MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 19:07, 5. Jan, 2011
I mentioned this in the AI thread, but I think this should be a separate topic. AI challenges are special games vs AI. Each AI challenge will start a game vs a AI player with specific name and custom deck. What is different from normal AI game are the starting AI's facilities/resources which will be altered. Also, AI will use a custom deck which can break the card uniqueness rule (so you can have 2 Pegasus cards for example). Any player that will beat such a challenge will gain gold as a reward (maybe an achievement?).

Now here is my first AI challenge suggestion:

Name: Succubus mistress
Starting facilities: 2/5/5
Starting resources: 0/15/15

Deck:
Common - Fire guardian x5, Fireball x5, Devilkin x5
Uncommon - Firewall x2, Succubus x5, Nightmare x5, Fire elemental x3
Rare - Flame lord x5, Efreet x5, Phoenix x5

Please feel free to suggest new AI opponent's as well as improvements on existing AI opponents.

Noak on 19:33, 5. Jan, 2011
as long as it's a one time reward per user it seem awesome, would be sad if it's "farmable" thou
dindon on 22:30, 5. Jan, 2011
I agree with Noak.

Also:

1) It might be nice if the challenges gave players experience in countering specific deck types. For example, vs. an AI that tries to kill you with direct tower damage (encouraging players to counter it with cards like lookout towers), vs. a rush deck, vs. a plague deck, etc.

2) To support 1, it would be cool if the challenges could have special modified AIs. So, in the first example, the AI would be modified to have tower damage as its main objective, over wall damage. In the second example, the AI would give high priority to damaging cards, and low priority to construction and facilities. In the third example, the AI would give high priority to reducing opponent's facilities.

3) I definitely think things should be stacked in the AI's favour, since players can conceivably try as many times as they want, and they can craft decks to specifically counter the AI's deck. I like the idea of giving the AI boosted starting facilities and stock, for example.
Noak on 01:20, 13. Jan, 2011
suggested format:
once you start a challenge 10 AI games will be hosted using your chosen deck against the specified AI and his only deck. 3 rewards are given based on how many games you win 7wins=bronze 9wins=silver and 10wins=gold. Gaining a "medal" counts as an achievement and one of higher value also awards the lower ones.

suggested decks,
1.The AI has 10 dungeons and can only draw dragon squadrons, how will you survive?
2.You start Desolated with 1 facility and 0 resources against an offensive AI
3. The AI starts with 300 stock and 2 Residence of the gods in a deck that only focuses on resources, he's coded not to play them before turn 10, can you assassinate him fast enough?

etc this is just random ramblings lots of thoughts needed to make things good
dindon on 16:23, 13. Jan, 2011
Noak, I like your idea for the different tiers of medals. It looks right now like the awards are just going to be based on total wins - I'm slightly worried that this might make them too susceptible to brute-forcing, but not being able to play rares will at least take away a lot of the luck element.

Cool challenge ideas too. I especially like 2 :D
Noak on 16:26, 13. Jan, 2011
the point was that from those 10 hosted games you'd have to win 7, 9, or 10, and of course finish your "challenge" before starting a new one. There might be much smarter ways to do this though.
dindon on 18:16, 13. Jan, 2011
Yeah, I understand, and I like that idea. I'm just saying, I talked to Mojko and he said he wants to base the awards on total wins (just like we have achievements for total wall built, total dungeons gained, etc.).
DPsycho on 19:03, 13. Jan, 2011
Seeing as this is a game that relies heavily on luck, it would be an impossible task to effectively remove luck's influence on any such challenges. Like I once said in another thread, the most strategic element of this game is deck building. Once the match begins, it's more luck and card pool knowledge than it is skill.