Element | Level 1 | Level 2 | Level 3 |
:aether | Evasion I | Evasion II | Evasion III |
:aether | Ride a Lightning I | Ride a Lightning II | Ride a Lightning III |
:air | Ambush I | Ambush II | Ambush III |
:air | Mobility I | Mobility II | Mobility III |
:darkness | Stealth I | Stealth II | Stealth III |
:death | Cause Fear I | Cause Fear II | Cause Fear III |
:death | March I | March II | March III |
:death | Undead I | Undead II | Undead III |
:earth | Escape I | Escape II | Escape III |
:earth | Toughness I | Toughness II | Toughness III |
:earth | Digging I | Digging II | Digging III |
:entropy | Diversion I | Diversion II | Diversion III |
:fire | Destroy I | Destroy II | Destroy III |
:fire | Bombardment I | Bombardment II | Bombardment III |
:gravity | Improved Siege I | Improved Siege II | Improved Siege III |
:gravity | Machinery I | Machinery II | Machinery III |
:gravity | Repair I | Repair II | Repair III |
:life | Hunter I | Hunter II | Hunter III |
:life | Shaman I | Shaman II | Shaman III |
:life | Scouting I | Scouting II | Scouting III |
:light | Heal I | Heal II | Heal III |
:light | Crusade I | Crusade II | Crusade III |
:light | Improved Resurrection I | Improved Resurrection II | Improved Resurrection III |
:time | Trading I | Trading II | Trading III |
:time | Science I | Science II | Science III |
:water | Waterbreathing I | Waterbreathing II | Waterbreathing III |
:underworld | Smuggler I | Smuggler II | Smuggler III |
:underworld | Dirty Fighting I | Dirty Fighting II | Dirty Fighting III |
I really enjoy levelling, XP, skills, the works and the such. It's always a big staple in big games, and even on a lot of forums. I would encourage everyone to help make this idea implemented.That is one option.
But if it does prove to be a little much to include, we could have a basic version of it:
Everything you do gives you some amount of XP, this could be a fixed amount: Just choosing an action each turn will give you 2 XP regardless of the choice, buying a card gives you 1 XP regardless of the card, etc. The amount of XP you have determines your level, and maybe with each level you get a little extra title under your name or something.
But make XP a sort of currency where you can buy extras in the game. Like maybe for 2 turns, you have increased movement, or different things. Basically, make each thing you 'buy' with your XP last only a few turns. Being able to gain abilities permanently might be a bit much, but it's a good idea. And if you could eventually own all 12 skills, one from each element, that might make a player somewhat to a lot more powerful on the map, even if t doesn't greatly affect their dueling. But if you add a limit to the skills, and they have to regain them, it helps add a balance, also, it doesn't take away from the other items that give bonuses in the game.
Also, as for the skills, whether or not they will be turn limited or whatever, each Element should have similar skills and more than one. Such as your :life example, I think every element should have a skill that gives them the ability to move faster through that element's terrain.Hm.. I don't necessarily agree with that. I think that there's no reason not to make skills unique, just like cards are unique in the game.
How about adding a digging ability to Earth? Maybe they could use an action point to dig on a certain tile to try and dig up an item or card.I like it. Nice way to collect some extra resources.
How about the ability to trade in reputation (to a minimum of 0) with an npc somewhere to gain skills? In theory this could mean that the most dedicated players can get skills from other elements, whilst given the slow gain of reputation the skill gain won't unbalance the game for older players compared to newbies. Most reputation gain is with your own element but you can in theory try to grind other elements. Also it would mean you'd have to choose your attacks carefully because it'd be quite easy to lose rep for other elements.I don't know.. using reputation as kind of currency sounds weird to me. It would go like this:
I love the idea of XP and skills! It may add more complication but it adds more depth to the game I think. Also, instead of a linear upgrade path, what about a Skill Tree instead? Basically they have to pick and choose which path they want to take. This will help to diversify and personalize people's skill sets. If you really wanted to make it personalized (and complicated), you can make it so that they can only see the very next level of accessible skills instead of the whole skill tree.Skill tree would be pretty good, but it might make things a lot more complex. Then again it depends a lot on what kind on skill tree we would use.
Perhaps EXP allows you to overcome certain deck restrictions. At first level you can only have 4 of a card in your deck and you must have a 30 card deck. Maybe.That is a possibility, yes.
Perhaps leveling should be the way that players can use upgraded cards in the game? Skills are great, and sound amazingly fun, but everything should be deeply explained to the players to prevent any sort of confusion if we have a set of skills like the ones posted.I personally think that the most logical and simple way to upgrade cards is:
Well since we still need to put names to use, I might as well put my twist on it.Thanks, I'll use some of of those. Others are a bit different than what I had in mind, so I might not use them :)
:aether
Evasion - Cannot be attacked for X turns.
Ride a Lightning - Teleport directly to the Aether capital.
:air
Ambush - Aggressive Stance does not cost any action points for X turns.
Mobility - One extra Action Point can be used for X turns or until the user is attacked.
:darkness
Stealth - One less Action Point can be used for X turns, but the user cannot be seen by other players.
:death
Cause Fear - All players sharing a Hex with the user run away in fear to the Hex nearest to their capital.
March - The Hex that the user is standing on will now permanently produce X more resources.
Undead - Target Death player sharing the same Hex as the user permanently gains one random Death creature in their vault.
:earth
Escape - The user jumps two Hexes to the Earth capital.
Toughness - For X turns, it takes twice as many Action Points to attack the user.
Digging - The user has a random chance to dig up a card, even rare ones!
:entropy
Diversion - All non-Entropy players sharing the same Hex do a random action this turn.
:fire
Destroy - The hex that the user is on will no longer produce resources for X turns.
Bombardment - The user can attack a target player from two hexes away.
:gravity
Improved Siege - Sieges are now X turns faster.
Machinery - All fast travel is instant for the user for X turns.
Repair - Target Gravity player sharing the same hex as the user permanently gains one random Gravity creature.
:life
Hunter - The user gains a random creature of the element that owns the hex Hunter is used on.
Shaman - The next player to attack the user cannot use Life creatures.
Scouting - The user can see the deck of the target player up to 3 hexes away.
:light
Heal - Strengthen an NPC deck sharing the same hex as the user.
Crusade - All Light players gain X reputation with the target element.
Improved Resurrection - Target a Light player. If that player dies, no cards are lost, but they lose all Electrum they are holding.
:time
Trading - For X turns, all NPC's dealing with the user now consider the user to have 75+ Reputation.
Science - A random Time creature the user owns transforms, randomly, into a Pharaoh or Eternity.
:water
Waterbreathing - The user now has two extra Action Points on all water tiles.
:underworld
Smuggler - The next NPC the user deals with now offers all creature cards from a random element to the user.
Dirty Fighting - The next player the user duels cannot X upgraded cards.
off the top of my head i can get one for gravity:Sure, we could work with that.
:gravity Strong Force: any non-gravity player in the same hex becomes immoble for X amount of turns.
While i can see the benefit of going with skill trees, I find myself very much disliking them. I much prefer individual skills. Not only is it more simple, but if gives a wider scope available to all players. Players can choose to specialize in just a few areas, or have skills all over the spectrum to be a rounded off character, even though those skills would overall generally be weaker since they'd be at lower levels than those who went more specialized.I think what you are talking about is not having a skill three where you mix different elements together. What I'm talking about is an individual skill tree for each of the 12 elements.
Such as:
Character A choses to only learn skills from earth and Life. They can max out those skills rather fast and be specialized in them.
Character B chooses to have a little of all skills, taking one skill from 8 different elements. They have a wider scope of abilities, but individually, they are all weaker.
Oh, ok. I see what you mean now. I guess I overcomplicated it in my mind. That wouldn't be a bad idea at all then, but it might makes things more complex, at least for the first WoE, unless skills don't get used in the first WoE at all.While i can see the benefit of going with skill trees, I find myself very much disliking them. I much prefer individual skills. Not only is it more simple, but if gives a wider scope available to all players. Players can choose to specialize in just a few areas, or have skills all over the spectrum to be a rounded off character, even though those skills would overall generally be weaker since they'd be at lower levels than those who went more specialized.I think what you are talking about is not having a skill three where you mix different elements together. What I'm talking about is an individual skill tree for each of the 12 elements.
Such as:
Character A choses to only learn skills from earth and Life. They can max out those skills rather fast and be specialized in them.
Character B chooses to have a little of all skills, taking one skill from 8 different elements. They have a wider scope of abilities, but individually, they are all weaker.
Lets say :death has:
Cause Fear
March
Undead
We could build a :death skill tree where you could pick Cause Fear and March at level 1, but would need a specific number of points spent on :death skill tree before you gain access to Undead. This way in order to gain access to the most powerful skills, you need to specialize in :death.
What you say there would still apply, but we would have a skill tree.
i have an idea what if you get xp by defeting aponents and you can spend the xp on skills but the better the skill the more xp it costs.This is what already happens.