| 11-05-2003, 10:30 PM | #1 |
------------------------------------------- Download v1.0e (905 ko) ------------------------------------------- Here is the description of our map. ( and forgive the bad english ^^ ) -So this is an Aeon map : Two armies of creatures controlled by computer who fight each other. You choose a Heros, according to your starting side : GREEN / WHITE ( Urza ) ou BLACK / RED. ( Phyrexian ) BLUES are neutral and avaiable for both sides. In this Aeon, You have too choose between 2 goals: -Destroy the ennemy forteress : critically defended, and quite frankly, rarely harmed during a game. -Or kill the ennemy wizard which starts at 20 Hps, like a real magic player. Each time you destroy a key buiding, you also inflict damages to the ennemy wizard : -1 hps for a tower, -2 for a barracks and -4 for a town hall. Note that when the game reach 45 minutes, The game pauses and a short cinematic occurs, where the two wizards ( Urza and King Phyrexian ) defy each other and begins to fight. This means that, Starting from now, the two antagonists will inflict 1 damage each other every 4 minutes, thus heating the game a lot and accelerating it. -And now on to the core of the subject, the CARDS : There is a zone where no heroes can go. ( Let's call it the "free zone" ) Here each player have a little invincible unit called "the taker" and a circle which represents the zone where you put cards in play. The taker is here to visit various shops and purchase cards from them. There is 3 types of cards : -Creature cards : You choose a type of creature according to your color (12 by side ). Those creatures will then begin to spawn on the battlefield in addition of normal creatures. This card is "put in play". This means it appears in your circle and if you want to play another creature or a card which is also "put in play" (enchantments ), you will DESTROY the active one. -Enchantements cards : Probably the most powerfull type of cards. they are generally very expensive but change the course of the game in a critical way. Play it at the right time and as long as the card stay on the table, you gain benefit from it. If the ennemies don't react quickly, they are likely to loose very fast. some examples : Crusade : All Urza creatures gain X Hps and X damage bonus. Furnace of Rath : All physical damages are doubled on the battlefield for both sides. And so are damages dealt to wizards by cards. -Ritual and instants cards : No less powerfull than enchantments if played at the right time. the main difference is that you can play it without destoying an active enchantment or creature. Some examples : Lightning bolt : The basic good ol' direct damage. Inflict 3 damages to the ennemy wizard. Word of undoing : A blue spell which destroys an ennemy enchantment. Each color have 4 cards. This means each side have access to 12 cards. Hang on, here the things get a bit harder... -COUNTERSPELL System: Yes. without counterspell we couldn't really pretend to make a MTG Aeon do we ? Here is how it works : Each time you play an enchantment, a ritual or an instant, a 10 sec countdown appears on the screen. If nothing is done, after 10 sec the card takes effect. But a player can choose to COUNTER this card ( by buying the blue spell of the same name ). Then the previous countdown stops and the new one start... well let s have an example : Player A plays "Wrath of god" that shows something like : CyberNeuNeu played a wrath of god ! Wrath of god : 10 Wrath of god : 9 Wrath of god : 8 Wrath of god : 7 Wrath of god : 6 Wrath of god : 5 Then player B decides this spell must not pass at any cost and counter it : Wrath of god 5 LaMahlizEr played a counterspell ! ( the previous countdown then stops ) Counterspell : 10 Counterspell : 9 Counterspell : 8 Counterspell : 7 But player C, which is in the player1 team really wants this spell and helps his teammate. we have then : Counterspell : 7 Own3d_by_Ertai played a counterspell ! Counterspell : 10 etc... But this time player B and his team have no money to counter anymore... the effects are resolved : Counterspell :2 Counterspell :1 Counterspell has been countered ! Wrath of god : 4 Wrath of god : 3 Wrath of god : 2 Wrath of god : 1 Wrath of god takes effect ! All spawns and all creatures on the game are destroyed ! At this point, the player2 team, which has spent 33k on 2 shivan dragons and a shade, decides to make collective suicide... :P In summary that's our system. So you have the classic Aeon where you gain money and destroy buildings and you have the card fight in the "freezone" where you attempt to control the course of the game. This means that gold become suddenly very important and at each death of a hero, we just have to remove some gold from him to make a severe penalty.. No need to stick anymore to the "The more you die the more time it takes for you to spawn again." And of course this means non-stop action and fiery battles. The average game last no longer than 45 minutes and if every players know it, this produces some rich and tactical situations. Well, check it for yourself. and visit us at http://slaim.eurower.com/mtg/index.php. Your critics and suggestions are more than welcome ! :) |
| 11-06-2003, 04:17 AM | #2 |
It sounds like you've put good thought into your system. I'm generally not for the cross-genre kind of thing, but this is a workable idea. I hope this makes it. You know, you don't have to call it Magic. There are enough key differences in how you're planning to run your game, that you could call it whatever you want, and name the spells and heros and whatnot whatever you felt like. |
| 11-06-2003, 09:23 AM | #3 |
yes you're right ! and in a second way we look for good skinners to make skins for our heroes. |
| 11-08-2003, 11:00 AM | #4 |
PLEASE ALL ! can you test the map and give us feedback ??? come one it's at least a good map i think ^^ ^^ |
