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Offline hainkarga

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1016861#msg1016861
« Reply #216 on: November 21, 2012, 01:33:04 am »
Auction:
1-) Simple solution to timing problems (and imo more fun); Any number of masters can bid the same amount of cards for a player. We are not selling a mindless vase on ebay; if the auction closes with multiple highest bids on the same player, the player can choose among the elements.
2-) Auction payment discount to masters who have their elements listed in player's favorite elements. 3 cards for 1st, 2 for 2nd, 1 for 3rd.

Propaganda: No card giveaways. Keep the voting tho, it can still give some rewards such as +1 up on first round.

Subbing: No penalty. Maybe small reward (+1 up?) if a team doesn't use any sub.

SDPC: I'm fan of this. Imo: Always salvage for every win & always discard for every loss every round. I dislike event cards / sub rules that prevent this.
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Offline Elbirn

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1016864#msg1016864
« Reply #217 on: November 21, 2012, 02:01:17 am »
Auction:
1-) Simple solution to timing problems (and imo more fun); Any number of masters can bid the same amount of cards for a player. We are not selling a mindless vase on ebay; if the auction closes with multiple highest bids on the same player, the player can choose among the elements.
2-) Auction payment discount to masters who have their elements listed in player's favorite elements. 3 cards for 1st, 2 for 2nd, 1 for 3rd.

1. ...That's brilliant.
2. That's not so awesome. It's already pretty clear that, in the event of a tie, the top 3 favorite elements gain preferential treatment for bids. A discount would just make it more over powered.
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Offline Zso_Zso

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1016983#msg1016983
« Reply #218 on: November 21, 2012, 04:33:02 pm »
I have an idea for auction:

Introduce a bribing system. Each player, who submits an application, has a certain number of cards, s/he can use to "bribe" generals for a bid. E.g. if we decide each player had 6 cards for bribes, then a player may post an allocation such as 3 for his #1 preferred element, 2 for his #2, 1 for his #3, or he could just allocate all 6 for his #1 (or any other combination).

If a general bids on a player who offers a bribe, then he needs to pay so many less cards if the bid is won. So bidding 5 cards on a player who offered 3 card bribe means, in case the general wins, he only needs to pay 2 cards for the player.

The bribes could also be kept secret, i.e. done via PMs to the generals + war-masters, to keep it more interesting.

This would have a similar efffect to hainkarga's #2 suggestion, but more flexible and more fun IMHO.
« Last Edit: November 21, 2012, 04:34:36 pm by Zso_Zso »
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Offline Elbirn

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1016984#msg1016984
« Reply #219 on: November 21, 2012, 04:40:51 pm »
Seems really abusable.

General #1 messages Player #2 that he intends to win them in auction. Player #2 then sets his "bribes" accordingly, to help his future team.
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Offline Avenger

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1016988#msg1016988
« Reply #220 on: November 21, 2012, 05:08:40 pm »
Hain's ideas are good, especially the first. As it is a hard counter to the timing problem.

Offline Jen-i

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1017048#msg1017048
« Reply #221 on: November 21, 2012, 11:46:26 pm »
Propaganda:
Having propaganda posted after teams are decided seems anti-climactic to me. It makes much better sense to allow Generals the opportunity to sway recruits preferences before the auction opens. Instead of being a semi-humorous anti-climactic event that runs after teams are selected it could be used as an advertising opportunity before war begins. Instead of being part of war - I'd rather see Propaganda rolled into the Brawl Event. It could then be used in the lead up to war as either advertisement for War in general, or each element in particular.

Auction:
Simple solution to timing problems (and imo more fun); Any number of masters can bid the same amount of cards for a player. We are not selling a mindless vase on ebay; if the auction closes with multiple highest bids on the same player, the player can choose among the elements.
I think Hainkarga's suggestion is nearly perfect - I'd offer one slight alteration - use a players preferred elements as an initial tie breaker, if there is a tie between other elements then give the player the option of which team to join. Although you'd probably have to put a 48 hour time limit for the player to make their selection after receiving a tied vote or risk holding up the whole auction.

Event Cards:
Event cards:
During the unofficial PVP event I hosted, participiants semed to like that the event cards weren't mandatory. You could ignore them if you wanted to, but you could risk something (mostly, alternative (aka stricter) deckbuilding rules) for the promise of some benefit.
I think this suggestion is brilliant - event cards that allow for more interesting choices are good - event cards that remove choices are bad. We'd have to be careful that the event cards are built in such a way as they offer actual choices and not merely perceived ones. (i.e. an Event Card that offers a huge reward for playing a 35 card deck, when only 3 teams have the cards to play one is not an actual choice.)

Roles:
When I read the concept of roles in the rules last time I was excited by the possibilities. However it seems to be that the result is minor buffs and penalties from winning matches as opposed to more interesting strategic choices. I`d much rather have rules that add strategic choices as opposed to merely more housekeeping to handle extra bonuses and penalties.
Strategist:The Strategist should be allowed a small sideboard, perhaps allowing them to remove 5 cards from their deck before each game in a match.
Assassin:The Assassin could be allowed to choose one of the following within 24 hours of the matches being chosen:
  • Upgrade all weapons in your deck
  • Your opponent may not use shields that cost more than 4 quanta
  • Your opponent may not use shields that cost less than 5 quanta
Or alternatively allow the assassin to ban one off-element card from their opponent - to be posted within 24 hours of the matches being chosen
Scout: Within 24 hours of the matches being posted the Scout must choose to either: Choose Terrain or Gain Intelligence.
Choose Terrain = The scout declares the battle ground on which the battle is to be fought, he chooses a mark which both players must use, it cannot be from either player's element. (Two scouts that use this ability will effect only their opponent's mark not their own).
Gain Intelligence = If you win you may declare an element - you can see all cards in the opponent's vault from that element.
Salvager: Remove this role
Thief: Withint 24 hours of matches being posted the Thief must either choose to Hide or to Steal:
Hide = The opponent may not use any upgrades against the Thief this round.
Steal = If the Thief wins they may either steal a relic (if used this war) or Salvage 9 cards, which must be discarded from the opponent's deck.
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Offline mrpaper

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1017065#msg1017065
« Reply #222 on: November 22, 2012, 02:56:36 am »
Propaganda:
Scout:[/color] Within 24 hours of the matches being posted the Scout must choose to either: Choose Terrain or Gain Intelligence.
Choose Terrain = The scout declares the battle ground on which the battle is to be fought, he chooses a mark which both players must use, it cannot be from either player's element. (Two scouts that use this ability will effect only their opponent's mark not their own).
That cant work good, scout will be OP.  Imagine scout of earth facing team air later then round 1,  All I have to do ispick an element  I know I can duo from while opponent can't.  Unless he can do some sort of rainbow, he probably ends with a dead mark.  Even in round 1, chances are he can't do a duo while I'm sure I do.

Offline Jen-i

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1017066#msg1017066
« Reply #223 on: November 22, 2012, 03:23:33 am »
yeah it probably is OP - I'm less concerned about the exact details of what the abilities are and more concerned that they provide interesting choices. In my estimation the roles last time around did not do that.
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Offline bogtro

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg1017220#msg1017220
« Reply #224 on: November 23, 2012, 12:35:17 am »
The problem with the allowing multiple bids of the same number is that there is little to no incentive to raise the bid. Why bid 2 extra cards when you can bid the same amount? If the player wouldn't have chosen your team over someone else's anyway, I'm not too confident you'd really want them on your team. Everyone would go for 1 card.
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