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Elements the Game => War => Events and Competitions => War Archive => Topic started by: majofa on March 12, 2012, 04:52:49 am

Title: War #5 (proposed rules)
Post by: majofa on March 12, 2012, 04:52:49 am
(worked on by ~Napalm & majofa)
[Auction Rules credit: TStar & Roles Idea credit: Jaymanfu]

(Part 1) General Information
12 Masters = 12 Generals
400 blank cards are given to each

(Part 2) Auction
Before the auction, each General may recruit one Lieutenant of their choosing. This player will join their team at no cost. (Recruit means the player would have to accept the invitation to be the Lieutenant.)

- Auction House -
Players who want to join War will each start their own War application topic where they include important information about themselves like their score and the number of rare cards they have.
In the Title, the player will include any elements they wishes to ban; the starting bid of this player will be 1+x, where 'x' is the number of elements banned.
Generals may not bid on any player that has banned their element.

The rest of the Auction House will remain the same as in the last War.

(Part 3) Vault Building
Vault building rules:
- at least 50% of cards have to be from your element
- maximum of 18 per card from your element (restriction doesn't apply to Pillars or Pendulums)
- maximum of 6 per card from other elements (restriction doesn't apply to Pillars or Pendulums)
- no Shards

(Part 4) Member Roles
General - 6 extra upped cards
Lieutenant - 3 extra upped cards
Strategist - May use a sideboard of up to 6 cards
Mercenary - 33% on-element rule
Scavenger - Salvages 3 extra cards after a win
Bulwark - Discards 3 less cards after a loss
Scout - Sees opponent's deck before match
Assassin - Your opponent discards 3 additional cards if you win

(Part 5) Round Matches
Opponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. [[Only Generals will be included, the rest of the spots will be filled with the elements only.]]

In the google doc, each team will input which player will be fighting which element.

If there are uneven number of players fighting during a round the lowest ranked team that can field more than one deck gets a bye, meaning that one player in that team will skip the round. If that team already had a bye during the previous round, the next lowest ranked team gets a bye instead. No team may have a 2nd bye unless all other active teams have had at least 1 bye.

Sideboards
If you are to play an opponent with fewer players in battle in a given round, you may choose to include a sideboard of cards along with the deck. Your sideboard can contain 2 cards if your team has one more player in battle, plus 1 for each additional player in battle, up to a total of 6 cards. If you lose the match you can chose to discard from your sideboard instead of your deck, but your opponent can NOT salvage from your sideboard.

(Part 6) Decks Played

Decks PlayedVault RangeExtra Cards
8286+46+
7246-28536-75
6206-24526-65
5166-20516-55
4131-16511-45
397-1307-40
264-964-36
130-630-33
(Part 6.5) Deckbuilding and Conversion
Deckbuilding rules:
- Any mark
- At least 50% of your cards have to be from your element
- All players may use up to 3 upgraded cards (unupgraded cards taken from the Vault are transformed into upgraded ones)
- You cannot change your deck until the round is over
- Player Roles may override some of these rules.

Teams can convert a maximum of 24 cards per round.

(Part 7) Discarding & Salvaging
ROUND 1: discard 6
ROUND 2: discard 12
ROUND 3: discard 18
ROUND 4: discard 24
ROUND 5+: discard 30

Teams may salvage 6 cards from each deck they defeat.
Title: Re: War #5 (proposed rules)
Post by: Sevs on March 12, 2012, 05:07:11 am
I will fill this in with a review of the rest of it but i have to say what i like the most is the changed member roles.

Part 1
unless the master elects to not lead war.

Part 2
I like the idea of choosing a lieutenant because you would have someone to help you with the prewar work. or at least someone who you didnt have to risk paying huge cards for.

Also a fan of the 1+x part

Part 3
The maximum of 6 of each off element card is very harsh to decks that depend on other elements. Earth for example would be incredible weak if they  could only use 6 novas.  it should be at least 12.

Part 4
I really really really like this idea.

Part 5
Mmmm the assigning of the players is new. I almost feel it should still be fixed.

And the sideboard idea. I don't think, aside from the stategist, that the sideboard should be included in the regular event.

Part 6
When you calculate the extra cards, I almost feel it should be expressed on how many extra per deck. not just as a group.

Decks PlayedVault RangeExtra Cards
8286+5+
7246-2855-10
6206-2454-10
5166-2053-11
4131-1652-11
397-1302-13
264-962-18
130-630-33
This kinda shows why it is hard to field decks with 3-7 players, because you don't really have that much wiggle room. I think the numbers could be increased a little bit.

Part 7
I have never liked the full 30 card discard, so i would stick to the 24 card discard but that is an opinion i guess.

Title: Re: War #5 (proposed rules)
Post by: ralouf on March 12, 2012, 05:42:08 am
Tons of good stuff here, just too things I'd point out :
I really liked the fact that every one could play uppgarded cards last war, it opened many new deckbuilding option and I'd be sad to see it disapear.. Missed something in your post, sorry ! <3 those rules  :D

I also dislike to discard 30 cards after a loose but if we need to shroten the war I got your point.

The rest is very good !
Title: Re: War #5 (proposed rules)
Post by: majofa on March 12, 2012, 05:50:11 am
There are many options to reduce the sting of discarding 30 cards.
Title: Re: War #5 (proposed rules)
Post by: The_Mormegil on March 12, 2012, 07:36:42 am
In general, I like it. I'll provide further feedback when I have more time.
Title: Re: War #5 (proposed rules)
Post by: Jenkar on March 12, 2012, 08:46:22 am
Part 4, i love. The rest, not so much. I don't feel that the rest adds (or detracts) enough from the event to be added. The only exception is the addition of a sideboard for all players, which i dislike.
Title: Re: War #5 (proposed rules)
Post by: dragonsdemesne on March 12, 2012, 09:25:26 am
Part 6: I'd recommend changing the tiers so that the last one is higher than 30.  In war 4, we had the problem that at the end, everyone knew what single deck everyone else had left by the end.  If you used the same sort of tiering except that you were eliminated if you had under than, say 100 cards, but maybe started with more, like 500, this would not be an issue.

Part 7: This I think does not weight the earlier rounds enough, and with bigger vaults, there are more strategic decisions to be made, yet those are the rounds worth the least.  If people like having the earlier rounds worth less, I'd rather see something like rounds 1-3: discard 18, rounds 4-6 discard 24, rounds 7+ discard 30.

Everything else I like, especially part 4.
Title: Re: War #5 (proposed rules)
Post by: TheonlyrealBeef on March 12, 2012, 12:07:03 pm
Title: Re: War #5 (proposed rules)
Post by: ddevans96 on March 12, 2012, 12:43:13 pm
Basic thoughts about the OP only:

2) I'm not sure about the idea of each general picking their lieutenant. It does have both pros and cons though. I do like the 1+x elements rule for minimum bid, though the number of elements should be capped, to maybe 6.

4) I really like these for the most part. Scout seems like it could be difficult to manage, while Assassin has the problem mentioned of raising discard to the point of playing not to lose, but the rest would be great.

5) I also rather like the ideas of only sorting elements, which would pair well with the varied bonuses for each member role and add more overall strategy. I also like the idea of a small sideboard for winning teams.
Title: Re: War #5 (proposed rules)
Post by: The_Mormegil on March 12, 2012, 02:06:12 pm
Quote from: majofa link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg501765#msg501765 date=1331527969
(Part 1) General Information
12 Masters = 12 Generals
400 blank cards are given to each
400 cards is very few. I'd like to see more cards in the starting Vault. I know War must not be too long, but having few cards means few decks means few variety and predictability is bad. I'd go for a higher amount of cards. To compensate for this, add the following rule:
"Every time a team loses all duels in a given round, they are eliminated from the event."

Quote
(Part 2) Auction
Before the auction, each General may recruit one Lieutenant of their choosing. This player will join their team at no cost. (Recruit means the player would have to accept the invitation to be the Lieutenant.)

- Auction House -
Players who want to join War will each start their own War application topic where they include important information about themselves like their score and the number of rare cards they have.
In the Title, the player will include any elements they wishes to ban; the starting bid of this player will be 1+x, where 'x' is the number of elements banned.
Generals may not bid on any player that has banned their element.

The rest of the Auction House will remain the same as in the last War.
Not much to say here. I like 1+x, Lieutenant not so much but eh.

Quote
(Part 3) Vault Building
Vault building rules:
- at least 50% of cards have to be from your element
- maximum of 18 per card from your element (restriction doesn't apply to Pillars or Pendulums)
- maximum of 6 per card from other elements (restriction doesn't apply to Pillars or Pendulums)
- no Shards
This incentivates having cards of your element rather than cards of other elements. However, it is an unfair advantage to Entropy and Fire due to Nova and Immolation.

Quote
(Part 4) Member Roles
General - 6 extra upped cards
Lieutenant - 3 extra upped cards
Strategist - May use a sideboard of up to 6 cards
Mercenary - 33% on-element rule
Scavenger - Salvages 3 extra cards after a win
Bulwark - Discards 3 less cards after a loss
Scout - Sees opponent's deck before match
Assassin - Your opponent discards 3 additional cards if you win
I like it.

Quote
(Part 5) Round Matches
Opponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. [[Only Generals will be included, the rest of the spots will be filled with the elements only.]]

In the google doc, each team will input which player will be fighting which element.

If there are uneven number of players fighting during a round the lowest ranked team that can field more than one deck gets a bye, meaning that one player in that team will skip the round. If that team already had a bye during the previous round, the next lowest ranked team gets a bye instead. No team may have a 2nd bye unless all other active teams have had at least 1 bye.
This is cool. I like it very much.

Quote
Sideboards
If you are to play an opponent with fewer players in battle in a given round, you may choose to include a sideboard of cards along with the deck. Your sideboard can contain 2 cards if your team has one more player in battle, plus 1 for each additional player in battle, up to a total of 6 cards. If you lose the match you can chose to discard from your sideboard instead of your deck, but your opponent can NOT salvage from your sideboard.
This... not so much. I'd go for something like:
"Whenever you win a match, you can name two cards and learn in secret the amount of cards with that name in your opponent's Vault".
This rewards winning in a more interesting way.

Quote
(Part 6) Decks Played

Decks PlayedVault RangeExtra Cards
8286+46+
7246-28536-75
6206-24526-65
5166-20516-55
4131-16511-45
397-1307-40
264-964-36
130-630-33
(Part 6.5) Deckbuilding and Conversion
Deckbuilding rules:
- Any mark
- At least 50% of your cards have to be from your element
- All players may use up to 3 upgraded cards (unupgraded cards taken from the Vault are transformed into upgraded ones)
- You cannot change your deck until the round is over
- Player Roles may override some of these rules.

Teams can convert a maximum of 24 cards per round.

(Part 7) Discarding & Salvaging
ROUND 1: discard 6
ROUND 2: discard 12
ROUND 3: discard 18
ROUND 4: discard 24
ROUND 5+: discard 30

Teams may salvage 6 cards from each deck they defeat.
This seems pretty much normal to me... If we go for a higher starting Vault + "lose all and you're out", though, we might tune the numbers so that they are spread some more, and you start playing fewer decks with many more cards.
Title: Re: War #5 (proposed rules)
Post by: deuce22 on March 12, 2012, 11:09:52 pm
Part 1 = 400 cards
shorter war sounds good to me. While some may complain about decreased variety in decks, I say look at Part 3.

Part 2 = free Lt + ban 1+x
100% approve. Free Lt means larger starting vault plus the Lt of your choice. Ban 1+x has the capability of guaranteeing the element of your choice for a cost of 12, which is much needed imo.

Part 3 = more vault restrictions
I LOVE this new rule. This is drastically going to change war in a good way. People who have been clamoring for deck variety finally get their wish. And I bet a lot of people will complain about this, but I think this is exactly what war needs.

Part 4 = new member roles
I like the concept of this, but I feel that the current suggestion needs to be balanced. For the roles that affect gameplay, it should be very minimal to the point that it allows that extra 1 or 2 cards to give you a better chance but not be OP. My main concern with all these new roles is that an OP role could  Here are some suggestions for balancing
Gen and Lt can stay the same
Strategist - sideboard of 2 (or 3) instead of 6 - makes it not OP, but potentially gamechanging
Mercenary - 45% (or 43.3% or [50% - 2]) instead of 33% on-element rule - 33% is a bit overkill. 45% allows that 1 extra off-element card that could change the game. 43.3% allows 2 extra off-element. Obviously, the effect of % becomes much larger in stalls, which makes me wonder if a hard limit of only 2 less than 50% can be used.
Scavenger - looks good
Bulwark - looks good
Scout - Sees opponent's mark instead of deck before match - knowing exactly what is in your opponent's deck is going to drastically change your gameplay for at least the first 2 matches. Seeing the mark beforehand might be too underpowered, but it would allow you to focus your testing during the duel phase before your match. Another idea is to see some sort of stat about the deck. For instance, the scout could be given information regarding the # of creatures, pills/pends, spells, etc. in his opponents deck To make it more balanced, it would be a good idea for each scout to get the same type of info each round.
Assassin - looks good

Part 5 = nonGens are assigned opponents by Gens, new sideboard rule

I'm iffy on the assigning of opponents, but this does add more strategy given the new member roles, so I am ok with it. As for the sideboard rule, this helps to address the disadvantage top teams get late in war, which I like. But it might need more balancing, so I will have to think about it some more.

Part 6 = new vault ranges
works for me.

Part 6.5 = same deckbuilding and conversion rules?
I would like to suggest the ability to convert cards to any in-element card given the vault restrictions. Maybe this can be limited to 6 non-pill/pend per round. Also, you cannot convert it if there is already 18 copies of that in-element card. Note that salvaging is not limited by the 18-card in-element rule.

Part 7 = Discard/salvaging goes back to old rules.
This essentially brings up the same problems in war 3. Round 1 is basically a useless round since there is very little movement in rankings (unless round 1 is similar to last war in that only 2 players from each team play). I would be ok with starting at 12-card discards round 1, then progressing to a max of 24-card discards. Discarding full decks could absolutely decimate teams in a single round, especially with the new vault restrictions.
Title: Re: War #5 (proposed rules)
Post by: CCCombobreaker on March 12, 2012, 11:51:58 pm
may comment more later but...

limit 6 per off element card in the starting vault is rough.  It makes it nearly impossible to bring 2 of the same deck (or even similar decks) at the start of war.  - Although this is offset by the kind discard rules early in war... still would like to see it go to 12.

Quote
Opponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. [[Only Generals will be included, the rest of the spots will be filled with the elements only.]]

In the google doc, each team will input which player will be fighting which element.
Really like this.  That event card was great last war and this is a good blend of it and the usefulness of the new roles.  Will all of the matches be posted at the same time?  I can definitely see some teams wanting certain role matchups so if people just sign up as you go it will probably lead to a lot of crunches right at the deadline.

Are there any changes that address subbing players "for free" after the discards hit 30 in round 5??
Title: Re: War #5 (proposed rules)
Post by: kev on March 13, 2012, 12:15:40 am
majofa: in the future when you ask an Organizer to separate a topic into two threads and he doesn't, consider the possibility he might have a good reason.
Title: Re: War #5 (proposed rules)
Post by: ~Napalm on March 13, 2012, 12:30:56 am
As I helped think through these rules with majofa, I think I'd like to respond to some of the feedback.

1. I see a bit of distress with the 400 card initial vault thing. Personally, I think this is the BEST way to shorten War. Simply start with fewer cards. The only problem is that with fewer cards, the "cookie cutters" get brought out en masse, so we need to apply limitations. Thus the 18|6 rule, though I'd be perfectly fine with 18|9 which allows for a bit more flexibility without making it easy to pack two of all the standard decks.

2. People seem to have mixed feelings about the free Lt. thing. Personally, I don't think it's necessary. Just have the Lt. you want ban 11 elements and cost you 12 cards. That's still better than a bid war and 24. 50% off in fact! That being said, if we keep the auction rules as they were for War #4, getting 1 free, high value member could be extremely helpful with the 400 card initial vault.

3. The member roles seem to be going over quite well. Aside from minor balancing issues, which I'm sure can be worked out, I'd like to see these in game.

4. I like assigning players to an element, especially in tandem with the idea of member roles affecting outcomes. However, it might be pertinent to discourage changing these roles around if you can simply assign players to their enemies. Alternatively, allow the member roles to be change freely and continue to use the set matchups as in the past and perhaps reuse the event.

5. There is quite a bit of talk about not losing being more important than winning, but no real solutions. I personally like the sideboards because it gives the leaders some options, IF they have the options available.

6. As for how the rounds are weighted, I'm very much against starting right off with nearly entire decks being discarded. I personally think that Round 1 is more dependent on RNG than any other round and if you make the wrong choice right off the bat, it can be very difficult to recover. That being said, starting at only 6 discards might be too few. Assuming the average team loses goes 4-4, you can completely cover your losses with Salvage and Conversion. I would be fine starting at 12, but I wouldn't want to go more than that. As for discarding 24, the problem is that discarding only 24 has a HUGE effect on the length of war. Keeping you key cards every loss allows for better decks later into War and more teams surviving for as long as possible, dragging out war and disproportionately dealing blows to the leaders. I do like the ability to keep key cards, but I think we need to go with 30 card discards for the sake of keeping War as short as possible. Abilities like the Strategist and possibly events might help do both at the same time.

I guess that's all I have for now. I'd still like to try the Elemental Vaults idea, but I don't think that will ever happen.
Title: Re: War #5 (proposed rules)
Post by: bripod on March 13, 2012, 01:34:39 am
I've enjoyed seeing this thread grow. I'm not sure if War will ever be "perfect" as it is a rather complex event, but I'm glad to see people contributing their thoughts and ideas to make it the best possible.

So, I'll contribute..

1. 400 cards deck size worked out pretty well last War (but we did have the "UW Bonus Round") so it could have been a bit tight... I guess this really needs to be considered along with #3 & #7

2. The one thing I hated most about the Auction last War was the time it dragged out... I kinda like the Lt thing, but ~Naps also handed an alternative with banning 11 elements, (sorry 10men, no cheap team this year...) :P but I could go either way. I'm not too sure I like, more or less, forcing someone to bet 12 cards but, meh...

3. "The Vault"... It seems as if their are maybe a bit too many restrictions on the Vault... Hmmm, maybe ~Naps idea about an "Elemental Vault" instead of a "per card vault" could help ease the choke hold on a small vault... and being able to choose from all of an element instead of a few cards can only bring more creativity into the event... just think of some of the sweet decks War has already produced... maybe something to discuss more in depth...

4. This is fricking BRILLIANT! :P yeah, maybe a few balancing issues but the concept is excellent... One question tho, maybe I need to re-read the OP but can these roles be assigned to different players each round? If so,  ;D

5. Ok, so right now I kinda see 2 things being discussed? Generals assigning players to matches and the WM doing the assignments like last War. If the Member Roles can change from week to week then the old way would be more fun IMO, but if the General can assign Players and Roles then that would be freaking awesome... and more War-like! ;)

6. & 6.5 Yeah, this looks fine... :P

7. Ah yes, prolly the topic that will last longer than most... ;)
First off, I'd like to go on record of supporting Salvages... I think the mix-up of cards in the later stages of War is where the fun and creativity are. Very War-like to salvage and use the tools of those you've defeated. Lets PLEASE keep this a part of EVERY round. And Please, PLEASE just leave Brittany ALONE!
Discards are the main issue I think. And I believe that we will find a balance between Initial Vault Size, Vault Restrictions and Discards in time... (you like how I slid that in there Boss?) 8) Maybe taking a bit of a conservative approach might be the wiser thing to do... Start out with a comfortable vault, reasonable restrictions and an increasing discard scale. That might prove to be the trick. The increasing scale could also assure that War would not drag out...

Which brings me to this very important item, (well to me at least) Please DO NOT have a predetermined number of rounds in mind... Let it fight out...

Another item that I've seen little/nothing on is the issue of  :underworld UW :underworld...

Events cards were fun, but let's try to watch those cards that have HUGE changes associated with them...  ::)

Ok, said my piece... so,

peace
Title: Re: War #5 (proposed rules)
Post by: majofa on March 13, 2012, 07:37:32 pm
Alright, I guess I'll give some reasons for the proposed changes :D
(Part 1) General Information
12 Masters = 12 Generals
400 blank cards are given to each
At first, you might see the 400 cards and think, we need to move it back up to 500 cards! Truth is, I didn't like starting with 400 cards in the last War either, mainly because everything else stayed the same. But with some of the other changes proposed, it'll seem more reasonable.

(Part 2) Auction
Before the auction, each General may recruit one Lieutenant of their choosing. This player will join their team at no cost. (Recruit means the player would have to accept the invitation to be the Lieutenant.)
It seems to be split down the middle, whether people like this or not. Although, those for it usually have a reason why, and those opposed don't.. lol
This will fit well with the 400 card starting total.

- Auction House -
Players who want to join War will each start their own War application topic where they include important information about themselves like their score and the number of rare cards they have.
In the Title, the player will include any elements they wishes to ban; the starting bid of this player will be 1+x, where 'x' is the number of elements banned.
Generals may not bid on any player that has banned their element.
Nearly everyone likes this idea. It shouldn't end up being too confusing. If you want to play for a specific team, ban all but one element and a General can pick you up for a flat-rate of 12 cards. While the '24 club' is fun, it really isn't fair to the player/team to have to go for 24 cards and there being no way to stop this.

The rest of the Auction House will remain the same as in the last War.

(Part 3) Vault Building
Vault building rules:
- at least 50% of cards have to be from your element
- maximum of 18 per card from your element (restriction doesn't apply to Pillars or Pendulums)
- maximum of 6 per card from other elements (restriction doesn't apply to Pillars or Pendulums)
- no Shards
Why did we decide to drop the maximum per down to 18/6? Mainly to encourage more variety. With no new cards (or maybe 1 with Seraph) added since the last War, what's to keep the decks from being exactly the same? Now all teams can have EXACTLY 1 nova/graboid deck if they desire, instead of the automatic 2. Additionally, 11 of the teams would have a max of 6 Dimensional Shields each.
With these ratios a team could have: on-element 10x18=180, pillars/pends 120, off-element 120.
(Maybe bumping the off-element maximum up to 9 would work as well.)

(Part 4) Member Roles
General - 6 extra upped cards
Lieutenant - 3 extra upped cards
Strategist - May use a sideboard of up to 6 cards
Mercenary - 33% on-element rule
Scavenger - Salvages 3 extra cards after a win
Bulwark - Discards 3 less cards after a loss
Scout - Sees opponent's deck before match
Assassin - Your opponent discards 3 additional cards if you win
For the first 4 Wars, the roles were needless to say, pointless. General and Lietenant got extra upped cards, but that was it. Why can't everyone contribute in a 'nifty' way? Thus spawned the 'everyone has a cool role' idea. After teams are made, the General will assign each player a role. These roles can play an important role in the outcome of War, while not 'drastically' affecting it.
This also adds another layer of strategy to War... when you drop below 8 players, which roles will you need more? That's for each team to decide. And with the proposed change to the next section, these roles gain even more strategy. Will those extra 3 upped cards help you? .. or perhaps you'd rather the Mercenary fight? Will you need flexibilty in your match? .. then perhaps the Strategist would be a better choice?
The 'amounts' are up for debate, but I feel that something like this definitely needs to be implemented. :D

(Part 5) Round Matches
Opponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. [[Only Generals will be included, the rest of the spots will be filled with the elements only.]]
In the google doc, each team will input which player will be fighting which element.
This was changed in tandem with the new roles. Being able to choose which ability to play versus which element adds strategy to War like it's never seen before! The Generals don't get to choose where they fight, to prevent an 'all Generals vs the winning team' strategy. There will be a pulldown menu in the googledoc where the team will select each players opponent.

If there are uneven number of players fighting during a round the lowest ranked team that can field more than one deck gets a bye, meaning that one player in that team will skip the round. If that team already had a bye during the previous round, the next lowest ranked team gets a bye instead. No team may have a 2nd bye unless all other active teams have had at least 1 bye.
This one will always be a touchy issue... we actually went back and forth and through a bunch of different ideas, before settling back on how it was in War #4. With the Sideboards, it would probably be too big of an advantage for a higher ranked team.

Sideboards
If you are to play an opponent with fewer players in battle in a given round, you may choose to include a sideboard of cards along with the deck. Your sideboard can contain 2 cards if your team has one more player in battle, plus 1 for each additional player in battle, up to a total of 6 cards. If you lose the match you can chose to discard from your sideboard instead of your deck, but your opponent can NOT salvage from your sideboard.
How can we help the higher ranked teams? .. What advantage can a team have by having a bigger vault? Why not more flexibility? If your team is fielding more players than your opponent's team, then you get a sideboard. The bigger difference there is, the bigger the sideboard.

(Part 6) Decks Played
Decks PlayedVault RangeExtra Cards
8286+46+
7246-28536-75
6206-24526-65
5166-20516-55
4131-16511-45
397-1307-40
264-964-36
130-630-33
This is also debatable. It can be adjusted as needed. I tried to give a decent amount of cards at every level without giving too big of sweetspots.

(Part 6.5) Deckbuilding and Conversion
Deckbuilding rules:
- Any mark
- At least 50% of your cards have to be from your element
- All players may use up to 3 upgraded cards (unupgraded cards taken from the Vault are transformed into upgraded ones)
- You cannot change your deck until the round is over
- Player Roles may override some of these rules.
Teams can convert a maximum of 24 cards per round.
These rules haven't really changed since the very first War. They are fine as they are, and should stay the same.

(Part 7) Discarding & Salvaging
ROUND 1: discard 6
ROUND 2: discard 12
ROUND 3: discard 18
ROUND 4: discard 24
ROUND 5+: discard 30
Teams may salvage 6 cards from each deck they defeat.
Another touchy topic. The 'always discard 24 cards' rule wasn't well liked. The first round is good for giving a nice feel of War. Low discards means that teams will stay in relatively the same place. Is this a wasted round? Absolutely not. This is one of the most important rounds! You get a good look at your opponents' Vaults, and the salvaging here can make or break you later in War. Teams with good records in the first round of War are usually there in the end.
On the other side of the coin, 30 discards have turned a lot of people off. That's how we had it in Wars #2 & #3 and no one really complained. When it gets down near the end, it should get bloody. There's more at stake and it should feel like it. Knocking out a team's power deck is a good feeling, but knowing they get to keep those Dim Shields everytime they lose is no fun. Besides there are several ways with the proposed changes that cards could be reduced below 30.

Well there you have it.. Our way of keeping War the same, but making it oh so different!
Title: Re: War #5 (proposed rules)
Post by: RavingRabbid on March 13, 2012, 08:32:49 pm
Part 1: Hm, not much to say.

Part 2: I feel weird "getting at 0 cost" a lieu. I guess it might work, tho.

Part 3: Why the 18 limit on on-element? Don't like it.

Part 4: Roles are quite decent, but they sound a little redundant. Except Mercenary and Strategist. Is it really necessary for everybody to have a role?

Part 5: First thing I don't like is choosing players. Unless generals/lieus are fixed. The sideboard thing is a bit stupid, because it gives a considerable advantage over the other team, putting valuable cards you don't want them to salvage in the sideboard. You should get what you win against.

Part 6: Not much to say here, too.

Part 6.5: Again, please no Strategist/Mercenary.

Part 7: Starting at 12 instead of 6?


Also, further suggestion: Team Sections are becoming more and more lame. What about the teams leaving comments on a round in a topic, even after the duels are made?
Title: Re: War #5 (proposed rules)
Post by: Onizuka on March 13, 2012, 08:37:41 pm
I dislike the removal of 11 good players that effectively I've had no chance of getting. I can at best attempt to claim one that another wanted, but doing that to each person is just rude and I get nothing out of it besides possibly ticking people off. Instead, I can raise their prices and either get a good teammate or
cost another general a few more cards.

I consider price boosting a valid tool in a general's arsenal as much as propaganda or winning a match is. Unless someone wants to block Entropy, I'd like the ability to be able to bid on them if I please to.

 
Title: Re: War #5 (proposed rules)
Post by: RavingRabbid on March 13, 2012, 08:38:54 pm
Quote from: Onizuka link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502284#msg502284 date=1331671061
I dislike the removal of 11 good players that effectively I've had no chance of getting. I can at best attempt to claim one that another wanted, but doing that to each person is just rude and I get nothing out of it besides possibly ticking people off. Instead, I can raise their prices and either get a good teammate or cost another general a few more cards.
This. So much this.
Title: Re: War #5 (proposed rules)
Post by: CCCombobreaker on March 14, 2012, 12:44:09 am
Quote from: majofa link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502263#msg502263 date=1331667452
Why did we decide to drop the maximum per down to 18/6? Mainly to encourage more variety. With no new cards (or maybe 1 with Seraph) added since the last War, what's to keep the decks from being exactly the same? Now all teams can have EXACTLY 1 nova/graboid deck if they desire, instead of the automatic 2. Additionally, 11 of the teams would have a max of 6 Dimensional Shields each.
With these ratios a team could have: on-element 10x18=180, pillars/pends 120, off-element 120.
(Maybe bumping the off-element maximum up to 9 would work as well.)
I think the problem with this is that we can all readily acknowledge that some elements just have better cards than others.  And by limiting "weaker" elements ability to get key synergy cards from off elements you are stifling their potential.   Why shouldn't Life be able to run phase shields in Frogtal and PUGons in the same round?  Why should we stop earth from running the pulvy-bow and their disc-eq or that weird nightmare ghostbow?  That teams could run multiple nova based decks in a round did not LIMIT creativity.  The 18/6 rule heavily favors the few elements that have strong "core" cards.  Entropy can run 3 nova based decks.  So what if they only run grabboids in 1?   They can put steel golems in the second and make the third one a poison bow.  You are still allowing them access to 3 decks that will be significantly faster than what most other elements can bring.  If nova and Phase shield are problems then limit those cards for everyone instead of limiting everything for most teams.

Quote
Another touchy topic. The 'always discard 24 cards' rule wasn't well liked. The first round is good for giving a nice feel of War. Low discards means that teams will stay in relatively the same place. Is this a wasted round? Absolutely not. This is one of the most important rounds! You get a good look at your opponents' Vaults, and the salvaging here can make or break you later in War. Teams with good records in the first round of War are usually there in the end.
On the other side of the coin, 30 discards have turned a lot of people off. That's how we had it in Wars #2 & #3 and no one really complained. When it gets down near the end, it should get bloody. There's more at stake and it should feel like it. Knocking out a team's power deck is a good feeling, but knowing they get to keep those Dim Shields everytime they lose is no fun. Besides there are several ways with the proposed changes that cards could be reduced below 30.
30 card discard can still work as long as we don't also bring in "no salvage" because then there was then effectively no substitution penalty.  Like in this case (http://elementscommunity.org/forum/index.php/topic,34478.12.html)
Title: Re: War #5 (proposed rules)
Post by: The_Mormegil on March 14, 2012, 06:03:49 am
Quote from: CCCombobreaker link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502374#msg502374 date=1331685849
I think the problem with this is that we can all readily acknowledge that some elements just have better cards than others.  And by limiting "weaker" elements ability to get key synergy cards from off elements you are stifling their potential.   Why shouldn't Life be able to run phase shields in Frogtal and PUGons in the same round?  Why should we stop earth from running the pulvy-bow and their disc-eq or that weird nightmare ghostbow?  That teams could run multiple nova based decks in a round did not LIMIT creativity.  The 18/6 rule heavily favors the few elements that have strong "core" cards.  Entropy can run 3 nova based decks.  So what if they only run grabboids in 1?   They can put steel golems in the second and make the third one a poison bow.  You are still allowing them access to 3 decks that will be significantly faster than what most other elements can bring.  If nova and Phase shield are problems then limit those cards for everyone instead of limiting everything for most teams.
Yeah, I agree with this. Some cards are strictly speaking stronger than others in a War metagame. Dimensional Shield, Nova, Fractal, Bone Wall, even Immolation: those cards are better than the whole Life element in War... You are giving a huge advantage to Entropy, Aether, Death, Fire... the strong elements. Elements like Time held their own last War, but they did so by creating interesting decks with lots of cards like Nova.
Title: Re: War #5 (proposed rules)
Post by: xdude on March 14, 2012, 09:03:25 pm
I like the changes. May I propose one extra thing though? Instead of the 3 upps per member I would suggest each team has a total of 24 points. The distribution of those points determins how many upgraded card each player uses (with bonus for gen/lt). This way, you could have some extra strategy included and dieing teams would lafe more survivability. However, if there is a team winning decisively, they could get ganged upon, but on the other hand other teams might decide to take advantage of that by using upgrades against other teams facilitating their wins, etc. IMO this is something that should be tried, especially now that we seem to go through a lot of change.



Also, as you might or might now know, I am now the Master of Light. If anybody would like to be my Lt, feel free to PM me. (may I post a thread about this in General Discussion?).

Off-topic: sorry for not being able to play you in the Grid Majofa, enjoy free points.
Title: Re: War #5 (proposed rules)
Post by: Shantu on March 14, 2012, 09:19:25 pm
I like most of this. However, we should return to the 500 starting vault - it's much more comfortable and fun. A lot more options to choose from.

I also like xdude's idea. Avoids the anti-newbness of the '3 ups for everyone' rule while making it possible to do. It also adds deeper strategy, so it's win-win. Not sure if it needs a limit (to avoid superbuffed players), but I'd say no because if you give all upgrades to one person, the rest of the team will be at a disadvantage.
Title: Re: War #5 (proposed rules)
Post by: majofa on March 14, 2012, 09:21:19 pm
I think most people are against the 'lower' teams having such a big advantage.

24 / 8 = 3 per player
24 / 3 = 8 per player
Title: Re: War #5 (proposed rules)
Post by: ddevans96 on March 14, 2012, 09:51:04 pm
Quote from: xdude link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502668#msg502668 date=1331759005
If anybody would like to be my Lt, feel free to PM me. (may I post a thread about this in General Discussion?).
I would suggest not to, as it's only a war matter, but I can't really stop you either.

Title: Re: War #5 (proposed rules)
Post by: xdude on March 14, 2012, 10:03:30 pm
Quote from: ddevans96 link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502681#msg502681 date=1331761864
Quote from: xdude link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502668#msg502668 date=1331759005
If anybody would like to be my Lt, feel free to PM me. (may I post a thread about this in General Discussion?).
I would suggest not to, as it's only a war matter, but I can't really stop you either.
I am open for suggestions regarding alternatives. IMO that is the only way of sending the message across, as I can't expect everybody to look at a random post on the 2nd page.
Title: Re: War #5 (proposed rules)
Post by: deuce22 on March 14, 2012, 11:26:49 pm
Quote from: majofa link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502675#msg502675 date=1331760079
I think most people are against the 'lower' teams having such a big advantage.

24 / 8 = 3 per player
24 / 3 = 8 per player
I like xdude's idea. Maybe it should be "3 ups per matchup that can be distributed in any way". Possibly consider setting a limit on the # of ups a team member can have (6, 9, more?)
Title: Re: War #5 (proposed rules)
Post by: bogtro on March 14, 2012, 11:58:34 pm
Sounds like my trials event card. Possibly 3x+15, where x is number of players-2. If only general remains, reduce to 9. Same concept.
Title: Re: War #5 (proposed rules)
Post by: TheonlyrealBeef on March 15, 2012, 04:57:36 am
Quote from: majofa link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502263#msg502263 date=1331667452
It seems to be split down the middle, whether people like this or not. Although, those for it usually have a reason why, and those opposed don't.. lol
This will fit well with the 400 card starting total.
There's plenty of reasons for that, aside from the obvious removal of players from an already shallow pool of players to auction from my biggest concern is that it's free. For example: last war team Fire paid 24 cards for their lieutenant, team Time paid 1. Now you're practically saying: "screw you team Time, your lieutenant is worth just as much." Which I dislike. In fact, it's more strategic NOT to choose whom you consider to be the best possible lieutenant, but whom is likely to be your most expensive player. Previous wars have shown this is definitely not always your lieutenant. As much as you may value your precious lieutenants, not everyone thinks of this the same way card-wise.

On top of that there's the fact that future lieutenants have to agree with wanting to get on a team, unpopular masters will therefore be at a natural disadvantage, because people are less likely to choose for said team. This, I also consider as a bad thing.
Title: Re: War #5 (proposed rules)
Post by: hainkarga on March 15, 2012, 09:23:38 am
Part 1) Depends on the other rules & event cards.

Part 2) It sounds nice for the master to have someone to help during bidding phase. But has a risk to turn this into popularity contest of masters. Makes bidding stage less fun. But the proposed AH ban system looks decent.

Part 3) I find restriction very unfair to some teams. Some of the elements are best as support, its their nature and needs more off-element cards. You can't just indiscriminately apply this sort of vault rules. Unless you think fractaling phase spiders is a tremendously awesome idea.

Part 4) It sounds awesome for every member to have roles that have a solid effect. The details of the roles could be polished, but the core idea is very good.

Part 5) Concern about sideboard: Same as my concern in part 3. Some decks are just much more powerful with sideboards, and only certain elements can field those decks. IE: Entropy could build sick sideboard decks using nova which can give the team too much versatility compared to other elements. The other part 5 sections look fine.

Part 6 & 6.5) Nothing to say.

Part 7) Looks good to me. I hated starting with 24 card discards.
Title: Re: War #5 (proposed rules)
Post by: xdude on March 15, 2012, 06:07:32 pm
Can we expect these to be the rules that go live?
Title: Re: War #5 (proposed rules)
Post by: majofa on March 15, 2012, 06:16:52 pm
Quote from: xdude link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502924#msg502924 date=1331834852
Can we expect these to be the rules that go live?
These are just proposed... the decision is ultimately up to the WMs.
Title: Re: War #5 (proposed rules)
Post by: RavingRabbid on March 15, 2012, 06:53:28 pm
Quote from: xdude link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502924#msg502924 date=1331834852
Can we expect these to be the rules that go live?
I hope not.
Title: Re: War #5 (proposed rules)
Post by: daccoo on March 15, 2012, 10:10:43 pm
When do you plan to start auction for this war ?
Title: Re: War #5 (proposed rules)
Post by: ddevans96 on March 15, 2012, 10:20:53 pm
Quote from: xdude link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502924#msg502924 date=1331834852
Can we expect these to be the rules that go live?
No, but I do hope to discuss this behind the scenes, as there's quite a bit of viable content here.

Quote from: daccoo link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502972#msg502972 date=1331849443
When do you plan to start auction for this war ?
Our goal is to start the auction in late March. It could be slightly later if need be or even sooner if possible.
Title: Re: War #5 (proposed rules)
Post by: daccoo on March 15, 2012, 10:29:53 pm
Quote from: ddevans96 link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502980#msg502980 date=1331850053
Quote from: xdude link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502924#msg502924 date=1331834852
Can we expect these to be the rules that go live?
No, but I do hope to discuss this behind the scenes, as there's quite a bit of viable content here.

Quote from: daccoo link=topic=http://elementscommunity.org/forum/index.php?topic=37403.msg502972#msg502972 date=1331849443
When do you plan to start auction for this war ?
Our goal is to start the auction in late March. It could be slightly later if need be or even sooner if possible.
Ty for this information.
cheers and best wishes
blarg: majofa,TStar,Jaymanfu