I'm curious as to what the home bonuses will be. Perhaps your mark is determined by what area you are in? In the no-mans-land, marks would probably be choosable, but as soon as you enter another elemental land, your mark becomes that element. That would take more planning; you'd have to decide what kind of deck you would make in order to successfully invade another territory.
Wow, that's a great idea. Really awesome. I was trying to come up with some kind of "home advantage" and what you propose sounds like a perfect solution.
It's like when I move around the Light area, my mark is kind of the "Light Energy" all around me.
If things could be bought with electrum, perhaps buying an increase in deck size or taking x amount of cards that you can switch into your deck (I'm assuming that each player has a certain amount of cards when they leave their capitol, and that they can't add more cards to their personal "vault" unless they buy them or return to their capital) and another possibility is to buy a mark so you aren't affected by elemental lands...
Another really awesome idea. This would be a much more realistic solution. We could also have smaller towns on the map that sell only a limited selection of cards, for example based on under which element area they are.
That's definitely something we need to think about.
Thanks, SG. Just doing what I can.
I'm also wondering about how decks will be created at the beginning of the game. Will it just be add almost whatever you want like it is now, or would their be heavy restrictions? I know I'm kinda blowing my own horn here, but we can take what I suggested in the design a competition thread and randomly assign every player a secondary element, and that would be like their "specialty." Then when they start they would build a deck using their home element and/or their specialty. It would probably be good for each team to start with a few "rerolls" so if some of their players have really bad synergy, they would get a second chance. All of that is just my take on what would make the war more RPG-like.
Xinef, I think it would be better if capitols had several decks. That would allow for the "siege" that you are talking about.
Just some things that might be purchasable in the war:
Increased vault size or increase in the amount of a specific card you can take.
More decks to fortify your capitol.
New specialties.
Teleports
This isn't a purchase, but perhaps you can trade in x amount of a certain card and you get an upgraded version in return.
New cards, obviously.
As I recall SG suggesting, new armies (team members).
Forts. (Build a fort at an army's location, this would take a few rounds to complete, but when finished successfully the fort would have a deck like the capitol and maybe more could be purchased for it in order to fortify it). Forts would also be a secondary base of operations if you are across the world from your capitol.
This is basically the same as card purchasing, but perhaps rare weapons and maybe shields should only be purchasable items. That kind of goes along with an RPG theme.
I could probably come up with many more ideas right now, but I'm doing this on my phone and it's kind of a pain, so I'm gonna stop for now. All of the above stuff are just things to consider, and if people think any won't work for whatever reason, that's fine by me (in other words, I'm not like, "OMG, please use my suggestions." Haha)
On a side-note, my phone tells me that the correct spelling of Demagog is Tammy.