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Kael Hate

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72619#msg72619
« Reply #72 on: May 21, 2010, 08:56:26 pm »
Can you start a new thread about this territory project or yours? It only confuses people here because they might think it's actually a part of this event. Like I said, we are not going to do any map/territory things in this first version of War to avoid over-complicating things.

Right now it's 60 cards per player but that's still subject to change.
If its a definite no to a map option I'll just make it based on the rules after everthing starts.

Offline yaladilae

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72623#msg72623
« Reply #73 on: May 21, 2010, 09:03:08 pm »
I dont think i will join war, my ideas keep getting rejected.....

gluck guys  :o :o :o

Scaredgirl

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72631#msg72631
« Reply #74 on: May 21, 2010, 09:20:19 pm »
I dont think i will join war, my ideas keep getting rejected.....

gluck guys  :o :o :o
Um.. what is this "ideas keep getting rejected"? Are you talking about when I told you in chat just now that you cannot use upgraded Nymphs?

Offline yaladilae

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72633#msg72633
« Reply #75 on: May 21, 2010, 09:21:38 pm »
I dont think i will join war, my ideas keep getting rejected.....

gluck guys  :o :o :o
Um.. what is this "ideas keep getting rejected"? Are you talking about when I told you in chat just now that you cannot use upgraded Nymphs?
The first page, i wrote alot of things, got ignored!

Nvm :)

Offline Demagog

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72681#msg72681
« Reply #76 on: May 21, 2010, 10:48:33 pm »
Quote
I really wish people would see restrictions as a possibility of doing something differently and thinking outside the box, rather than something evil that stops them from building their good old top-50 grinder they've been playing daily for the last 5 months.

Even with a 6 card restriction, any element would have been able to build 5-6 functional decks. All of them wouldn't have been "awesome", but neither would have the decks from other elements.
After really stopping and thinking about this for an hour or so, and actually writing some stuff out, I agree with ScaredGirl on this.  I think the 6-card limit would actually make things MORE fun, not less.

Especially if Gargoyle comes out before the War starts. :)
Too late for that now. :) I already set up a poll and now we can all see how Democracy fails. :)

Well, at least it's not 12 cards.
I was always under the impression that this was a dictatorship...

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72729#msg72729
« Reply #77 on: May 22, 2010, 12:41:54 am »
...
I want to suggest, we dont fight random, or this is just a huge pvp event, like league battles..

We should pick our opponent, and each team has say like 500hp you loose a game you loose 1hp, every 5 games you win, you gain 1 hp, for example
...
I know I shouldn't take 'snippets' out of certain posts, but even though I'm participating in this war, your suggestion would make it last longer than what others would want (and in fact, mirror a war in real life O_o). Having the 'lose all your cards' idea is a little bit better, because if one team just really screws up their hands/decks, and loses all of their battles within the first round, then the element is tossed out the window and the War gets narrowed down to fewer competitors in a much more timely manner.

As long as we can have a statistics board on which element lost second and what not, I'm sure a lot of people would be willing to see the results of this horrific battle. ;)

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72734#msg72734
« Reply #78 on: May 22, 2010, 01:01:31 am »
SG, since this is a beta version, could you maybe create a version number? That way when this is updated we'll know. Then again, I guess we could just look to see when you lasted edited the original post...

Offline plastiqe

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72737#msg72737
« Reply #79 on: May 22, 2010, 01:12:10 am »
WAR RULES PLASTIQE EDITION

RECRUITMENT
Two types of team member, Combatants and Advisors

5 total Combatants including the master and four other players that will play the games.  They are the only players that can contribute cards to the vault.  Also rather than limiting based on forum post count limits are based on score, at least 2 Combatants must be eligible for the beginners pvp league (Under 20,000 points).
Unlimited Advisors.  Forum members that wish to join an elemental team but cannot particpate due to lack of space on the roster, lack of free time or what have you.  They're still allowed access into the War Preparation section and can sub in for a Combatant should the need arise.  Basically it would get more people involved than just the 60 playing in the event.  I think it would be best to get as many people as possible divided between the 12 elements.
PREPARATION
    Card Vault contains 10 of each common card in your home element.[/li]An additional 60 cards can be chosen from rares or the other elements.[/li]Of these 60 cards, no more than 4 copies of any one card can be chosen for the vault.[/li]No Shards allowed.[/li]Unlimited pillars are allowed from any element, they aren't counted in the 60 card limit.[/li]Vaults are secretly finalized before the next stage begins, everyone on your team knows what is in the vault (because you'd all have access to the War Preparation forum) but none of the other elements do.[/li]
    Decks can use at most 4 of any one card.[/li]Decks must be a minimum 50% home element.[/li]Combatants may use up to 4 upgraded cards in their decks.[/li]Masters may use up to 8 upgraded cards in their decks[/li]Unupgraded cards taken from the vault can be transformed into upgraded ones within the limit.[/li]
ROUND ROBIN TOURNAMENT

      Opening round robin, each team plays 11 matches.[/li]Teams secretly nominate their combatants in order from first to fifth.[/li]Matches are a first to win 3 games (best of 5).[/li]Winning a match allows the enslavement (salvaging) of 4 cards from the defeated combatants vault selection.[/li]
    Rounds 1 - 5
      Each player withdraws up to 30 cards from the vault, this does not include pillars.[/li]Adhering to the deckbuilding rules, players construct a deck for their match using their vault selection.[/li]Inbetween the games of a match, players can sideboard from their 30 card vault selection.[/li]Rounds 1 - 5 each player plays one match.  First player plays in round 1, second player plays in round 2 etc.[/li]Each player has played one match at this point and all cards including the newly enslaved are returned to the teams card vault.[/li]
    Rounds 6 - 10
      Each player withdraws a maxium 30 cards from the vault.[/li]Adhering to the deckbuilding rules, players construct a deck for their match.[/li]Inbetween the games of a match, players can sideboard from their 30 card vault selection.[/li]Rounds 6 - 10 each player plays one match in the reverse order of the first five matches.  Fifth player plays in round 6, fourth player plays in round 7 etc.[/li]Each player has played two matches at this point and all cards including the newly enslaved are returned to the teams card vault.[/li]
    11th Round
      The 11th round is decided between the highest rated (W/L) player on each team.  If two members are tied, teams nominate one player.[/li]Each player withdraws a maxium 30 cards from their entire vault.[/li]Adhering to the deckbuilding rules, players construct a deck for their match.[/li]Inbetween the games of a match, players can sideboard from their 30 card vault selection.[/li]
    ELIMINATION TOURNAMENT

        Elements with the top 8 best match records from the Round Robin Tournament advance.  [/li]Ties are settled by total W/L record (so every game counts).[/li]Further ties to get into the top 8 are settled by a sudden death round.[/li]Further ties between teams already in the top 8 are settled randomly.[/li]
      Quaterfinals
        Teams secretly nominate their Combatants in order from first to fifth.[/li]Each player withdraws a maxium 30 cards from the vault.[/li]Adhering to the deckbuilding rules, players construct a deck for their match using their vault selection.[/li]Each Round will consist of one match played by each Combatant, in order.[/li]First team to win 3 matches advances (all five matches will be played).[/li]
          Repeat the steps from quarterfinals with each team selecting a line up order, and playing a best of 5 match.
      [cake]Winners![/cake][/list]

      Offline mafidufa

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      Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72787#msg72787
      « Reply #80 on: May 22, 2010, 03:31:39 am »
      ...

      Unlimited Advisors.  Forum members that wish to join an elemental team but cannot particpate due to lack of space on the roster, lack of free time or what have you.  They're still allowed access into the War Preparation section and can sub in for a Combatant should the need arise.  Basically it would get more people involved than just the 60 playing in the event.  I think it would be best to get as many people as possible divided between the 12 elements.
      ...

      Yes! The other stuff looks good too, but this Advisors thing is genius, and easy to implement (I think). That really makes it a community event rather than just whoever got picked for teams.

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      Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72988#msg72988
      « Reply #81 on: May 22, 2010, 04:57:03 pm »
      Might I suggest we don't see our preparation areas just yet because me, Terro or Ess will be a GM?
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      Offline Demagog

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      Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg73201#msg73201
      « Reply #82 on: May 22, 2010, 10:46:59 pm »
      Ok, so I just typed a very long paragraph going in detail about how long a 60 person war would take (five people per team, which is what I think should be done). It turned out to be way too long (the paragraph), so I'll just sum it up. At the start of round six there should be a maximum of 576 cards (assuming everyone took no more than 30 into each battle). That's enough for one person from each team (assuming all twelve are still able to play). After that, the calculations get tricky, but I think it's safe to say that by round 9/10 there will only be two teams left with only one or two people in each. Since I was dividing the cards evenly each calculations, I'm not sure how that will effect the actual turnout (could be a couple more rounds, could be a couple less). Assuming there are 10 rounds, the war will take 36 days. So I would say the war should take anywhere from 30 to 45 days days depending on how things go and if we stick to SG's schedule. That seems perfect to me if we are supposed to have wars every couple of months. Oh, and I made it 300 cards per team to start instead of 240, since SG said she thought it was a good idea for there to be 60 cards per person.

      In conclusion, can we make it five people per team instead? Yes, my calculations aren't exactly perfect for determining the number of rounds, but the total amount of cards at the start of round six should be less than or equal to 576, so up to that point my calculations are reliable (except that it's possible that some teams would already be out, and it's likely, too).

      And about that spam, the times are so close together that it looks like it was on accident. It could have been a browser/internet error.

      miniwally

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      Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg73205#msg73205
      « Reply #83 on: May 22, 2010, 10:57:35 pm »
      Ok, so I just typed a very long paragraph going in detail about how long a 60 person war would take (five people per team, which is what I think should be done). It turned out to be way too long (the paragraph), so I'll just sum it up. At the start of round six there should be a maximum of 576 cards (assuming everyone took no more than 30 into each battle). That's enough for one person from each team (assuming all twelve are still able to play). After that, the calculations get tricky, but I think it's safe to say that by round 9/10 there will only be two teams left with only one or two people in each. Since I was dividing the cards evenly each calculations, I'm not sure how that will effect the actual turnout (could be a couple more rounds, could be a couple less). Assuming there are 10 rounds, the war will take 36 days. So I would say the war should take anywhere from 30 to 45 days days depending on how things go and if we stick to SG's schedule. That seems perfect to me if we are supposed to have wars every couple of months. Oh, and I made it 300 cards per team to start instead of 240, since SG said she thought it was a good idea for there to be 60 cards per person.

      In conclusion, can we make it five people per team instead? Yes, my calculations aren't exactly perfect for determining the number of rounds, but the total amount of cards at the start of round six should be less than or equal to 576, so up to that point my calculations are reliable (except that it's possible that some teams would already be out, and it's likely, too).

      And about that spam, the times are so close together that it looks like it was on accident. It could have been a browser/internet error.
      No it's spam, he did it in bloodsucker topic and it's just quoting a post so no reason to do it.

       

      blarg: