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Scaredgirl

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WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74523#msg74523
« on: May 25, 2010, 01:37:11 pm »
Please post any suggestions and feedback here. Thank you.

Offline Antagon

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74538#msg74538
« Reply #1 on: May 25, 2010, 02:17:28 pm »
like mentioned in the war-rules thread, i think with 5 "active" players now and 300 card vault (was 160 or 180, when i voted for 12 cards of own element), its pretty hard to get more than 5 (maybe 6) working, good decks, maybe increase to 18 or even unlimited, cause mono-color decks still will be a minority, cause they are often easy to counter.

i would like to see 18 cards from own element, and 6 from others :)

Scaredgirl

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74542#msg74542
« Reply #2 on: May 25, 2010, 02:25:53 pm »
yeah, we could also make it 18 and 9.

Offline Antagon

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74544#msg74544
« Reply #3 on: May 25, 2010, 02:37:22 pm »
18 and 6 would be ok, so we have many, many different decks :) but i would also prefer 18-9 than 12-6.

Scaredgirl

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74548#msg74548
« Reply #4 on: May 25, 2010, 02:44:35 pm »
18 and 6 would be ok, so we have many, many different decks :) but i would also prefer 18-9 than 12-6.
Yes, you are right, 18-6 is better.

Corrum

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74551#msg74551
« Reply #5 on: May 25, 2010, 02:49:22 pm »
I would like to through in my support of the 18 - card limit.
Corrum

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg74552#msg74552
« Reply #6 on: May 25, 2010, 02:55:15 pm »
I would like to through in my support of the 18 - card limit.
Corrum
Ditto.  360/18/6 seems the way to go.

Offline plastiqe

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6922.msg75394#msg75394
« Reply #7 on: May 26, 2010, 09:10:36 pm »
... back on topic here's a couple things I was thinking about, maybe for this event or future war events.

- You cannot change decks between matches
Knowing the player and element you're up against beforehand, with this rule the metagame becomes a guessing game of "I hope the deck that I pick beats the deck that my opponent picks".  I know some people like the rock-paper-scissors aspect but I rather prefer the deckbuilding to mean a little more than that.

I propose we add the CCG concept of sideboarding to this war.  It would be easy to implement and would fit in with the current vault rules.  Basically instead of withdrawing 30 cards to make one deck you would be able to withdraw say, 45 cards to play your match with.  Inbetween games you're allowed to change your deck using only those 45 cards you took from the vault.  This adds a layer of strategy both to picking your cards beforehand and adapting your deck inbetween games in your match.




Losing player will lose 30 cards which are removed from the game (after the opponent has salvaged 6 of them)
If you equate the cards to troops, this is like having casualties and capturing prisoners.  The thing is, this isn't a two sided battle, it's twelve sided.  "Don't Lose" is all well and good but I don't like the fact that in later rounds some matchups could be decided even before the elements have had a chance to play.

Card Vault acts as "life points" for that element.
Does anyone know how long this event will take to finish?  With all the variables I guess we won't know until we get there.  Another option for future wars would be to keep a form of the casualties/prisoners concept but crown the winners based on total battles W/L and have every element play every other element in turn, like in a round robin tournament.

12 teams, each with a Master, 4 members, and a substitute (1+4+1), total of 72 players.
I know, I know this has been shot down already but I press on undeterred.  I think the more people involved the better.  It's a shame to exclude people and I believe there are some fun oppourtunites when you get more people involved.  Imagine if we had a sort of Guild system combined with the ongoing war event.
    Forum members can choose to remain neutral or apply to join an element.Joining a team allows access to the secret clubhouse (war prep area).Create a section of the forums for each element containing Cards (
http://elementscommunity.org/forum/index.php/board,59.0.html), Decks (http://elementscommunity.org/forum/index.php/board,2.0.html) and the secret clubhouse.
To challenge a master you must be on that elements team.You could have ranks below master for players on each team, Master, Commander, Deputy, Initiate etc...[/list]

Scaredgirl

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6922.msg75425#msg75425
« Reply #8 on: May 26, 2010, 09:49:56 pm »
- You cannot change decks between matches
Knowing the player and element you're up against beforehand, with this rule the metagame becomes a guessing game of "I hope the deck that I pick beats the deck that my opponent picks".  I know some people like the rock-paper-scissors aspect but I rather prefer the deckbuilding to mean a little more than that.
Smart people avoid one-trick-pony decks.

The basic idea behind that rule is to make battles go faster without downtime of people tweaking decks.


I propose we add the CCG concept of sideboarding to this war.  It would be easy to implement and would fit in with the current vault rules.  Basically instead of withdrawing 30 cards to make one deck you would be able to withdraw say, 45 cards to play your match with.  Inbetween games you're allowed to change your deck using only those 45 cards you took from the vault.  This adds a layer of strategy both to picking your cards beforehand and adapting your deck inbetween games in your match.
I though about this at some point but it might make things a bit more complex. I've already talked to Essence about making his sideboard event a recurring event and War doesn't have to copy it.

I like the "army and reinforcements" thing here though. We'll see what happens.


Losing player will lose 30 cards which are removed from the game (after the opponent has salvaged 6 of them)
If you equate the cards to troops, this is like having casualties and capturing prisoners.  The thing is, this isn't a two sided battle, it's twelve sided.  "Don't Lose" is all well and good but I don't like the fact that in later rounds some matchups could be decided even before the elements have had a chance to play.
I don't know what you are saying here.


Card Vault acts as "life points" for that element.
Does anyone know how long this event will take to finish?  With all the variables I guess we won't know until we get there.  Another option for future wars would be to keep a form of the casualties/prisoners concept but crown the winners based on total battles W/L and have every element play every other element in turn, like in a round robin tournament.
This event should last longer than a month. It all depends on the outcomes of the fights. If two elements beat everyone else, while gaining a lot of cards, and only then start fighting each other, it's going to last a bit longer.


12 teams, each with a Master, 4 members, and a substitute (1+4+1), total of 72 players.
I know, I know this has been shot down already but I press on undeterred.  I think the more people involved the better.  It's a shame to exclude people and I believe there are some fun oppourtunites when you get more people involved.  Imagine if we had a sort of Guild system combined with the ongoing war event.
    Forum members can choose to remain neutral or apply to join an element.Joining a team allows access to the secret clubhouse (war prep area).Create a section of the forums for each element containing Cards (
http://elementscommunity.org/forum/index.php/board,59.0.html), Decks (http://elementscommunity.org/forum/index.php/board,2.0.html) and the secret clubhouse.
To challenge a master you must be on that elements team.You could have ranks below master for players on each team, Master, Commander, Deputy, Initiate etc...[/list]
I don't think we should get greedy at this point. We've never had a big event like this so lets just go with 72 players and see what happens, instead of going nuts and inviting hundreds of players.

Offline Demagog

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg75430#msg75430
« Reply #9 on: May 26, 2010, 09:57:28 pm »
Just in response to your "life points" point:

There is a minimum amount of cards that can be lost in the first two rounds. After that, the rate of cards lost depends on how many battles take place each round. Eventually (after 5-7 rounds probably), most teams will have only 2 or 3 players left. Some will be out entirely. Once this happens, it will go by very quickly because people that lose will be done. I expect that we will be down to 2 or 3 teams by round nine or ten, with maybe 2 people in each, at most. I estimate the full war will take somewhere between 40 and 50 days.


The number of people playing hardly affects the length of the war. Only one or two rounds by my calculations. They are just "estimates" though.

Offline plastiqe

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Re: War suggestions and feedback https://elementscommunity.org/forum/index.php?topic=6922.msg75488#msg75488
« Reply #10 on: May 26, 2010, 11:08:49 pm »
40 - 50 days... Dig in, it's gonna be a long war.  : P

I should have been more clear, the only suggestion I was making in regards to the current event is to add sideboards.  A match would still take about the same amount of time to play you'd just have 2-3 min inbetween games to sub cards in or out.  I didn't mean to copy anyone, it's just a common strategic element found in any CCG.  What is Essence's sideboard event?  (Edit: USA vs World, nevermind.)

Wisemage

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6922.msg75557#msg75557
« Reply #11 on: May 27, 2010, 12:56:06 am »

Losing player will lose 30 cards which are removed from the game (after the opponent has salvaged 6 of them)
If you equate the cards to troops, this is like having casualties and capturing prisoners.  The thing is, this isn't a two sided battle, it's twelve sided.  "Don't Lose" is all well and good but I don't like the fact that in later rounds some matchups could be decided even before the elements have had a chance to play.
I don't know what you are saying here.





I think what he is saying that, by the time some elements fight (the ones on opposite ends of the map) its possible for one of the elements to lose some of their most important cards.  Yes, there are alot of different types of decks for each element, but some just arent efficient to be used. 

 

blarg: