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Offline Kamietsu

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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225163#msg225163
« Reply #12 on: December 15, 2010, 06:19:45 am »
What if we keep the current system, but instead of discarding the trebuchet, it becomes unusable for 3 turns? Like say you have to repair it?
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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225166#msg225166
« Reply #13 on: December 15, 2010, 06:28:16 am »
What if we keep the current system, but instead of discarding the trebuchet, it becomes unusable for 3 turns? Like say you have to repair it?
There are some issues with that.

1. It requires "memory". Someone needs to keep track of when it was used the last time.
2. What if you have 6 of these cards? Can you use others while one is unusable? If yes, you have unlimited siege weapons.
3. Mechanics would be different than with an unupped version. I'd like to keep them similar to avoid confusion. For example, both are discarded, both have to be repaired. I think that the only difference between unupped and upped versions should be damage.

Offline Kamietsu

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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225168#msg225168
« Reply #14 on: December 15, 2010, 06:30:25 am »
How about something more simple:

Each Catapult/Trebuchet = one use.
After that one use you cannot use that catapult/trebuchet until you use an action point to repair it.
Repair takes one turn.
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Scaredgirl

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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225174#msg225174
« Reply #15 on: December 15, 2010, 06:41:56 am »
How about this:

When you use a Catapult, you discard one creature card.

Advantages:
- It works just like the card in the game
- discarding aspect is still there
- you don't have to discard upgraded cards

Offline Kamietsu

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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225175#msg225175
« Reply #16 on: December 15, 2010, 06:43:36 am »
Sounds like a perfect idea, SG.
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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225184#msg225184
« Reply #17 on: December 15, 2010, 06:55:07 am »
Updated the first post.

Offline Xinef

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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225360#msg225360
« Reply #18 on: December 15, 2010, 03:42:43 pm »
I like the idea of cards that have some special ability in addition to being usable in PvP.
Catapults - siege weapon
Wings - allows flight
Purify - allows to remove negative effects
Precognition - gives you some information (eg. shows invisible things, or reveals some quest-related information)
etc.
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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225384#msg225384
« Reply #19 on: December 15, 2010, 04:54:03 pm »
I like the idea of cards that have some special ability in addition to being usable in PvP.
Catapults - siege weapon
Wings - allows flight
Purify - allows to remove negative effects
Precognition - gives you some information (eg. shows invisible things, or reveals some quest-related information)
etc.
Today at the gym, I was thinking about this same thing. Hey, that rhymes. :) Anyways.. we could have one "special card" for each element. It would make things more balanced because it kind of sucks that :gravity has the only "special card".

I got as far as Purify (exactly the effect you suggested) and Deflagration (destroys an improvement), after which I discarded the whole idea as "too complex".

However we could maybe add one special card for each element, but it would require some kind of merging with the current skill tree, and I'm not too happy about that.

Offline Kakerlake

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Re: Siege Weapons https://elementscommunity.org/forum/index.php?topic=17423.msg225603#msg225603
« Reply #20 on: December 15, 2010, 11:32:29 pm »
I got as far as Purify (exactly the effect you suggested) and Deflagration (destroys an improvement), after which I discarded the whole idea as "too complex".
I'm not done reading all the stuff in the WoE section, so I'm not quite into it, yet. But to throw a couple of ideas around that might inspire someone:

All spells are discarded after use, except gravity which discard another card.
 :aether Paralell Universe Quintessence -> Invisible for x turns.
 :air Unstable Gas -> In the next NPC fight, that NPC has 20 less maxhealth (does not stack, opponent just surrenders when hp are below 20)
 :darkness Steal -> Steal a card from target.
 :death Poison. -> One is sick for x turns. (can't take any actions)
 :earth Graboid -> Spawns a NPC that attacks opponents entering that field. (there until defeated)
 :entropy Chaos Seed -> Does NOT cause cure :P
 :fire Rage Poiton -> Free Attack. Or a follow attack costs less action points.
 :gravity Cat-A-Pult. -> throws around schrödinger cats.
 :life Adrenaline -> 1 additional movement.
 :light Miracle -> Used before battle. If you lose, you get a rematch and the previous isn't counted. (probably something else is better than a rare card)
 :time Either Precognition -> Get information on something you usually don't get. Or: Golden Hourglass -> One additional action point. (discard 2 time Pillars when used)
 :water Purify -> Cures negative effects.
 :underworld Dagger -> Target opponent starts with 10 less health (surrenders when hp goes below 10)

 

blarg: