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Post by serprex on Jul 28, 2014 16:19:32 GMT
Face down cards are a clean way to allow interacting with your opponent on their turn rather than having to have instants which ends up being a pain for non-tabletop situations. There were recently some secret mechanic series on CI&A The implementation of secrets would be to have a passive which essentially cloaks itself. There are some issues Issue: The element & cost of the secret will be known. Solutions: Make secrets nearly a forced combo with Cloak Make lots of secrets and have all secrets of any element cost the same Have costs of the secret paid when the secret procs (this brings it even closer to how instants would work) If there's any interest in this kind of a mechanic, then there'll need to be a collection of ideas that can be released together. This thread would be where to pool such ideas CI&A threads Link because !elementscommunity.org/forum/card-ideas-and-art/acid-trap-acid-trapTrap-like card ideas elementscommunity.org/forum/crucible-archive/warlock%27s-orb-warlock%27s-orb (with or without percentage proc)
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Post by odinvanguard on Jul 28, 2014 16:40:17 GMT
I personally like the third solution alot, having the cost deducted upon activation.
One simple way to do this is to simply have the activation cost be an "absorb X " type of mechanic (similar to flooding) so that the effect only triggers if the absorb is successful.
With that in place, you can also have a rainbow / fused type casting cost if they need to be a little harder to get in play up front.
Alternately, as long as there are at least a few traps for each element, you could go with a combo of 2 and 3... I.e. all traps of an element cost a few quanta up front (but each costs the same amount), but can still require a different amount to actually activate.
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treebeard
New Member
spodosis is love. spodosis is life. One does not simply underestimate the spode
Posts: 11
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Post by treebeard on Jul 29, 2014 11:50:32 GMT
Personally I don't feel this needs trap cards no matter how interesting it may be. If it is decided to implement traps the only viable way to really use them isn't a particularly nice to play face downs as the way cards are played you can count quanta usage and immediately avoid the traps another way would be to make them cost chroma quanta it would be a lot harder to predict traps if they all cost the quanta to play.
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Post by Fippe94 on Jul 29, 2014 13:09:35 GMT
I think the best way is to have all traps be free to play, but have various costs when activated. If you can't pay the cost, the trap is not activated.
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Post by cg on Jul 29, 2014 15:26:08 GMT
With regard to costs showing what secret is what, if you don't want to have things be free-to-play and then cost when activated, you could have everything uniformly cost 1 (or 2) random quanta to play, and then (if necessary) absorb additional quanta when activated. This'd allow for things that can be fully pre-paid as well as more expensive things that are slightly pre-paid and then the balance paid upon activation.
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Post by serprex on Jul 31, 2014 20:57:40 GMT
Argument against traps from chat. Snipped out irrelevant bits 20:25:01 Fippe94: I approve 20:25:17 cg_maybeafk: i honestly don't like them a whole lot in principle 20:25:22 cg_maybeafk: but not enough to throw a big fit over it 20:25:30 serprex: I'm rather meh about them 20:25:42 serprex: I think they'd be a good thing to do as a "release a set of cards" tho 20:25:50 cg_maybeafk: only time i've ever really played with them is in hearthstone 20:25:57 cg_maybeafk: so it may be "hearthstone is dumb" instead of "traps are dumb" 20:29:15 serprex: @CG how much of a difference do you feel traps are to instants? 20:29:31 serprex: Or: do you think instants are dumb? 20:30:26 Fippe94: I don't think instants are dumb 20:30:32 Fippe94: but I don't think they fit in Elements 20:31:14 Fippe94: mostly because the inclusion of instants would change the game too much 20:31:44 Fippe94: traps are indeed a way to act on opponents turn, but they can still be seen in advance 20:31:51 Fippe94: and you can't target with them 20:32:37 Fippe94: when your opponent play a trap, you're going to be a bit more careful and wonder what he can do 20:32:42 Fippe94: which is pretty cool 20:32:54 Fippe94: but I don't like that it would be that way "all the time* 20:44:37 Guest_cg_maybeafk: i don't have a problem with instants 20:44:41 Guest_cg_maybeafk: in general, not in etg 20:44:50 Guest_cg_maybeafk: i find traps more dumb than instants 20:45:06 Guest_cg_maybeafk: i find both things to not fit into the general feel of etg 20:45:54 Fippe94: what about my trap-but-not-a-trap idea then? 20:46:09 serprex: Reflective Shield is such a trap 20:46:21 Guest_cg_maybeafk: see i have no problem with things being face up and people walking into them 20:46:23 Guest_cg_maybeafk: like fire shield 20:46:44 Guest_cg_maybeafk: i just don't so much like surprise shit happening on my turn 20:46:53 Fippe94: is to have basically what the trap card idea is, but having them visible 20:47:09 Guest_cg_maybeafk: i am totally 100% okay with playing a card that says "when opponent casts a spell, X happens" 20:47:14 Guest_cg_maybeafk: see fire shield, mirrors, etc 20:47:21 Fippe94: Like a permanent that kills the next creature played 20:47:26 Guest_cg_maybeafk: that is great 20:47:31 serprex: So your concept of an etg turn is something which can be planned out start to finish? 20:47:35 Fippe94: and well, I guess mirrors are already that 20:47:40 Guest_cg_maybeafk: more or less yes serprex 20:47:51 serprex: Edge case is if there's random chance to proc 20:48:02 Fippe94: well, you are still aware of the chance 20:48:03 Guest_cg_maybeafk: right, but those are relatively known ahead of time 20:48:20 Fippe94: then again, you are aware there are traps too 20:48:29 Guest_cg_maybeafk: i think the problem with traps is that it requires people to memorize all the possible traps 20:48:38 Guest_cg_maybeafk: and you can't play just by reading what's on the cards in front of you 20:48:47 Guest_cg_maybeafk: so it's anti-newbie 20:48:51 Guest_cg_maybeafk: and anti-casual 20:48:57 Guest_cg_maybeafk: and anti-playing while exhausted and drunk 20:49:31 Guest_cg_maybeafk: again despite the fact that i'm arguing here, i don't actually care enough to oppose it 20:49:37 Guest_cg_maybeafk: and am mostly just trying to puzzle out why i don't really like them 20:49:45 serprex: I was remembering that while wishing you'd post this side of the argument on forum 20:50:00 Guest_cg_maybeafk: you can post the chat logs :P
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