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Demut

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207124#msg207124
« Reply #108 on: November 22, 2010, 10:22:41 pm »
Which is why I think making it so wonders are mostly "Create" creature is a bad idea.

So, give me one reason to raze Aether's Dimensional portal?

Offline Glitch

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207130#msg207130
« Reply #109 on: November 22, 2010, 10:30:38 pm »
Which is why I think making it so wonders are mostly "Create" creature is a bad idea.

So, give me one reason to raze Aether's Dimensional portal?
I don't have time to defend every single wonder, but boy is Aether going to be hurting when they don't have their portal.

Demut

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207166#msg207166
« Reply #110 on: November 22, 2010, 11:22:40 pm »
That really makes little sense you know considering how it appears this game will work.  I'm sure you'll be able to assign decks to defend it without needing to commit actual players. It wouldn't make sense otherwise.

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207181#msg207181
« Reply #111 on: November 22, 2010, 11:46:03 pm »
That really makes little sense you know considering how it appears this game will work.  I'm sure you'll be able to assign decks to defend it without needing to commit actual players. It wouldn't make sense otherwise.
Right, but can you imagine having to defend all 13 wonders /and/ all your cities?  It'd take forever, and it'd spread your cards thin.  It'd be far better to raze the place, take your reward, and move on.

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207224#msg207224
« Reply #112 on: November 23, 2010, 12:15:33 am »
That really makes little sense you know considering how it appears this game will work.  I'm sure you'll be able to assign decks to defend it without needing to commit actual players. It wouldn't make sense otherwise.
Right, but can you imagine having to defend all 13 wonders /and/ all your cities?  It'd take forever, and it'd spread your cards thin.  It'd be far better to raze the place, take your reward, and move on.
You know, I'm still slightly against this idea, UNLESS there's a way for the original element to rebuild their wonder, given enough time. If the Tree of Life Wonder (for example) was supposedly razed by every other element, the Life players should be given a quest (albeit, long and/or troublesome) to try to rebuild your Wonder to its former glory. It'd be tough, but still worth it in case an elemental wants to keep their culture/city alive by rebuilding the Wonder in question.

Offline Glitch

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207231#msg207231
« Reply #113 on: November 23, 2010, 12:19:36 am »
Well yea.  Of course you can rebuild it, but it won't be cheap.

harry959

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207352#msg207352
« Reply #114 on: November 23, 2010, 02:53:44 am »
Tell me, how do you destroy oh... a palace made of light?

And more importantly, they may be elemental in nature but nobody starts out with them in possession, so there is no greater loss to razing it then to merely capture it. No morale involved.

Just give me one good reason why you would want to raze rather then capture and use it?
You destroy the Light Source.

More on topic, if there was a Wonder that you could take, but couldn't defend it (bad strategical placement, looming army, dolphins) you could go with the old saying of jealous, psycopthic girlfriends "If I can't have you, no one can." Or to just PO everyone else on the map.

Scaredgirl

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207356#msg207356
« Reply #115 on: November 23, 2010, 03:04:39 am »
Just looking at this from a quest standpoint, it'd be pretty cool if the wonders could be raised (destroyed for you non-english speakers), or at least corrupted, so opposing armies can destroy your wonder.  It'd be a crippling blow, it'd be brutal, it'd be war.  It'd be freakin' awesome.
Players will be able to raze enemy cities and towns, but I'm not sure about Wonders. Original plan was to make them indestructible because simply rebuilding them doesn't always sound logical. Lets say I burn down the Tree of Life. How does :life rebuild something like that? And if they can rebuild it, why don't they build 20 of them?

That "corrupted" sounds good though. It would be like disabling the Wonder without fully destroying it. Then others could fix it with some time and cash.


...that said, I just realized that this thread is now called '13 Wonders' (or has it always been this way? O_o). Is the 13th Wonder connected to the Other element/questline by chance? >.>
13th Wonder is Omnitron, the "other" tower in the middle of the map.

Demut

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg207384#msg207384
« Reply #116 on: November 23, 2010, 03:42:29 am »
Quote
Right, but can you imagine having to defend all 13 wonders /and/ all your cities?  It'd take forever, and it'd spread your cards thin.  It'd be far better to raze the place, take your reward, and move on.


I'm pretty sure that the card pool of all the participating players would dwarf even war. Ten players with lets just say, a hundred cards each, that is a thousand cards. And I'm sure it wouldn't be long before each individual player has way more then a hundred. To defend six wonders and twelve cities, towns, which is half the places to protect in the game (Assuming each element gets one wonder, one city and one town), then that costs only 540 cards. And by then you should have thousand upon thousands.

jheamay

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg209041#msg209041
« Reply #117 on: November 25, 2010, 06:31:22 am »
Yay! Wonders!

homoaddictus

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg209090#msg209090
« Reply #118 on: November 25, 2010, 07:55:56 am »
I strongly disagree. The advantage given in even a single battle isn't strong without knowing your opponent's deck. So they are able to form the shrieker rush of their choice. If their opponent happens to have a deck that counters it, where is the advantage?
With all cards at your disposal, you'll have to be very careless or very unlucky to lose to a person with 60-90 cards (30 of which you already know). Yes, it's just a single battle. Yes, it's not worth much when you already got lots of cards. But you are thinking too long term. Water players would capture the Wonder early, and harass the neighboring element hard and fast. With just the right amount of teamwork, the neighboring element can easily become feeder towns for Water.

Quote
A movie has no bearing on this game and shouldn't be mentioned.
This is very biased and immature. I don't see why a movie can't be mentioned. I can only surmise that you did not understand the post or you simply didn't want to. A lot of games draw inspiration from movies, myth, books, real life, other games, etc. Anyway, to put it more simply, I'll give you an example. Heroes of Might & Magic is a totally different game and is completely unrelated to Elements. However, since it was agreed that the Wonder concept used in that game would be a great addition, it has now become hugely related to WoE. If it wasn't used, Wonders would easily have no bearing in this forum. The same applies to other ideas. I hope you can finally understand with this simple analogy.

Demut

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Re: Map: 13 Wonders https://elementscommunity.org/forum/index.php?topic=8827.msg209507#msg209507
« Reply #119 on: November 26, 2010, 12:44:19 am »

Quote
With all cards at your disposal, you'll have to be very careless or very unlucky to lose to a person with 60-90 cards (30 of which you already know). Yes, it's just a single battle. Yes, it's not worth much when you already got lots of cards. But you are thinking too long term. Water players would capture the Wonder early, and harass the neighboring element hard and fast. With just the right amount of teamwork, the neighboring element can easily become feeder towns for Water.
If they can capture the wonder early, it will be protected after all.


Quote
This is very biased and immature. I don't see why a movie can't be mentioned. I can only surmise that you did not understand the post or you simply didn't want to. A lot of games draw inspiration from movies, myth, books, real life, other games, etc. Anyway, to put it more simply, I'll give you an example. Heroes of Might & Magic is a totally different game and is completely unrelated to Elements. However, since it was agreed that the Wonder concept used in that game would be a great addition, it has now become hugely related to WoE. If it wasn't used, Wonders would easily have no bearing in this forum. The same applies to other ideas. I hope you can finally understand with this simple analogy.
Your analogy doesn't work, Might and Magic has mechanical relevance.
 Underworld has neither mechanical nor Thematic relevance. The latter being what you were referencing.

 

blarg: