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TkG Anubis

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg94749#msg94749
« Reply #84 on: June 18, 2010, 12:53:17 am »
I'm thinking about calling this: Mercenaries Guild but it's not final yet.
I like it :))
i also agree on the feelings thing.  people should know that the more experienced players and more well known players are going to receive more bids and the less experienced ones may only receive a few or none depending on how well they sell themselves.

Offline tyranim

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg94752#msg94752
« Reply #85 on: June 18, 2010, 12:55:33 am »
i like it too, mercenaries typically have their own weapons, or cards in this matter. they also have a tendency of using the weapons of their client. i really like it
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!

icybraker

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg94756#msg94756
« Reply #86 on: June 18, 2010, 12:56:59 am »
The name is good, I think. Something simpler, like The Barracks, may also work.

And I agree. Lots of people say that just because someone doesn't have forum experience doesn't mean that they lack game experience, and this is true, but forum experience gives you a chance for people to understand and accept your game experience. Also, it shows your dedication to the forum and, thus, your dedication to an event like the War.

trozman

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg94835#msg94835
« Reply #87 on: June 18, 2010, 03:36:16 am »
Another vote for 'mercenaries'. When Scaredgirl presented the idea in the chatroom... I did mention it could be something like soldiers-for-hire... only now did I realize that's what the definition of a mercenary is xD.

It also fits in more with the Generals part of it... but not with the Masters.

Masters -> Slaves makes sense.

Generals -> Mercenaries/Soldiers makes sense.

Maybe masters could become like... Warlords or something? :o

Offline Avenger

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg94901#msg94901
« Reply #88 on: June 18, 2010, 06:51:24 am »
Mercenaries might be too much of a humanoid term, and 'we' are elementals. Slaves may be incorrect as well, as the subordinates still retain their free will of joining a team and they are not sold by a 3rd party.

What about minion?

$$$man

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg94927#msg94927
« Reply #89 on: June 18, 2010, 07:34:21 am »
minion sounds too much as if were at the every whim of the master

how about simply Elementals :P

Wulven

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg95132#msg95132
« Reply #90 on: June 18, 2010, 04:35:57 pm »
Going to throw in my useless two cents here...
First, I like the "mercenary" term, but this doesn't feel like a "guild" type of event...

I ventured back here to find this first War that I knew nothing about had already begun, so I have not looked far into what has happened with it and whatnot...  But this all seems VERY involved.  I would love to participate but the amount of effort might be more than I or other newbs could keep up with.

I would personally like to see some sort of veto system.  As said, some people just despise elements... I for one, despise  :water but that means nothing, I'd still play it.  However, if I could veto anything, I'd veto  :fire for one reason... last check I only had 2 fire cards, plus I still haven't made the proper coin to buy even one upgraded card for ones I do have.  I would rather not be recruited by elements I lack as I treasure what little coin I have...

I may be missing some key thing here regarding card owning aspects but... just saying.  Also, when is #2 planned for? I may completely forget about Elements completely by the time #1 finishes.  If I can lose track of an entire event like this over a few weeks...
*slinks back into the corner*

MaxMilen

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg95137#msg95137
« Reply #91 on: June 18, 2010, 04:51:37 pm »
Going to throw in my useless two cents here...
First, I like the "mercenary" term, but this doesn't feel like a "guild" type of event...

I ventured back here to find this first War that I knew nothing about had already begun, so I have not looked far into what has happened with it and whatnot...  But this all seems VERY involved.  I would love to participate but the amount of effort might be more than I or other newbs could keep up with.

I would personally like to see some sort of veto system.  As said, some people just despise elements... I for one, despise  :water but that means nothing, I'd still play it.  However, if I could veto anything, I'd veto  :fire for one reason... last check I only had 2 fire cards, plus I still haven't made the proper coin to buy even one upgraded card for ones I do have.  I would rather not be recruited by elements I lack as I treasure what little coin I have...

I may be missing some key thing here regarding card owning aspects but... just saying.  Also, when is #2 planned for? I may completely forget about Elements completely by the time #1 finishes.  If I can lose track of an entire event like this over a few weeks...
*slinks back into the corner*
Just so you know, War uses unupped cards only. That said, though, I'd personally agree that a veto system would probably be a good idea. Of course, whether a given player actually does veto any elements should be up to them, and there should definitely be a pretty low upper limit on how many elements are veto'd.

TkG Anubis

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg95184#msg95184
« Reply #92 on: June 18, 2010, 06:06:19 pm »
i still disagree with the veto system.  Like i said... if you dont want to play an element then dont enter or if you would rather not play an element then just say so in your description.  Also, don't you have to post the cards, score, money, etc that you have?  if you don't have any cards of one element and little money im sure the master of that element wouldnt bid on you.

Malduk

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg95201#msg95201
« Reply #93 on: June 18, 2010, 06:23:39 pm »
i still disagree with the veto system.  Like i said... if you dont want to play an element then dont enter or if you would rather not play an element then just say so in your description.  Also, don't you have to post the cards, score, money, etc that you have?  if you don't have any cards of one element and little money im sure the master of that element wouldnt bid on you.
This is kinda funny. How is veto system different than writing "I dont want to play for X element"? If you call it "veto", than Master from that element cant bid on you. If you call it just preference, than Master CAN bid on you even if you dont want to play there. But veto is somehow bad, and forcing players is good. I just dont understand logic here.

As for "if you dont want to play for one element, dont apply", that just doesnt work. You think someone will decide not to participate in a big event like this just because there's an off chance to be forced where he doesnt want to be?

Basically, what I'd like is to hear one good reason why letting players speak their mind on 1-2 elements they dont want to play is a bad thing. With all those people talking how they would be honored to play for whichever element, there is no chance that one element wont be able to make a team.
So, this is a bad thing because... ?

TkG Anubis

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg95215#msg95215
« Reply #94 on: June 18, 2010, 06:36:45 pm »
ok youve got a point and i said it better the first time i posted it.  what i was saying is post your preference like: i would like to play for  :aether the most and  :air the least.  i just think if you are going to enter this war you should be willing to play for any element.

PuppyChow

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Re: War #2 Building an Army - Slave Market https://elementscommunity.org/forum/index.php?topic=8230.msg95224#msg95224
« Reply #95 on: June 18, 2010, 06:54:35 pm »
ok youve got a point and i said it better the first time i posted it.  what i was saying is post your preference like: i would like to play for  :aether the most and  :air the least.  i just think if you are going to enter this war you should be willing to play for any element.
I don't see the reasoning behind this.

You're going to be fighting for a single element. If you're willing to play for any of them, then why are you even joining the war? It'd be like choosing sides on "which ice cream is best: chocolate or vanilla" when you like both equally. The whole point of the war is for you to help your favorite element become the "winner." If you would be happy with any element winning, I doubt you would be very "into" it.


That's why I like the "preferred" AND "veto" system. Here is my preferred system:

-Element of your choice gets one-two cards added to your bet. Note that this card would be figurative only and would actually never be taken from the vault. (ie Earth bids 5 on me, it's my preferred so it's made 6 or 7, but if Earth ends up taking me, it still only has to pay 5 cards)

-Element of your choice gets one-two cards taken away from your bet. Mechanics would be the same as before; if Air bid 5 on me but it was my veto choice, the 5 cards would only count as 3-4 even though they would still pay 5 cards.

-These alterations would only effect you if the element actually did bid on you. Air wouldn't be -1 or -2 if they didn't bid on me, and Earth would still be 0 if they never bid on me even though they were my preferred.

Reasoning:
-Not liking an element and being forced to fight for them in a war = twisted.
-Supposed to like "all elements equally" in a war where there are different sides and you have to fight for only one = twisted.
-Supposed to not fight for the element you like above all others and even maybe having to fight against it = twisted.

The system I proposed would still keep the bidding, but allow you a higher chance of playing for your preferred element and a lower chance of playing for your least preferred element.

 

anything
blarg: