03 pm »
Slave market sounded a lot better :( shame about the name change.
Slave Market is still there. Read the first post.

 

anything
blarg: