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Scaredgirl

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103280#msg103280
« Reply #60 on: June 28, 2010, 11:03:58 pm »
So is the "Eternal Eclipse" acceptable as a "special place"?
Yes. But the name kind of sucks because Elements already has "Eclipse". It should be something more unique.


i just got an idea for the chaotic coil thing. cancer is caused by a mutation in DNA. (i know, aflatoxin is death, whatever)
the mutation causes the DNA to command the cell it is ruling to begin a nonstop division process, this is when the tumor is formed. the cells keep dividing, and will never stop until they all die off (thats what radiation therapy is supposed to do). if it were not for that mutation in the DNA, the cell would only divide when it needs to, and that is to repair or grow. how about the chaotic coil causes a grey nymph to appear on both fields when the match begins?
I'm speechless.

Offline tyranim

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103284#msg103284
« Reply #61 on: June 28, 2010, 11:09:28 pm »
i told you i excel in DNA/cells :P
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline Glitch

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103329#msg103329
« Reply #62 on: June 29, 2010, 12:04:40 am »
Right, but wouldn't that be more fitting for death?  Actually, how is that beneficial for the team that captures it?  While the ability needs to be most beneficial for the team it represents (death's ability helps death the most), it needs to be beneficial for everyone who captures it.  Just look at aether.  It's really hard to reach it's base in another dimension.  Wouldn't it be great if instead of having to defend six entrances, it could warp back to it's base at any time?  Red ideas are bad ones, because they require a change game side.  Green are good ones, the change is forum side.

E.G,
:aether  You get a spark every turn. You can warp back to any point on a 1 hexagon ring surrounding your main castle instead of moving.  You must return to the wonder to regain this ability.
:air  You can play flying weapon on any weapon you play.  If you are on a square that contains an updraft (the ability to reach the upper world), you may move it with you.
:darkness  Your opponent cannot see your side of the field   A shroud of darkness falls over your base camp and this monument.  You (and darkness) can see through shrouds of darkness.  The shroud has a 3 hexagon radius.
:death  The game begins with six boneyards on your side of the field.  You may add six copies of one death card to your vault.  This ability requires 3 turns to recharge.
:earth  Burrowed creatures deal normal damage.  You may enter (but not exit from) the underworld at any time.  You will land at a random spot outside a 3 hexagon radius from the team headquarters.
:entropy Both players start the game with grey nymphs on your side of the field.  Every turn, three random card in your vault "mutate" into other cards of your choosing.
:fire  All non-fire creatures come into play "burning" with one poison counter on them.  Immolations are free to upgrade.  All players on your team may upgrade them.
:gravity  All gravity creatures have momentum   Your opponents deck may not have any momentum.  This only effects the player who most recently at the monument.
:life  You start the game with 150 HP  You may salvage 2 extra cards.  Salvaged Death creatures may become life creatures.
:light  One miracle in your deck is free to play  Rays of Light are free to upgrade as long as you are on this monument.  You may place a "mirage" seventh team member at any time.  It will play like a normal team player until attacked, at which point, this ability is gone until you return to the wonder.
:time  Your deck may have under 30 cards.  You may see your opponents movements before you move.  You must pick which opponent.  3 choices per turn.
:water  Flooding has no upkeep.  A lake with a 3 hexagon radius appears around this wonder and your base.  You may travel at three times the normal speed in this lake.

Offline tyranim

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103349#msg103349
« Reply #63 on: June 29, 2010, 12:28:25 am »
but you have to consider that elements is based off a mix between the supernatural and realism. the wonders have to make sense.
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline Glitch

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103352#msg103352
« Reply #64 on: June 29, 2010, 12:31:13 am »
Hmm, I think we're agreeing with each other here...

Offline tyranim

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103368#msg103368
« Reply #65 on: June 29, 2010, 12:45:08 am »
i just noticed that a few of those suggestions are similar to a yugioh video game i played a while back, such as the lake thing
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103373#msg103373
« Reply #66 on: June 29, 2010, 12:49:48 am »
Really?  I never played Yugioh...

Anyway, any improvements on my ideas?

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103447#msg103447
« Reply #67 on: June 29, 2010, 02:21:13 am »
Right, but wouldn't that be more fitting for death?  Actually, how is that beneficial for the team that captures it?  While the ability needs to be most beneficial for the team it represents (death's ability helps death the most), it needs to be beneficial for everyone who captures it.  Just look at aether.  It's really hard to reach it's base in another dimension.  Wouldn't it be great if instead of having to defend six entrances, it could warp back to it's base at any time? 

Red ideas are bad ones, because they require a change game side.  Green are good ones, the change is forum side.

E.G,
:aether  You get a spark every turn. You can warp back to any point on a 1 hexagon ring surrounding your main castle instead of moving.  You must return to the wonder to regain this ability.
:air  You can play flying weapon on any weapon you play.  If you are on a square that contains an updraft (the ability to reach the upper world), you may move it with you.
:darkness  Your opponent cannot see your side of the field   A shroud of darkness falls over your base camp and this monument.  You (and darkness) can see through shrouds of darkness.  The shroud has a 3 hexagon radius.
:death  The game begins with six boneyards on your side of the field.  You may add six copies of one death card to your vault.  This ability requires 3 turns to recharge.
:earth  Burrowed creatures deal normal damage.  You may enter (but not exit from) the underworld at any time.  You will land at a random spot outside a 3 hexagon radius from the team headquarters.
:entropy Both players start the game with grey nymphs on your side of the field.  Every turn, three random card in your vault "mutate" into other cards of your choosing.
:fire  All non-fire creatures come into play "burning" with one poison counter on them.  Immolations are free to upgrade.  All players on your team may upgrade them.
:gravity  All gravity creatures have momentum   Your opponents deck may not have any momentum.  This only effects the gravity player who most recently at the monument.
:life  You start the game with 150 HP  You may salvage 2 extra cards.  Salvaged Death creatures may become life creatures.
:light  One miracle in your deck is free to play  Rays of Light are free to upgrade as long as you are on this monument.  You may place a "mirage" seventh team member at any time.  It will play like a normal team player until attacked, at which point, this ability is gone until you return to the wonder.
:time  Your deck may have under 30 cards.  You may see your opponents movements before you move.  You must pick which opponent.  3 choices per turn.
:water  Flooding has no upkeep.  A lake with a 3 hexagon radius appears around this wonder and your base.  You may travel at three times the normal speed in this lake.
Truly amazing, except the one for :gravity - doesn't this imply that only GRAVITY players can use it, meaning that if you're, say, a :life player that captures it, that no one can use momentum (including you)?

The ones for :light and :fire aren't very useful in my opinion, since they involve dealing with upgrading cards (you can't upgrade cards on your account unless you have the electrum anyway). Why not make those two similar to these:

:fire After leaving this monument, you leave a trail of fire behind you, preventing elements that are not your type to cross it at all (allows you to surround fleeing members more easily). This only affects the most recent hexagon you left from, and only lasts X turns.

:light If you are at this Wonder, you can bless a friendly ally you see on your map and allow them to not lose any cards for 1 battle. This ability triggers a 3 turn cooldown, and cannot be used on allies that have been inactive.

Scaredgirl

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103626#msg103626
« Reply #68 on: June 29, 2010, 08:45:50 am »
Anyway, any improvements on my ideas?
Sorry to say this but most of those ideas are too complex or situational.

I like this one: "You may see your opponents movements before you move", although I have no idea how we could do it so that it made sense and didn't go past that 3 day deadline.

This is a good example of what we are looking for: "You may salvage 2 extra cards", but I would probably change it to 1 card. Simple effects like that are the best. The latter part only makes things more complicated and is not needed.


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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103652#msg103652
« Reply #69 on: June 29, 2010, 11:04:20 am »
Ok I have some Ideas and some Lame names:

 :aether The Vortex (I couldn't think of anything better)
 :air  Mount Olympus's Peak (Lame-ish?)
 :darkness The Lair Of Fear
 :death The Unholy Cemetry/Catacomb
 :earth The Barren Tunnel
 :entropy The Chaotic Tower/Orb
 :fire Mount Vesvius (The Volcano which destroyed Pompeii)
 :gravity The Pit of Force
 :life The Healing Oak Tree
 :light The Shining Temple
 :time The Deserted Pyramid
 :water The Frozen Monument


I think you guys can post the abilities for me, I can't think of anything good.


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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103708#msg103708
« Reply #70 on: June 29, 2010, 01:41:10 pm »
 for  :darkness how about the Tower of Nyx (great goddess of the night so powerful that even Zeus was afraid of her) some sorta big ominous LotR ess r tower that some how makes it night time in the surrounding (sp?) area

or to borrow :entropy orb thing  the Orb of the Void/Erebus whitch would be a big giant orb of concentrated pure black darkness with who knows what lurking in its depths.

or finaly and this one aint serious the blackest most brutal wonder of them all.... NOTHING!!! (said like Nathan Explosion)

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Re: 12 Wonders of WoE https://elementscommunity.org/forum/index.php?topic=8827.msg103711#msg103711
« Reply #71 on: June 29, 2010, 01:51:12 pm »
:fire Mount Vesvius (The Volcano which destroyed Pompeii)
Do not forget Ercolano. By the way, it is Vesuvio.
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