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Messages - wtcannonjr

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796
Strategy and Tactics / Re: Beast Master Tips
« on: February 03, 2013, 08:53:13 AM »
Quote from: "Shad0w" post=6800
Well since that was posted in Sept several things have changed into our play tester spreadsheet. One of the reasons I can not make the full thing public is it does contain cards that are currently under NDA. Since I posted that I think our evaluations have gained more in-site and accuracy. At the time it was the most efficient when factoring number of turns it lives verse the amount of damage it will put out against an average armored target.

In order for us to figure this out we needed to look at casting cost, health, armor, number attack dice, number of targets per attack, Speed ( Normal, Fast, Slow)  

Also we needed to know how much damage 1-10 attack dice versus 1-10 armor.


Thanks for sharing!

That certainly sounds like a comprehensive evaluation methodology.

I find myself evaluating creatures for their ability to operate more effectively against specific threats in the arena. For example, Skeletons work well against Poison Clouds and Poison inflicting Creatures due to their Poison Immunity as Non-Living Creatures. At this stage it is more intuitive than quantitative.

797
Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: January 29, 2013, 08:18:45 PM »
I read the articles on Tempo and find them similar to the military strategy term Momentum. The ability to deploy threats at an operational and strategic level. However, the articles seem to relate this back to the mana supply as the limited resource each opponent is seeking to optimize.

In Mage Wars I find that Momentum/Tempo has additional nuisances as many types of threats introduced into the arena provide additional non-mana consuming opportunities to attack or create new threats. The prime example are creatures who, once in the arena, can manuever and use their own abilities to create new threats. i.e. Actions become an additional resource in addition to optimizing the flow of mana.

Archtypes for deck designs don't seem very useful to me unless we add the element of which specific mage we are discussing. This is one aspect that makes Mage Wars interesting for me, while MTG was not. The unique abilities and training of each Mage is what forces players to have unique deck designs. Even if two mages wanted to have the same spellbook I believe the spellpoints costs for different schools of magic would make this impossible. I haven't validated this premise, but it seems likely.

I can see the archtypes described above have meaning in the world of MTG, but players do not have the unique mage abilities and training limitations imposed on them when designing a deck. At least I do not believe they do. For me it would be more interesting to develop archtypes for Mage Wars around schools of magic and mage abilities rather than existing archtypes from MTG.

For example, has anyone done an analysis of each school of magic by spell type (or threat type) to see if this offers insights into strategies that are more efficient for a given mage? As the schools of magic evolve with new spells, the builds for each mage will be influenced in certain directions as the cost of spells in trained schools are cheaper.

798
General Questions / Re: Battle Skill
« on: January 27, 2013, 01:37:20 PM »
Perhaps that is a definition of the Apprentice Mode? I don't have my rulebook nearby to check this out.

799
Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: January 27, 2013, 01:27:29 PM »
It may be worth the time to research Roman gladiator combat to see how strategies were categorized in those arena battles. Or modern boxing, kickboxing, mixed martial arts, etc.

Mage Wars is an enhanced model of arena combat to the death. The spellbook design discussions just feel like evaluations of different starting sets of resources. Perhaps comparing them against opponent spellbooks would be more effective. i.e. match ups between opposing scenarios. Think of Ali versus Frasier or Spartucus versus a Lion den.

800
Strategy and Tactics / Re: Beast Master Tips
« on: January 27, 2013, 12:58:26 PM »
Quote from: "Shad0w" post=1013
Timberwolf, Red Claw, Bitterwood fox, and Lair are a great start. I would also add Rouse the beat and Call of the wild. This is a good start for a build. BTW Timerwolf is one of the most efficient creatures in MW.


Shadow, can you share with us your criteria for evaluating efficiency?

Is it just a comparison of casting cost vs. attack dice?

801
Strategy and Tactics / Re: Playing Keep Away
« on: January 27, 2013, 12:51:28 PM »
In some situations I have found that initiative can be used to put distance between your enemies. If you get the last action in one turn and with initiative you get the first action in the next turn your mage can effectively move 3 zones (Hindered action - move 1 to an 'open' zone + First action of new turn - move 2 more zones) while the creatures engaging you will only be able to pursue 2 zones without incantations.

If you can retreat 'behind' your own creatures then these will help you to disengage by hindering the opponents pursuing creatures.

This is also a good combination of actions if your mage needs to save mana for casting an expensive spell.

802
Spells / Re: Divine Intervention is incredibly useful!
« on: January 19, 2013, 11:35:58 AM »
As your opponent why not cast a Seeking Dispel on the face down enchantment to eliminate this threat?

803
Spells / Re: Banish!
« on: January 07, 2013, 08:49:34 PM »
I think of it as a simple tradeoff which can be worth it in the right situation.

Your opponent has just spent 16 - 24 mana bringing on a high level creature. For the cost of 16 mana you have now removed 3 turns of benefit the opponent would have received from this creature including the extra action. Note - IIRC if you Banish the creature after it has acted in the current turn, then it returns with the action marker in the same state and remains inactive for the turn it returns to the arena.

804
Strategy and Tactics / Re: The crowd control priestess
« on: January 07, 2013, 08:22:45 PM »
Charmyna - you will need to make one modification to your plan. The Temple of Asyra can only cast Holy creatures so the Stone Basilisk can only enter play if the Priestess summons it directly.

Otherwise sounds like a nasty plan.

805
Spells / Re: Jet Stream
« on: January 06, 2013, 10:42:12 AM »
Quote from: "Aquila" post=6179
But than it's impossible to bash a creature into a wall, because there is always an alternative direction than the wall... No matter how you Jet Stream, the creature can always be pushed farther away...


I did find one situation that you could bash with Jet Stream. If target is in the corner zone and you cast it 2 zones away diagonally, then you cannot move the target one zone and be further from the caster. In this situation the spell would bash the target against the corner wall.

This situation could also occur in combination with conjured walls if you arrange them correctly.

806
Spells / Re: Jet Stream
« on: January 05, 2013, 12:32:44 PM »
We had this come up and we used the Codex on p. 43 as guidance. The second sentence under Push states - "Unless the effects says otherwise, the Pushed creature must move one zone away from the source of the Push." So after reading the spell effect this statement is the first priority to resolve the effect.

In the example above using Jet Stream, this would mean you must select the 'one zone away' option and do not get to bash the creature into the arena wall.

However, if the spell was a Force Push, then the effect allows you to specify a direction and in this case you could bash the creature into the arena wall.

807
World and Lore / Re: war school of magic.
« on: January 05, 2013, 12:24:05 PM »
What if "soldier" is a new Creature Type? Conjurations, Incantations and Enchantments from the War School may effect unique creature types rather than all creatures.

Another possibility would be to have equipment spells that can be cast on "soldier creatures" rather than mages only.

Hopefully we won't have to wait too much longer to find out. :)

808
Alternative Play / Re: 1v1v1 - 3 Players game
« on: January 05, 2013, 12:12:57 PM »
I was considering a double arena with two mages at opposite corners and the third mage starting in the center. The center mage would get a special Preparation Stage to setup the arena before the battle. This might be X spell points or Y mana points worth of spells that are 'free' and are not cast from the spellbook. I might limit this Preparation Stage to casting only Conjurations or Equipment in the center 4 zones, but having some starting Creatures in play might be interesting to try.

It would need to be balanced through trial in order to set the right X or Y points.

Just some initial thoughts on this topic.

809
Spells / Re: Gate to Hell
« on: November 19, 2012, 08:48:23 PM »
Quote from: "paradox22" post=4419
Fly is a non mage spell.


Thanks! I forgot to check the spell before posting. Don the Elemental Cloak and take the hit. :)

810
Mages / Re: Mages that you would like to see in the game
« on: November 18, 2012, 07:19:25 PM »
I would like to see a Maze Master or Arena Master mage.

Training
Trained in one Elemental School of your choice. Special Training ability is All Conjuration Spells cost spell points equal to their level regardless of magic school.

Abilities
1. Can spend mana to move existing conjurations in the arena regardless of who owns them. Similar to teleport with moveable objects.
2. Can rearrange the shape of the arena by moving entire zones including the objects in the zone. Add zone tiles to the expansion that overlay the arena.

Specialized conjurations for this mage could be level 3 or higher in multiple schools making it expensive for another mage to put these spells in their spell book.

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