September 28, 2024, 05:29:19 PM

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 - Sailor Vulcan

Pages: 1 ... 201 202 [203] 204 205 ... 210
3031
Alternative Play / Re: Miniatures in Mage Wars
« on: September 12, 2013, 10:25:42 AM »
But then how would it be much different from regular Mage Wars (aside from how it looks?)

What makes this idea so exciting (at least for me) isn't just using the figurines. It's the greater control over movement, the increased feeling of "this is how it would work if it were real." Also, bringing size into the game adds a whole other dimension of strategy. Targeting and movement would become more interesting with area of effect, and using stamina gauges instead of action markers. Large objects could block line of sight, as they actually would if they were real. You would not be able to move most creatures through solid objects like you can and have to in the regular game, and getting rid of zones and squares is what would make it so you don't have to. (Creatures with flying could just be moved over them, of course. And elusive creatures could duck under the arms or legs of another larger object to get through, or jump over smaller ones. And then there's blue gremlin.)

So what if some idiots argue unnecessarily about distance measurements? It's extremely annoying and rude of them, but it wouldn't be the game's fault, it would be the player(s)' fault. Besides, that's what we have judges for in organized play. And if someone starts being ridiculous in casual, don't play with them.

If any real concerns come up about who's right or wrong in distance measurements, I think the rule I thought of with rounding to the nearest hash mark would fix that.

I think this version of mage wars should be different enough to be special and set itself apart from regular mage wars while still being similar enough to able to use all the same cards, spells and mages. Otherwise you might as well just play the regular game only but use a terrain variant.

3032
Alternative Play / Re: Miniatures in Mage Wars
« on: September 11, 2013, 10:51:51 PM »
Of course using a ruler would lead to arguments. I think most people do not have a steady enough hand to use a ruler to measure a distance longer than half a foot accurately (and sometimes not even then). A tape measurer is what's needed. You use the models to hold it steady. If people don't think that's exact enough, then bring in the electron microscopes. :D

I think that there should be a rule that when measuring distance, it should always be rounded to the nearest hash mark, with one exception: if something depends on whether there are bases touching or not, then they are either touching of not.

3033
Alternative Play / Schoolyard Mage Wars!
« on: September 11, 2013, 09:36:07 PM »
Takes place in the VERY distant future.

30 spellbook points
All Mages start with 10 Health and 5 channeling, and also 12 bragging points (more on this in a bit)
No ability cards.
When you lose by damage, your mage gets knocked out, not killed.
There's a time limit of 30 minutes, since that's how long recess is. A teacher marker patrols the arena walls. If they catch you fighting you lose. The Playground arena's twelve zones have different terrain on them. The middle 2 zones are the playground which has slides that lead into the zones left and right of them. All creatures going down slides have fast when going down them.

In the bottom middle two zones is the basketball court. If your classmates there see you fighting, they might gather and watch. The same thing goes for the grassy soccer field in the upper two middle zones. If too many classmates gather too watch, the teacher will get suspicious and enter the arena to investigate.

There are two ways to win: a Braggart's victory and a Bully's victory.

You achieve a Bully's victory either when your opponent is knocked unconscious or has more damage than you when the time runs out.

You acheive a Braggart's victory if your opponent either gets in more trouble with the teacher than you, or gets humiliated enough. (For instance, using Dissolve on their pants, or revealing Stumble while they're in a muddy area of the soccer field.) More creative and humorous moves allow you to steal more bragging points from your opponent (you can either steal 1, 2, 3, half or all their points, depending on the level of humiliation)


What do you think?

3034
Alternative Play / Re: Miniatures in Mage Wars
« on: September 11, 2013, 02:35:33 PM »
Another thing I thought of is if you're forgoing zones altogether, rather than having a rectangular arena the battlefield could be within an elliptical stadium. Also, I think the battlefield should normally start out blank and featureless, with features being added at the start by using "terrain points", and changed/affected by spells. I agree that the different types of terrain fitting different types of creatures and schools of magic makes more sense, rather than releasing a geomancer.

3035
Alternative Play / Re: Miniatures in Mage Wars
« on: September 11, 2013, 12:13:51 PM »
I like everything about this concept so far except for a couple things:

The idea that when a creature enters a zone, it automatically warps to a square of your choice within that zone. That's no where near as intuitive as regular Mage Wars is, and it doesn't make sense, flavorwise. I want to be able to use part of my creature's action to move less than five squares, staying within the same zone. Or better yet, remove the zones and squares altogether and just use inches. I also suggested earlier using an "Energy Gauge" instead of an action marker, where using 100% Energy would be the equivalent of a full action. Perhaps one could use two D10's to keep track? And then every time another creature is activated, you move the two D10's to that creature with both 10 faces face-up.

Also, I strongly, STRONGLY suggest you make the miniatures from an inexpensive material, like plastic. One of the things that sets Mage Wars apart from other games in the customizable strategy genre is that it is affordable, and I think that's a big part of the attraction of Mage Wars for many players. If you were to use metal, for instance, I'm rather certain that would effectively bar me from playing.

I'm really excited about this! This is seriously awesome!

3036
Creative / Re: Hey guys! Check out my nerd phone!
« on: September 10, 2013, 12:22:32 PM »
Are you even allowed to do that with am android? For iPhones, the process of getting your phone to do things it's fully capable of doing but was intentionally programmed not to so that you'll have to buy a new phone sooner is called "jail breaking". Apple hates it if you jail break your iPhone. I think it goes against the user license agreement or something, although I'm not sure.

Does android have a different policy about that sort of thing? I find it a bit hard to believe, since it means you'll be even more satisfied with your phone, and therefore might be less likely to buy a newer, better model when it comes out, so you'll be paying less money.

3037
Spells / Re: Wizard Tower
« on: September 10, 2013, 07:13:20 AM »
Ok, I suppose I stand corrected about voltaric shield, and possibly the wizard too. However, I still think that instead of having a long argument, it would be better to just report the problem (or what we think is a problem) and have the playtesters investigate it.

Also, I don't think Rock-Paper-Scissors is necessary for a healthy metagame. In fact, I think Rock-Paper-Scissors means a lot less strategy in game, and more strategy out of game creating your build. That's not fun. One mage being overpowered isn't evidence for the superiority of rock-paper-scissors.

Also, while nobody really likes banning and errata, I think that just creating cards to counter the overpowered cards will throw the game out of whack too by making things rock-paper-scissors. If a card is overpowered, and then you put some cards in the cardpool to counter that OP card, then everyone will essentially HAVE TO include one of the counters, wasting resources in the game to deal with a version of a card that shouldn't be there anyways because it was a mistake. I think admitting one's mistakes and fixing them is a far better solution than trying to cover it up and make the mistake look better. Nobody's perfect, and customizable strategy games are a big balancing act. If broken cards slip through the cracks, no big deal, just fix them. While it's ideal to be able to do that before the cards are printed, there are only so many playtesters, and there are a lot more players. The playtesters can't predict every single strategy that players come up with. It's called customizable for a reason after all.

3038
Spells / Re: Wizard Tower
« on: September 09, 2013, 08:10:24 PM »
"Good cards aren't always OP, and not every card has to suck to be balanced. What makes the Wizard so good (not the WT, btw) is the Voltaric shield, coupled with even a couple of points of armor. This, in conjunction with the birth of spells the Wizard is trained in, as well as the inherent attack spell that he can cast, makes him extremely powerful."


Oh. I think I might have misread it. You said voltaric shield, not arcane zap. Oops, my bad!

I can almost see what you mean about voltaric shield being overpowered. For only 2 mana per use, it functions much like 3 armor that also works on critical damage. However, there are two things to keep in mind that lower the power of Voltaric shield.

First of all, there's the fact that it only works against the first attack he receives during the round. Second of all, unlike Block, which prevents ALL damage from the attack for a a reveal cost of 2 (total mana cost of 4), Voltaric shield only prevents up to three damage, and you can only cast it during the upkeep, which means you have to predict whether there's a chance of taking an attack during this round that you don't want.

The fact that Voltaric shield is reusable every round as long as you have at least 2 mana doesn't seem like such a huge obstacle. There are multiple more powerful abilities that after paying their cards' mana costs, you don't have to pay mana whenever you flip the ready marker. Such as certain defenses.

3039
Spells / Re: Wizard Tower
« on: September 09, 2013, 11:02:01 AM »
@The Dude, (and anyone else who cares)

We all know that a card being good by itself doesn't automatically make it OP. Nobody believes that, nobody is arguing it, and anyone who said that probably would not be taken seriously.

However, the power level of a card does not exist in a vacuum, and it is influenced by how it interacts with other cards. There's a reason we use the word "balanced" to refer to a healthy metagame. Not all cards are equally powered, and they're not supposed to be.

I think how you define "overpowered", depends on what the game is supposed to be like. For a customizable strategy game like Mage Wars, you want players to have freedom to customize their competitive strategies how they want to, resulting in greater strategic/playstyle diversity, which makes the game more interesting. A card that makes a particular strategic playstyle (or in this case a specific mage) more competitive then the others is unbalanced.

In some games there are "tiers" where  builds of different power levels are more or less competitive. In those games, unbalance would not automatically equate with a damaged or broken metagame. However, at least for now, Mage Wars is not one of those games.

You think Arcane Zap is overpowered? Seriously? Did you actually think about that before you said it? There are a lot of weak creatures with 3 dice melee attacks that they don't need mana to use, and some more powerful creatures with far more powerful attacks than Arcane Zap that they can use for no cost other than the mana it took to summon them. And let's not forget that all mages are Lv 6 creatures. Sure, they get onto the field at the start of the game for no cost, so one could argue that the mages are overpowered. But considering that they are SUPPOSED to be the centerpieces of the game from which the resources for all strategies originate, that's hardly a problem.

But if the Wizard himself was "overpowered" and more competitive than any of the other mages, the playtesters would have noticed that long before now.

Considering all the great strategy articles you've written, I'm shocked by the nonsense you're spouting. Perhaps you should calm down a bit and look at this matter later with a clearer head.

Ultimately, I think whether Wizard's tower is OP or not is for the playtesters to determine and not anyone else. We should trust them to do their jobs, rather than sitting here fighting about it. I personally think that because people fought too much the last time with HoB and all those other spells that were nerfed, some of them were nerfed more than they needed to be. We should trust the playtesters to figure this sort of thing out, rather than pressuring our own views onto each other and them. So lets just stop fighting, continue to enjoy ourselves, and wait.

3040
Fan Fiction / Etheria: Axis Powers--The Dawnlight Compact! Episode I part 1
« on: September 08, 2013, 10:41:04 PM »
DISCLAIMER: I DO NOT OWN THE ANIME, "HETALIA: AXIS POWERS", OR ANY OF ITS SEQUELS, PREQUELS, OR SPECIALS, ETC. (AND I OBVIOUSLY DO NOT OWN MAGE WARS).



This is a fan-made parody work of Mage Wars inspired by the "Hetalia" animes. Since it is a parody, it is fair use.

I DON'T OWN ANYTHING THAT I DID NOT COME UP WITH.



Note: Etheria: Axis Powers--the Dawnlight Compact is a separate series from my first Etheria: Axis Powers. That one's title I changed to Etheria: Axis Powers--Mini-World, and it tells the story of Etheria when it was inhabited by unruly young teenage nations (with some flashbacks from early childhood). Etheria: Axis Powers--the Dawnlight Compact shows the nations of Etheria when they are all grown up. Well, as grown up as they'll ever get, anyways. Enjoy!
__________________________________________________________

Etheria: Axis Powers
The Dawnlight Compact!

Episode I
Westlock: Dark Prophets


Part 1: The Monster in the Mirror

There was no question about it. Westlock knew she was beautiful. Everyone knew she was beautiful. She was also strong and healthy, both economically and militarily. She prospered, and she shined. She was so beautiful in fact, that there really was no reason for her to be spending so much time on her hair and makeup.

However...

Sortilege would always tell her that beauty was subjective, and didn't matter. And Straywood wouldn't say anything, he'd just stare at her incredulously.

Westlock sighed, and stared into her mirror, feeling mildly pathetic.

"Mirror, mirror on the wall," she sighed. "Who's the fairest of them all?"

Of course, it was just a reflection in the mirror, and it couldn't say anything. But then she noticed something odd. Her reflection was wearing Malakai robes, and Westlock knew that wasn't what she was wearing today. She was currently wearing her Asyran garments...

Realizing that he had been caught, Arraxia quickly threw a "Flameblast" at her face, cast "Steal Equipment" on her clothes, and jumped out of the mirror and then out the window of Westlock's vanity room, leaving a very angry Westlock behind. Her hair was now wreathed in flames from Arraxia's attack, giving her the appearance of a certain demon of Infernia. Then she screamed in both pain and embarrassment, and quickly cast a spell to put out the fire. She would find Arraxia and make him return her clothes--or else.

How had Arraxia gotten into her mirror anyway?

She stomped out of her palace-temple, summoned a Highland Unicorn and in one swift and graceful motion, jumped up and mounted her steed. She then leaned forward and wrapped her arms around his neck. The Unicorn's eyebrows rose sky-high.

"Oh, shut up, you know this isn't what it looks like," Westlock said, annoyed. "Would you feel more comfortable if you were wearing a saddle?

The Unicorn neighed indignantly. He was no common horse. He was a Highland Unicorn! Highland Unicorns did NOT wear saddles! He pawed the ground, and dashed off into the distance, following the trail of Arraxia's dark and burning footprints.

To be continued...

3041
Off topic / Re: Fun Questions
« on: September 08, 2013, 05:21:42 PM »
1. I kind of doubt that the beastmaster is a vegetarian. Herbivores are bottom of the food chain, and the beastmaster's playstyle is rather aggressive.

2. What do you mean, most clerical women? I doubt all religions condemn their priestesses for wearing clothing more fit to be worn in a desert. She probably is able to dress that way for a reason:

Priestesses are healers, and so is Asyra, their goddess. I can imagine that they place a lot of value on the body, and that they don't try to "hide" their bodies. They probably only use clothing for the purposes of ceremony, weather, and expression. The reason that the male priest doesn't wear clothing like the priestess does is probably because he's a priest of Malakai, rather than directly serving Asyra. While Asyra is a deity of healing, Malakai is a deity oriented more towards attacking. The clothing of a Malakai priest would be less revealing and less form-fitting, and therefore having less emphasis on the body.

Or that's what I'm guessing, anyway.

3. It's not that they don't use magic in wars at all, it's that magic use in conflict is restricted. I'm assuming that the members of the Dawnlight Compact have enough military power and magical might to threaten other nations into conforming to the Mage Wars institution. If anyone were to go against it and use too much magic in a battle, I can imagine it would be like if a country in the real world threw a nuclear bomb. Suddenly everyone would be using the bombs, and it would be a nuclear war.

4. They're not. But if they decided to ignore the Mage Wars institution, they'd be facing the combined magical might of Sortilege, Westlocke and Straywood. The Mage Wars are useful to warlocks for scouting their enemies, so that they can better prepare for if and when they break away from the Mage Wars institution and wage war on the world. At least, that's what it sounded like to me.

http://magewars.com/jsite/detailed-overview/world-of-etheria

3042
bold and underlines make lists look neater and cooler when posting to forums...

3043
Alternative Play / Re: Miniatures in Mage Wars
« on: September 08, 2013, 12:06:13 PM »
You could also use coins or markers with a picture of the creature or other object on it, instead of using full miniatures. Then you could place the cards outside of the arena organized by spell type. If you use actual miniatures I think it would get insanely expensive insanely fast. I think having walls already there benefits certain playstyles more than others.

Also, while you're at it, it might be a good idea to have some objects take up more space than others, so that objects actually have size in the arena. I can imagine each and every object having a cardboard square marker for its board position. For the walls, you'd need to have the plastic "stands" you get in other board games for standing up cardboard character pieces.

I also think that each creature should have an energy level to signify how much of its "action" it has left to use in a round, and how much action it can take maximum. 100% would be a full action, and 50% would be a quick action. If each zone had 5 rows of 5 1-inch mini-zones, then moving 1 inch away would take 2% of a creature's energy level.

Hindering would mean that creatures would be continually arranged or positioned a certain way in a zone as to make it take more time or effort for an opposing creature to leave. Since hindering only works against opposing creatures, and is supposed to mean that your creatures are "chasing" an enemy creature(s) across the zone, then it should stand to reason that you should be able to choose whether you want to hinder the enemy's escape or not. Elusive would be like dodging around, jumping over and ducking under things to get through, so creatures with Elusive could move right through an enemy creature's position.

3044
Alternative Play / Re: Mage Wars played as a "Old school" TCG
« on: September 08, 2013, 11:43:17 AM »
When you say "Old school" tcg, I assume you're meaning something like MtG. The thing is, that Mage Wars can't work old school. Try new school:

You could replace range with accuracy, so spells are most accurate when targeting objects within range. Different spells would have different accuracy rolls they have to get based on how "far away" the target is and how much accuracy the spell has. Some spells and attacks would be more accurate when the target is really far away, and some would be more accurate when the target is really close.

Then you would probably want to make all damage exact, rather than relying on dice rolls.

A lot of abilities would have to be reworked though, and some cards might have to be banned from the format. Elusive would probably have to be changed to something like, "ignores changes to opposing creatures' accuracy". Charge +x could be a way of increasing the power of an attack by lowering a creature's accuracy.

Also, I think instead of shuffling the deck and drawing seven cards, players should search the deck for 2 or 3 cards at the start of the game to be their starting hand, then instead of drawing from the top of the deck, they should be able to search their deck for any card during the planning phase to add to their hand. That way the rules about quick actions and full actions would work as normal. Each player would have separate turns. Some things could be done on either your or your opponent's turn, and other things would only be able to be done on your own turn.

Only your turn: full action attack spells, attacking with creatures, placing a guard marker (the rules for guarding would also have to be reworked a bit), casting equipment, casting facedown enchantments, summoning creatures, full action conjurations.

On either turn: incantations, revealing facedown enchantments, using an activated (ready marker) ability, rolling for evasion/accuracy, counterspells, effect rolls, quick action conjurations.

Also, decking out shouldn't cause you to lose automatically if you still have cards on the playing field.

I also wonder if it might be a good idea for this format to be restricted to "Apprentice mode Lv2", except with customizable decks. So 70 spellbook points, a choice of one out of two abilities for each mage, and certain predefined stats for each mage. That way the game-length would be the same as (or at least closer to) a tcg. It would be a smaller, more portable "travel-pack" version of mage wars.

http://forum.arcanewonders.com/index.php?topic=12920.0

I think it would be an extremely difficult long term project to constantly convert every new card and mechanic to work in this "TCG" format. Perhaps the cardpool for this format should always be at least one expansion behind, so that there's more time for playtesting. And I don't think it should be called a "TCG", since it's still not collectible, even though it would be played like one in the format. TCG-style, perhaps. Maybe this version of Mage Wars could be distinguished by calling it MM, or Mini-Mages.

I'm not sure about how this idea would be received though. Perhaps by having a TCG-style version of Mage Wars alongside the regular "Full" version, it would become clearer to people that regular Mage Wars is NOT a MtG derivative, especially when they notice that the cards are so much more affordable than MtG or any TCG for that matter. And since Mage Wars is being forced to compete with games that are nothing like it, such as MtG, perhaps this would have the effect of allowing Mage Wars to compete better, while at the same time highlighting what sets regular Mage Wars apart.

3045
Alternative Play / Re: Miniatures in Mage Wars
« on: September 08, 2013, 10:31:50 AM »
I can't see the picture. I got an error that said it could not be found, and then asked about spelling and capitalization. Can you not just post the picture directly onto this forum? I'm having trouble understanding what you're talking about. Are you saying that you're dividing zones into even smaller "Mini-zones"?

Pages: 1 ... 201 202 [203] 204 205 ... 210