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Type and Attribute Gimmicks

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seattleite
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Type and Attribute Gimmicks Empty Type and Attribute Gimmicks

Post by That OW Guy 16th July 2014, 10:51 am

Following a suggestion from D I G I T A L, I think it would be easier if we split certain aspects of the game discussion into different topics so things don't get lost in the shuffle.

So for this topic, we'll discuss Type Gimmicks. Since there's no Archetypes (yet), it's pretty much a given that the monster types will need to follow a general gimmick. So, I want your ideas.

GIMMICKS CURRENTLY IN DISCUSSION

Machine-Type: Union Sub-Type Exclusive & Upgrades

Zombie-Type: Graveyard Revival Exclusive

Warrior-Type: ATK/DEF Boost and/or Field Swarming

Fiend-Type: Sacrificing own allies for power and/or opponent field manipulation

Spellcaster-Type: Disrupting Opponent and/or Focus on Spell Cards

Beast-Type: "Feasting" aka gain power through battle

Beast-Warrior-Type: Hybrid of Warrior and Beast

Winged Beast-Type: Avoiding problems i.e. negating battle or allowing direct attacks

Plant-Type: Continuous varying benefits

Insect-Type: Field Swarm involving multiple copies of the same monster

Psychic-Type: Manipulation of both player's Life Points

Rock-Type: High DEF and related abilities
----------------------------------------------------------------------------------
FIRE: Destruction

WATER: Control and/or Recovery

WIND: Fast Effects

EARTH: Growth and/or Durable

LIGHT: Resource Recovery

DARK: Removal of Resources
------------------------------------------------------------------------------


Last edited by OmegaWave on 20th July 2014, 9:29 pm; edited 2 times in total
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Post by seattleite 17th July 2014, 4:24 am

Should we do it with Attributes instead of Types? Unless you can come up with 21 gimmicks.
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Post by DIGITAL 17th July 2014, 4:49 am

We could come up with 21 gimmicks? right?
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Post by That OW Guy 17th July 2014, 9:51 am

seattleite wrote:Should we do it with Attributes instead of Types? Unless you can come up with 21 gimmicks.

It would be on a case by case basis. Having all monsters of a certain attribute follow a pattern kinda removes the point of types outside of card searchng, doesn't it? Plus, I don't foresee us fitting all 21 types into the base set anyway. Hell, I could actually be okay with outright removing some of them until a later date.
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Post by seattleite 18th July 2014, 4:32 am

OmegaWave wrote:
It would be on a case by case basis. Having all monsters of a certain attribute follow a pattern kinda removes the point of types outside of card searchng, doesn't it? Plus, I don't foresee us fitting all 21 types into the base set anyway. Hell, I could actually be okay with outright removing some of them until a later date.

But you can say the same thing about attributes. What good are they?

Hey, what if we did both, but with looser requirements? I.e. FIRE is vaguely "destructive", and Zombies revive from Grave. So a FIRE Zombie would Revive and/or Destroy with effects.






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Post by seattleite 18th July 2014, 4:33 am

( Oh and can we all agree that Wyrm-type is stupid and change everything to dragon instead? )
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Post by DIGITAL 18th July 2014, 11:16 pm

I think wyrm type isn't stupid, that'd be like removing beast-warrior or winged beast because they are "beasts". Adding wyrm would add more variations and possibilities.

Hey, what if we did both, but with looser requirements? I.e. FIRE is vaguely "destructive", and Zombies revive from Grave. So a FIRE Zombie would Revive and/or Destroy with effects.

I agree with this. and we don't have to give everything a gimmick.
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Post by That OW Guy 18th July 2014, 11:32 pm

Hm. Alright. But can we atleast agree to give gimmicks to the things that fit it? Like the Zombies and the Machines, etc.
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Post by DIGITAL 19th July 2014, 12:39 am

Sounds good to me!

Machines - union / upgrades
Zombies - Revival
Beast - Feasting
Warrior - Max Atk or Def
Spellcaster - Disrupting Opponent
Fiend - Mind Control?

Fire - Destructive
Water - Recovery
Earth - Growth
Wind - Transport
Light - Revival / Recovery
Dark - Destruction

That's a few ideas.
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Post by seattleite 20th July 2014, 12:45 am

DIGITAL wrote:I think wyrm type isn't stupid, that'd be like removing beast-warrior or winged beast because they are "beasts". Adding wyrm would add more variations and possibilities.

Meh, ok, but I still don't see the difference between them :S


DIGITAL wrote:Sounds good to me!
Machines - union / upgrades
Zombies - Revival
Beast - Feasting
Warrior - Max Atk or Def
Spellcaster - Disrupting Opponent My idea: Focus on Spell Cards
Fiend - Mind Control? What does this mean?

Let me elaborate on your list, Dylan:

Fire - Destruction
Water - Control (sets it apart from Light)
Wind - Fast cards (Drawing & Weenie Swarm)
Earth - Strong & Durable cards.
Light - Cards that heal and create, slowly gaining resources
Dark - Cards that remove the opponent's resources (sets it apart from Fire)


Types:

Plant - Continuous effects (i.e. plants are "grounded" so provide resources over time)
Insect - Swarm, especially monsters with the same name (i.e. insect nests)
Psychic - LP Manipulation

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Post by That OW Guy 20th July 2014, 4:53 pm

Dragon vs Wyrm is still a bit of a touchy subject, especially considering in the TCG that the only Wyrm-Type monsters in the game thus far all belong to an Archetype.

More type gimmicks:
Winged Beast: Dodging attacks (Like flying in the air to dodge enemies)
Beast-Warrior: A comination of Beast and Warrior, so a combo of feasting and boosting ATK, but not to the extent of each of the other seperate types. So it could be a sort of Hybrid-Type.
Fiend: I still think Fiend would be great for gaining power and abilities by giving up other fiends. Sacrificing others for personal gain with an evil intent.
Rock: Super high DEF and other related abilities.
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Post by DIGITAL 20th July 2014, 6:55 pm

OmegaWave wrote:Dragon vs Wyrm is still a bit of a touchy subject, especially considering in the TCG that the only Wyrm-Type monsters in the game thus far all belong to an Archetype.

More type gimmicks:
Winged Beast: Dodging attacks (Like flying in the air to dodge enemies)
Beast-Warrior: A comination of Beast and Warrior, so a combo of feasting and boosting ATK, but not to the extent of each of the other seperate types. So it could be a sort of Hybrid-Type.
Fiend: I still think Fiend would be great for gaining power and abilities by giving up other fiends. Sacrificing others for personal gain with an evil intent.
Rock: Super high DEF and other related abilities.

I vote for Wyrm-type

+1 on all the gimmicks listed here

Also, OW, you should update the top page with the all of the most recent choice of gimmicks, so it's easy to see.
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Post by That OW Guy 20th July 2014, 9:26 pm

DIGITAL wrote:Also, OW, you should update the top page with the all of the most recent choice of gimmicks, so it's easy to see.

Done and done.
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Post by DIGITAL 20th July 2014, 10:10 pm

Gimmicks:
Thunder - Focus on damaging back row (spells / Traps)
Rock - Building a Wall / Continuous Defensive effects (Similar to plants in the way that the rocks cannot move so their effects are continuous)
Pyro - Spreading Damage / Growth (the same way the fire burns and spreads and intensifies with time)
Fairy - Focused on Healing or Reviving (to separate this from zombies they could revive to the hand?)
Fish - "smaller" so they have lower ATK and DEF stats but are strong in swarms (So their stats increase when there are more of them)
Sea-Serpent - Large Creatures (Heavy hitters with large stats) but are very slow
Reptiles - Same as Fish but are land creatures

Type Variations:
Wyrn - Evil Dragons (Focused on bringing an end to the world)
Draong - Good dragons (Prosperous and healing)

Not sure what to do with Aqua and Dinosaur
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Post by Tungsten Butterfly 1st August 2014, 5:44 am

I was thinking maybe all types could have access to the 3 PWCs (primary win conditions) like mill-out, burn damage and battle damage.
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Post by Ash 3rd August 2014, 10:51 pm

millout and burn are kind of derpy wincons though because they just interact less with the player
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Post by Tungsten Butterfly 4th August 2014, 5:15 am

how would one make it less derpy? trade battle damage for milling maybe? "Instead of inflicting battle damage, your opponent mills 1 card for every 300 damage they would have taken etc."

we can make them not derpy
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Post by Ash 5th August 2014, 3:55 pm

well they'd need real requirements, rather than "normal summon, mill 3" or "play trap burn 1000" because it just doesn't allow for interaction. battle based effects for these go some way to remedy this but too much of that will lead to stale gameplay so we'd need to identify more ways for burn/mill to be viable without becoming solitaire decktypes
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Post by deathdragonv2 7th October 2014, 10:00 am

I understand my plants don't really conform to the idea stated above, but I think Plants work well as helping each monster link together and being more group sufficiant. Smile
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