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Scaredgirl

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War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210787#msg210787
« on: November 27, 2010, 02:11:50 pm »
Do you have an idea on how to make War #3 even better than what War #2 was? Please post your suggestions on this topic. Thanks.

Remember, the keyword is simple. The more complex your idea is, the less chance there is that it will become a reality. Best ideas are ones that make the current system work more smoothly for players or organizers, without making any major changes to gameplay. These suggestions have a 99.9% success rate.


Suggestions that have become a reality, are listed in What will be different in War #3 (http://elementscommunity.org/forum/index.php/topic,16121.0.html) topic.

kobisjeruk

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210822#msg210822
« Reply #1 on: November 27, 2010, 02:49:22 pm »
give secret section mod status to Lt? (or anyone else upon the General's discretion)

Malduk

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210829#msg210829
« Reply #2 on: November 27, 2010, 02:54:35 pm »
Eh, didnt see this thread. First, agreed with Kobis. My suggestion:

New suggestion

Past round of 18 discards, if 2 teams have 2 or more matchups in the same round, allow the smaller vault to call for hero/champion/some-other-epic-name.

Instead of all those fights, two teams fight a single match (maybe best out of 5), where both teams field mostly upgraded deck (say 50%+ of the deck upped) and fight for the greater reward in salvaging / lesser penalty in discards than total of all those fights would be.
Any team member can fight that match, even if he's playing regular match in some other duel (it would probably be the master or lieutenant of the team, whoever can afford the deck).

Why?
- Epicness! More epic fights are always a good thing, and high stakes of a single fight, together with upgraded cards involved adds to it.
- Practical reason: lesser vault has a chance to build one great deck instead of making couple of crappy ones, or suicides or whatever. It would possibly cut down the number of suicide decks, depending on the draw of the opponents.
- Moar tactical space.
- Role playing excuse - 2-3 fights between same teams just means larger war groups fighting each other, not necessarily fighting at 3 different locations; calling your best fighter to solve that bloodbath one on one seem to happen in history according to legends :)

Salvages/Discards could depend on number of battles that round. Say 75% of total salvages and discards that would happen in that round from all the fights. Ie, for 2 fights, winner would salvage 9, loser would discard 45. For 3 fights it would be 14 salvages, 68 discards.
Salvager takes cards from fighting deck, Loser discards fighting deck + rest of the cards from vault at their own choice.

QuantumT

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210881#msg210881
« Reply #3 on: November 27, 2010, 03:43:36 pm »
That sounds like it could be fun Malduk. My only concern is that it might marginalize some of the lesser players more, as you might be replacing 2-3 of the lower players on the team, who are already starting to be cut from the team as it is. I'd like to see if this issue could be resolved though.

Malduk

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210887#msg210887
« Reply #4 on: November 27, 2010, 03:53:17 pm »
That sounds like it could be fun Malduk. My only concern is that it might marginalize some of the lesser players more, as you might be replacing 2-3 of the lower players on the team, who are already starting to be cut from the team as it is. I'd like to see if this issue could be resolved though.
Well, that would depend on the draw of matchups who will not get to fight that round; it doesnt mean that your rookie or whoever will be replaced by default. On the other hand, its true that designated "champion" will get more fights, just like a sub at the moment.
Overall I dont see it as much of a problem. Maybe thats just me, I dont know. I consider any fight a team fight, whether its a rookie or master that actually uses the deck. Everything prior to the actual fight is what counts and is a team effort, where everyone should be is involved.

Scaredgirl

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210928#msg210928
« Reply #5 on: November 27, 2010, 04:44:13 pm »
Eh, didnt see this thread. First, agreed with Kobis. My suggestion:

New suggestion

Past round of 18 discards, if 2 teams have 2 or more matchups in the same round, allow the smaller vault to call for hero/champion/some-other-epic-name.

Instead of all those fights, two teams fight a single match (maybe best out of 5), where both teams field mostly upgraded deck (say 50%+ of the deck upped) and fight for the greater reward in salvaging / lesser penalty in discards than total of all those fights would be.
Any team member can fight that match, even if he's playing regular match in some other duel (it would probably be the master or lieutenant of the team, whoever can afford the deck).

Why?
- Epicness! More epic fights are always a good thing, and high stakes of a single fight, together with upgraded cards involved adds to it.
- Practical reason: lesser vault has a chance to build one great deck instead of making couple of crappy ones, or suicides or whatever. It would possibly cut down the number of suicide decks, depending on the draw of the opponents.
- Moar tactical space.
- Role playing excuse - 2-3 fights between same teams just means larger war groups fighting each other, not necessarily fighting at 3 different locations; calling your best fighter to solve that bloodbath one on one seem to happen in history according to legends :)

Salvages/Discards could depend on number of battles that round. Say 75% of total salvages and discards that would happen in that round from all the fights. Ie, for 2 fights, winner would salvage 9, loser would discard 45. For 3 fights it would be 14 salvages, 68 discards.
Salvager takes cards from fighting deck, Loser discards fighting deck + rest of the cards from vault at their own choice.
I have to say that I don't like this at all. I can only describe it as rule designer "going nuts".

Instead of making things smooth and simple, we are bringing a totally new concept to already complex event, adding more steps to communication, new deckbuilding rules, new duel rules, and the worst part, new salvaging rules that make my brain hurt.

If we wanted to have "Epic Battles" or something, better option would be to make it automatic. For example if two Generals fight, it becomes "epic", and both get to use more upped cards etc. Other option is to make all fights epic, when a team only has cards for one person, kind of like the extra boost you get when you are the only one left and are fighting to the death.

If we want to make the final rounds go faster, I'm sure that there are better ways to achieve that.


Also as a general rule, I don't like rules that benefit players who are losing (aka rubber band effect). They are at that position because they have failed in the past, and I don't think they should be rewarded for that. If they want to get back on the top, they need to do it by themselves, because otherwise you are penalizing the leading team for being too awesome.

Offline EvaRia

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210934#msg210934
« Reply #6 on: November 27, 2010, 04:50:39 pm »
Well, as I already said in like 3 other threads, I think it would be cool to have a team Mercenary.

They would basically have a rainbow Vault.

Basically, every team, once per round, can decide to take a card penalty (6-12 cards I guess) and hire a mercenary to fight one of their battles. If the merc wins the battle, then he gets to salvage cards instead of the team that hired them, and if the merc loses, then Team Mercenary discards instead of the hiring team, and the winning team salvages cards that Team Mercenary used.

Team Mercenary will be composed entirely of people who were not bidded on, like Underworld.
The team's deckbuilding rules will only be based on ONE player at a time.
So, one member of team mercenary takes cards out of the Vault, then after his battle, puts them back in again, or discards them.
Deckbuilding rules will be the same as Underworld.

Team Mercenary would be good because it offers people who did not have a chance to join a war team the ability to participate in War without necessarily actively competing. This is the main upside to this, they could easily be team rainbow in War #3.

It would also lessen the rate at which "Suicide Decks" Pop up, as the team could elect to hire a mercenary instead.

Malduk

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg210940#msg210940
« Reply #7 on: November 27, 2010, 04:55:30 pm »
Its actually pretty simple, both in design, deckbuilding, fighting, salvaging and discarding. It does help weaker teams, true, and its perfectly fine if you dont want it. I also dont like rubber-band effect, but in this case I think that fun factor is greater than rubber-band effect by a lot. Its easier for winning side to build one deck than two too; gives them also more options in other fights as less cards are hogged.

As for making it complicated, from team standpoint, building one good deck is a lot less complicated than building more with stretched vault. I just used lots of words to describe the suggestion better so it might seem complicated on first sight. In reality is like this:
More fights against same opponent? -> call a champ. Build one deck, fight. Salvage/discard predetermined number of cards.

As I said, if you hate the idea, fine, but dont hate it because its complicated, as it really isnt. Makes things for players on both sides a bit easier if anything. Also, this situation wont even come up often I think, with reduced team size.

Offline the dictator

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg211052#msg211052
« Reply #8 on: November 27, 2010, 07:22:16 pm »
give secret section mod status to Lt? (or anyone else upon the General's discretion)
Seconded.

As I already said somewhere else, make the times the different phases and rounds end standard, just because it will make it easier to remember when a phase ends.
I can see that being a problem for players who's members are in (almost) the same timezone, when everything ends during their night, but ever for them it will be easier, instead of having things like:

Warmaster: Team <element> gets a penalty for adjusting Salvaging after the deadline.
Team member: But the previous round the deckbuilding phase ended at 8:00 AM local time, so I thought last evening I could change the last things when I got up.
Warmaster: No that was the previous round, this round the deckbuilding phase ended exactly 1 hours, 23 minutes and 45 second earlier.
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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg211056#msg211056
« Reply #9 on: November 27, 2010, 07:25:53 pm »
give secret section mod status to Lt? (or anyone else upon the General's discretion)
Seconded.

As I already said somewhere else, make the times the different phases and rounds end standard, just because it will make it easier to remember when a phase ends.
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Offline the dictator

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg211059#msg211059
« Reply #10 on: November 27, 2010, 07:27:42 pm »
give secret section mod status to Lt? (or anyone else upon the General's discretion)
Seconded.

As I already said somewhere else, make the times the different phases and rounds end standard, just because it will make it easier to remember when a phase ends.
You're going to have to live with this, because I can't always be at the computer at any given time, no matter how hard I try.
I know, but that is not an actual reason for not doing so. I mean, I would rather have a phase be 69 hours because you couldn't post the new phase in time, then have it 72 hours, but with a lot of confusion.
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kobisjeruk

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Re: War #3 Suggestions https://elementscommunity.org/forum/index.php?topic=16468.msg211062#msg211062
« Reply #11 on: November 27, 2010, 07:30:21 pm »
if the problem is remembering, the solution is pretty simple in my opinion
just copy the clock in your secret team section so you wont have to check the Rounds thread ever so often
all you need is that clock, it doesnt matter if the round is 69 hours or 72 hours

 

anything
blarg: