May 03, 2024, 05:36:16 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - calisk

Pages: [1]
1
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: August 28, 2013, 08:07:52 AM »
i've used octgn it's all right but it could be a lot better.

it's slow to use, and far from intuitive, a lot of manual things that could be auto, and hidden cards get revealed if you aren't careful with your token placement, grid snapping and auto resizing of cards would be a useful addition as well.

hp changes are manual when they could handled auto, and mana changes are sometimes manual when they could be auto to speed play up.

the ui could drastically be improved if it was built for mage wars specifically, and over all I believe there is plenty of room to improve for an online client, again though I don't know if it would be worth the investment, I rarely see more then 2 or 3 players on octgn, but I suspect that's mostly because it's a third party program with a rather complex setup to get running.

2
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: August 27, 2013, 07:21:17 PM »
I'm not sure why you'd assume they'd release a bad online client.

they put a lot of effort into their board game why would they put less effort into an online game, obviously they would need to go through a contractor to get it done, but that isn't always a bad thing.

some contractors are good, some are bad, arcane would need to do their research and find a good client and get it done right.

over all though that's up to them to decide if they don't have the money or the resources to go that route then just leave octgn alone, if they want to have that market for themselves then they need to invest and put the money into doing it right.

3
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: August 25, 2013, 10:58:31 AM »
The ease with which you say that assures me that you are not a programmer, nor in business.

I've been a professional programmer for 9 years, and a game designer for 6.

I'm not really sure what you think would be difficult about designing and developing a project like this. It seems like it would be any other project I've worked on before.

the only issue that would arrive with a mage wars online app honestly would be the low player count and small fan base resulting in either no return or a slow return, but that would be up for market research to decide on, really, thankfully octgn serves that purpose if enough people are playing it that it is an issue then their is indeed a market for it.

4
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: August 24, 2013, 01:37:13 AM »
IMO they should have an official app anyway.

off-line play and online player are experiences a game like this should have, and could help grow the product.

octgn is just filling the void of their not being an official method to get it done.

5
General Discussion / Re: A Mage Wars Mission
« on: August 13, 2013, 08:57:35 AM »
I been trying to get players in my local area to play it, but it's not easy heh.

they all want to play magic cards, and think that's the only game in the world

6
Mages / Re: Mages that you would like to see in the game
« on: August 05, 2013, 09:16:42 PM »
was just using the monk as an example of how you could do a 3 training mage by restricting the higher level spells.

wasn't really a suggestion for the monk.

7
Mages / Re: Mages that you would like to see in the game
« on: August 05, 2013, 04:31:33 PM »
I think it would be better to do something like the following

monk

training: mind,holy,war. level 4 or greater spells cost double. dark costs triple.

this way they have more training diversity, but has a restriction on upper end of what the monk can use.


8
Mages / Re: Mages that you would like to see in the game
« on: August 04, 2013, 07:16:35 PM »
with monk I started at holy mind, but came to the conclusion the war fit a melee fighter type a bit better, I was also concerned with giving fighting type moves to the priest by giving them the holy attribute.

I might of been over thinking it though, as holy mind does fit better.

I agree I had the solo style of play in mind for the monk, and I wanted to build a versatile fighting type. I tried to handle him not equiping equipment by making non-monk gear cost criple, equipment wih the monk subtype would all be stuff monks would wear, like prayer beads, or an extendable staff giving him reach, none of it would be armor.

style enchantments would be another way you could go with the monk and I had pictured the ki blast as one of his attack cards.

I wasn't really sure of which direction to go with building ki on the monk, getting hit is one way, but I know most competitive players would probably prefer a progressive style of character to a responsive style of character. thus if he builds ki off of being hit, he should probably have other means of building ki via his cards.

either way I like your ideas, I would need to think of what kind of support cards he'd have with him to really know if they were a good idea, but regardless all good suggestions.


9
Mages / Re: Mages that you would like to see in the game
« on: August 03, 2013, 04:44:19 PM »
another Idea I had was monk

Monk
hp - 32
armor- 1
channeling -9
spell book - 120

training - war and mind, non-monk equipment costs triple.

abilities -

       inner ki- as a quick action spell the monk may heal 2 dice worth of damage, and add 1 ki counter to the monk.

       trained body- the monk is immune to poison effects, he may remove a ki counter as a quick action to heal a status effect by paying the removal cost.

attack -

 ki strike - quick attack 2 dice 8+ stun.


attack card ability - combo when you cast this card you may play another card with combo( alternately you could balance it with limiting it to the same name). out of the spell book by paying it's cost + the cards level+1. more or less extendable for attack cards

example combo attack spell.

tiger strike - cost 4
level - war -1

combo, monk: ki+1
attack - 3 dice piercing+1   effect : 7+bleed



I picture him using combo cards to add ki counters to himself while attacking, and finisher cards to use those ki counters to do massive blows.

       




10
Mages / Re: Mages that you would like to see in the game
« on: August 03, 2013, 04:13:58 PM »
had an idea for a mage and wanted to right some of it down here to give an idea of what I had in mind.

master of teleportation and shadow manipulation, intended to be a hit and run champ, where he will move up and strike fast, then get away quickly. he could be played like an assassin, or a some form of control/mob mage.

void walker
hp - 28
armor- 0
channeling -9
spell book - 120

training - arcane and dark, non-arcane attack spells cost tripple.

abilities     
     - quick action spell for 2 mana this character can teleport himself or another creature he controls up to 1 space away. range 0-1

     - fast and piercing +3

     - shadow syphon - for every shadow type spell this mage has in play he gains melee +1 up too melee +4. whenever a shadow spell deals damagae this mage heals 1 damage.(( this is intended to mean shadow type conjurations and creatures ))
       
attack - melee quick 1 attack dice


some equipment ideas I had for him

equipment ----
      
night blades - dual blades( both hands)
2 attack dice, quick, 7+ enemy is considered hindered,10+ weak+hindered
2 attack dice, full round, double strike, 7+ weak. 



void shroud - cloak
when this character takes a move action he teleports.

negation amulet - any opposing spell that targets your mage costs 1 more mana to cast.

ring of shadows - shadow spells cost 1 less to cast. enchantments gain this bonus when they are revealed

ring of minor invisibility - once per round as a quick action this mage may pay 4 mana and can become invisible to a single target creature until end of the round. range 0

helmet of darkness - shadow creatures in the same zone as you have intercept.

shadows cloth - armor - this mage gains a defence 7+ melee dodge infinite. if the mage fails to dodge an attack he loses this dodge until the end of the round.


and I'll post a single idea I had for a champ he could use as his signature style of champ.

shadow stalker - cost 13

   type - shadow
   level arcane - 2 dark -1
   
   armor - 1
   health - 7
   
   attack - 4 dice piercing 1, 7+weak
   
   abilities
   light+1 non-living, incorpreal, teleport, fast


for attack spells he would use use arcane/dark spells and manipulate shadows to attack the opponent.


anyway just my take on how I would do it I suppose

Pages: [1]