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bojengles77

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg97837#msg97837
« Reply #48 on: June 21, 2010, 03:49:12 pm »
This could be one of the different events that take place inbetween wars. I don't mean there to post about war, but it shouldn't continue every 2 months, there needs to be other, less work intensive events inbetween. I think this would be fun if we kept it simple and took out some of the possibilities for drama - just good old fashioned competition.
Yes, that's one option I have considered. This kind of map event could be done with a smaller group of people. Also the rules could be different in a way that if a player lose, he gets removed from the map and therefore from the game.

We'll see what happens.
Fail grammar, edited now. But this even could be done really well in smaller groups - even in multiple groups with a couple different event organizers. War is just a huge event with a huge number of people and conflicts and time zone issues, it would be extremely benficial to the community and the success of the event if we were to havea  few months to look at what went right and wrong with this war and plan our second war accordingly for say, 4 or 5 months from the end of this one.

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg97855#msg97855
« Reply #49 on: June 21, 2010, 04:15:59 pm »
I'm pretty sure we could come up with solutions way before four months have passed.

Scaredgirl

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg97878#msg97878
« Reply #50 on: June 21, 2010, 05:07:12 pm »
This could be one of the different events that take place inbetween wars. I don't mean there to post about war, but it shouldn't continue every 2 months, there needs to be other, less work intensive events inbetween. I think this would be fun if we kept it simple and took out some of the possibilities for drama - just good old fashioned competition.
Yes, that's one option I have considered. This kind of map event could be done with a smaller group of people. Also the rules could be different in a way that if a player lose, he gets removed from the map and therefore from the game.

We'll see what happens.
Fail grammar, edited now. But this even could be done really well in smaller groups - even in multiple groups with a couple different event organizers. War is just a huge event with a huge number of people and conflicts and time zone issues, it would be extremely benficial to the community and the success of the event if we were to havea  few months to look at what went right and wrong with this war and plan our second war accordingly for say, 4 or 5 months from the end of this one.
I don't think we need to take War so seriously that we need a 4-5 month break to plan and redesign things. It's not the Olympics. War has been successful so far and people have been having one. Some people have issues but this is the internet and that happens no matter what you do.

Main problem has been me having to solo most of the things. With 2 Warmasters that problem is gone. Also once I finish Standings templates, etc. organizing the whole thing becomes much easier.

If someone feels the second War event is coming too soon, that person can simply not participate in War #2. The thing is that we have many players who want to join but are unable because of 72 player limit. It would be unfair from them to take a long break, and then again deny them the ability to join (if masters pick the same veterans again).

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg97880#msg97880
« Reply #51 on: June 21, 2010, 05:12:16 pm »
Well, if we're still designing the map, why not put the elements that did better closer together, as a way of seeding them.  Earth and light can be on one end, life and water can be on the other.

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg97920#msg97920
« Reply #52 on: June 21, 2010, 06:07:21 pm »
Well, if we're still designing the map, why not put the elements that did better closer together, as a way of seeding them.  Earth and light can be on one end, life and water can be on the other.
If we made a map, I think it makes more sense to decides neighbors based on theme. Like :darkness :death :fire close to each other.

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98107#msg98107
« Reply #53 on: June 21, 2010, 09:49:49 pm »
WORLD OF ELEMENTS
Taking War event to the next level

Click here if the image below is too big:
http://elementscommunity.org/forum/map.png


I originally got this idea by when seeing this image: http://imageplay.net/img/m7Gbd57462/map2.png in the Forum Games section.

Basically the idea is to take the War forum event to the next level by building a kind of a boardgame around Elements theme. It would be similar to what War event is now with the difference that players would be moving around a map.

That map is just something I made quickly in Photoshop so that it's easier for me to explain what this is all about. I took the map from Dragon Age: Origins, put hexagon on top of it, added some quantum icons, some color, etc. It's pretty crappy but it gives a good general idea what I'm talking about. I repeat: this map is not supposed to be taken seriously.

Each element has their place on the map with about 6 "home squares". You would get some kind of advantage when fighting on your "home square". Other squares would be "Other" squares where do bonus would be given.

Capital City
Each element would have a Capital City. If an enemy conquers a Capital City, that element gets wiped out. Capital Cities would have a better defense than regular squares.

Armies
Each player would be an army that you can move around on the map. Team leaders would secretly give marching orders to Warmaster, who would then move all the armies at the same time and start a battle if necessary.

Battle
When two or more players occupy the same square, they fight. Battles are done in Elements, just like they are done in the current War event.

Resource nodes
The map could have all kinds of different resources nodes that produce electrum, cards, whatever. Each turn a player holds a resource node, he gets the thing it produces.

What to buy with electrum?
You can buy cards of course and even upgrade them. And even cooler, you could buy new armies aka new players! So if your team has 4 players, you could spend some cash to get a 5th player on the map.

We could also have:
- Allies
- Generals (fully upped decks)
- Event Cards (one randomly drawn each turn. For example "During this turn you can only play mono-decks")
- Spies (given access to enemy forum section)
- False Gods somehow interfering with the War
etc.


I do know that this is a crazy idea, but if done correctly, it would be pretty cool I think. Also since this map thing is something Zanz is planning on doing with Elements, we might even give him some great ideas.

This idea is still under heavy construction. I'll write more stuff tomorrow.

Post your feedback and ideas.
This is win. I loled when I saw Aether: Another dimension.

I like this, we have alliances, spies, just like a real war. I would like this idea
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Xoned

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98144#msg98144
« Reply #54 on: June 21, 2010, 11:01:55 pm »
I love the idea.
Would the war teams vote on where to move?

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98456#msg98456
« Reply #55 on: June 22, 2010, 11:22:22 am »
I was thinking, we can also make this really different from the war:

Each player plays for his own (however, you could always work together with some others, but only one player can win: backstabbing ;) )
Each player starts with a deck size of 60, that means, his deck has to contain exactly 60 cards.
When you lose, your decksize is lowered with 5, and when you get below 30, you're out of the game.

We could make a secret map, where each player can only see the hexagon he stands, and the 6 hexagon's (or other shapes) around him, meaning you will have to explore the world.

There would be certain places that give you bonuses, like 5 extra decksize (= 1 life), a certain amount of upgraded cards or rare cards to play with, etc.
To prevent grinding, a player only recives a bonus once, the other times he passes that place, he won't get a reward.


The idea of making a variable decksize is from a friend of me and me. The idea is that, unlike war, your decks will become better when you lose more, meaning losing the first round wouldn't place you behind the others. In the war, life has expressed that, when losing the first round to much, you lose to much cards to be able to make competitive decks the following rounds.

Also, you could give each player a secret mission, like:
Kill of <player name> (you have to give the final strike)
Visit all elements
etc.

So:
Each player is on his own.
He has 60 life points, each time he loses, he loses 5.
His life points are also the decksize for that round (you could also do 45 life point, losing 3 at a loss, to make decks not to hudge).

The will be bonuses place around the map, but as a player only knows a small place around him, he has to explore the map to find them all.
Players might be given a secret mission, and recieve a bonus when it's accomplished.


This way, we have 2 different multiplayer games, that could even run at the same time.

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Scaredgirl

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98467#msg98467
« Reply #56 on: June 22, 2010, 12:15:51 pm »
Each player plays for his own..
Wow.

That's an awesome idea. I was so caught up with this element vs. element that I didn't even though about this "single player" thing.

This is perfect. We can build this World of Elements idea copying the MMORPG format. It would be pretty much the same idea as in my original post but with the huge difference of everyone playing for themselves.

Here's how I would do it:

- Player chooses one element
- Player gets a starting deck of that element with 30 cards (predetermined)
- Player get 100 coins (used to buy cards, upgrade cards, or buy other stuff)
- Player gets access to a secret forum section of that element where he starts his post that has all his information and his "Vault" (this will be updated as the player "levels up")
- Player start the game in the capital city of his element
- There is an icon of his element next to his name (this can be changed later if the player wants to switch sides)

- One round lasts 3 days
- during those 3 days, each player can move once and perform actions like collecting resources
- if you move to a square occupied by your enemy (different icon) you must fight
- loser discards 12 and winner salvages 6

- Your mark is determined by the area you are in ( if you travel :light area, you always have the mark of light)
- If you want to upgrade for example :earth cards, you need to travel to :earth area and find a Bazaar
- You get rare cards by completing quests


Basically it would be just like a MMORPG.

I'll post more later.

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98544#msg98544
« Reply #57 on: June 22, 2010, 03:37:51 pm »
Each player plays for his own..
Wow.

That's an awesome idea. I was so caught up with this element vs. element that I didn't even though about this "single player" thing.

This is perfect. We can build this World of Elements idea copying the MMORPG format. It would be pretty much the same idea as in my original post but with the huge difference of everyone playing for themselves.

Here's how I would do it:

- Player chooses one element
- Player gets a starting deck of that element with 30 cards (predetermined)
- Player get 100 coins (used to buy cards, upgrade cards, or buy other stuff)
- Player gets access to a secret forum section of that element where he starts his post that has all his information and his "Vault" (this will be updated as the player "levels up")
- Player start the game in the capital city of his element
- There is an icon of his element next to his name (this can be changed later if the player wants to switch sides)

- One round lasts 3 days
- during those 3 days, each player can move once and perform actions like collecting resources
- if you move to a square occupied by your enemy (different icon) you must fight
- loser discards 12 and winner salvages 6

- Your mark is determined by the area you are in ( if you travel :light area, you always have the mark of light)
- If you want to upgrade for example :earth cards, you need to travel to :earth area and find a Bazaar
- You get rare cards by completing quests


Basically it would be just like a MMORPG.

I'll post more later.
So, how about making this a pretty much "always happening" event? Like, if you're eliminated you just get back to level 1 and get the "noob" stuff again.

Besides that, I think all this idea is awesome. We could even say, "attack' enemy fortresses and wipe that element out. When 1 element wins, the whole thing starts again.
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Saying Elements cards are just pixels is like saying Dollars are just paper.

Scaredgirl

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98565#msg98565
« Reply #58 on: June 22, 2010, 04:05:18 pm »
So, how about making this a pretty much "always happening" event? Like, if you're eliminated you just get back to level 1 and get the "noob" stuff again.
Yes, that's the whole idea. There wouldn't be any end to this event, it would run 24/7, 365 days a year. Map would change as the event went along.

Besides that, I think all this idea is awesome. We could even say, "attack' enemy fortresses and wipe that element out. When 1 element wins, the whole thing starts again.
I think instead of one element getting totally wiped out, it would simply go into "hiding". For example if all :darkness cities were conquered, :darkness players would flee to border towns, becoming outcasts. From there they would plan their revenge and some day return taking their land back.

We could have some kind of Global Events that would help these conquered elements to back into the game. for example:

Revenge of the Black Dragons:
All :darkness players receive 12 Black Dragons. All Black Dragons used this round become Obsidian Dragons (upgraded).

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Re: World of Elements - Taking War event to the next level https://elementscommunity.org/forum/index.php?topic=6893.msg98573#msg98573
« Reply #59 on: June 22, 2010, 04:11:48 pm »
So, how about making this a pretty much "always happening" event? Like, if you're eliminated you just get back to level 1 and get the "noob" stuff again.
Yes, that's the whole idea. There wouldn't be any end to this event, it would run 24/7, 365 days a year. Map would change as the event went along.

Besides that, I think all this idea is awesome. We could even say, "attack' enemy fortresses and wipe that element out. When 1 element wins, the whole thing starts again.
I think instead of one element getting totally wiped out, it would simply go into "hiding". For example if all :darkness cities were conquered, :darkness players would flee to border towns, becoming outcasts. From there they would plan their revenge and some day return taking their land back.

We could have some kind of Global Events that would help these conquered elements to back into the game. for example:

Revenge of the Black Dragons:
All :darkness players receive 12 Black Dragons. All Black Dragons used this round become Obsidian Dragons (upgraded).
Oh. I suppose this would work even better :)
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When I first started elements I was a noob. Now I'm a noob in only 11 parts of it. The unimportant ones.
Saying Elements cards are just pixels is like saying Dollars are just paper.

 

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