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Salvage http://thefarwilds.com/forum/viewtopic.php?f=11&t=1551 |
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Author: | UBER [ Tue Dec 29, 2009 6:54 am ] |
Post subject: | Salvage |
Id like to suggest less salvage. As much as it sucks to lose for running out of buildings.. it also sucks to lose because salvage lets your opponent keep re-casting buildings. How, I dont know. If anyone agrees please throw out some ideas. |
Author: | Zurken [ Tue Dec 29, 2009 3:07 pm ] |
Post subject: | Re: Salvage |
Autodraw should hopefully fix that.. |
Author: | Sunyaku [ Wed Dec 30, 2009 5:30 am ] |
Post subject: | Re: Salvage |
For epic lulz, destroy salvage figures, then cast dispel flux first thing next round. |
Author: | emancipate [ Fri Jan 08, 2010 5:34 am ] |
Post subject: | Re: Salvage |
Sunyaku wrote: For epic lulz, destroy salvage figures, then cast dispel flux first thing next round. not funny game with huger, that was exactly how it happened... |
Author: | Keyser [ Fri Jan 08, 2010 7:50 am ] |
Post subject: | Re: Salvage |
UBER, check out the definitive autodraw thread.. I've made a suggestion in that one to have buildings that you gain from autodraw that were not in your deck (i.e. if you have 3 groves, this woudln't apply until the 4th one you draw) have a decreasing salvage benefit that goes down by 2 every time you autodraw and cast a new one. Let's say you had 1 grove in your deck, and it's destroyed. The next grove you draw would come from the autodraw of cards that are not in your deck. When you play that grove, it would start with 7 salvage counters. The next grove you draw and play would only start with 5. The next one would start with 3.. |
Author: | UBER [ Fri Jan 08, 2010 7:56 am ] |
Post subject: | Re: Salvage |
I like this idea. |
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