Extended Quest Mode.

Hello,
I was thinking about how to improve quests modes, in a micropose's shandalar way.
But I realized than make a world like this, with a map, is a hard dev work.
So, I've searched more realistics ideas, easy to implement, with the goal to just ameliorate actual stuff.
Actual quests worlds simulates a map. The player travel in a supposed map (but you don't see it, it's virtual), and can fight against random opponent, regular or challenge.
Players can buy some stuff at bazar or buy/sell cards, like if player was resting in a city.
Random encounters
This event have a chance to occur when player go to fight an opponent.
It simule the fact that player travel toward this opponent, but on the way, a random encounter surprise him.
Maybe, the player made a special deck against the initial opponent, so random encounter make this easy trick more dangerous.
Random monster are 2 types :
- Aggressive : monster just try to defeat player.
- Rogue : monster ask for a tribute (some golds). If player pay, he directly go to fight initial opponent after that.
- Special : special encounter are detailled in next section.
If player fight a random monster, opponents screen refresh after (so, initial opponent should go away).
Special encounter
In the way, player discover a special place.
- Treasure : random loot. For more flavor, There can be some differents type of Treasure place (chests, abandonned tower, gift from a friendly NPC). Each type of treasure place offer a different random reward.
Rewards looks like : 1 random rare, 2 or 3 random uncommun, 4 or 5 random commons, random amount of golds, random bazar stuff, advantage for next duel (ex : NPC is a friendly elf than will fight with you, and you gain a elf card on the board), etc.
- Lairs : a dangerous monster sleep here. Reward is show to player (can be 2 or 3 random rares cards for example, or a booster pack). Player can choose to fight or not, and try to gain the reward. If the player fight the monster, opponents screen will refresh after (initial opponent is lost).
- Trap : for more flavor, traps should be of different types (curse, pit-trap, unfriendly NPC, robber). Effect of the trap depend of his type.
Trap's effect are : start next duel with -X HP, start next duel with 6 cards instead 7, opponent start next duel with a creature on the board, 3 randoms cards are missing in the deck for next duel and replaced with craps.
- Black market : player can buy a limited choice of cards/boosters/starters/packs for half the price.
- Key wearer : a big monster sell a dungeon key (very high price). Player can buy it or fight the monster and gain the key as reward (it's a challenge quest monster). If he do, and lost the duel, there should be a drawback (increased lose of gold for example, or loosing a card in the deck).
Sage requests
Randomly, after a duel (and outside a dungeon), a sage appear and ask for a quest.
He give information on what player have to do, and show what reward for.
Quests have to be completed in a limited number of turns (each duel = one turn).
Typicals quests are to defeat an particular monster. Player can use the traveller staff, if he want to refresh opponents list without loosing a turn.
Player can't run more than one quest, and must achieve the quest (succesfull or not) if he want run another one.
Dungeons
Reward is great in these dangerous places. It can be anything : determined lot of rare, and/or random one, golds, consommable, stuff, etc.
Player have to "unlock" the dungeon before. Each dungeon must be open with a special Key. Keys can be found on "Key wearers" or as reward from Sages.
Dungeons appears in the challenge screen.
Each dungeon is constructed differently, like a challenge deck.
A dungeon is a succession of fights (gauntlet). Player have to win all encounters if he want to gain final reward. After the event (succesfull or not), player loose the dungeon key, and have to find a new one if he want retry/replay the dungeons.
Example of dungeon :
- Encounter one : random encounter in a limited list (monster A, or monster B, or monster C).
- Encounter two or more : idem. Can be any number of encounters. (more encounter = more difficulty).
- Final Encounter : can be random in a limited list, or be a challenge deck (big boss !).
Consommables items
These are specials items player can buy at bazar.
These can be obtened as rewards too.
There could be a system that need the player "unlock" these items if he want buy it at bazar.
Items can be unlock only if a weaker one was unlocked before.
Consommables items are 3 types:
- Potions
- Scrolls
- Wands
These item provide a ponctual effect at a moment of the game. Player can use an item when he want, effect don't go in the pile and is not counterable.
Each game, player can use only one item of each type. After using it, item is destroyed.
- Potions, give advantages like : gain some HP, get a multicolored mana free in the turn.
- Scrolls, give advantages like : draw a card, put an additionnal land, make opponent discard a card.
- Wands, give advantages like : kill a creature, zap (make 1 dommage to target creature or opponent), tap a permanent.
New Stuff
New items, new types of item.
It work like pets : player have to choose between items.
He can wear only one item of each type in a duel, and have to choose before the duel.
Basics items are crapys but can be helpfull.
Example : Jayemda Tome. (4, T : draw a card).
I was thinking about how to improve quests modes, in a micropose's shandalar way.
But I realized than make a world like this, with a map, is a hard dev work.
So, I've searched more realistics ideas, easy to implement, with the goal to just ameliorate actual stuff.
Actual quests worlds simulates a map. The player travel in a supposed map (but you don't see it, it's virtual), and can fight against random opponent, regular or challenge.
Players can buy some stuff at bazar or buy/sell cards, like if player was resting in a city.
Random encounters
This event have a chance to occur when player go to fight an opponent.
It simule the fact that player travel toward this opponent, but on the way, a random encounter surprise him.
Maybe, the player made a special deck against the initial opponent, so random encounter make this easy trick more dangerous.
Random monster are 2 types :
- Aggressive : monster just try to defeat player.
- Rogue : monster ask for a tribute (some golds). If player pay, he directly go to fight initial opponent after that.
- Special : special encounter are detailled in next section.
If player fight a random monster, opponents screen refresh after (so, initial opponent should go away).
Special encounter
In the way, player discover a special place.
- Treasure : random loot. For more flavor, There can be some differents type of Treasure place (chests, abandonned tower, gift from a friendly NPC). Each type of treasure place offer a different random reward.
Rewards looks like : 1 random rare, 2 or 3 random uncommun, 4 or 5 random commons, random amount of golds, random bazar stuff, advantage for next duel (ex : NPC is a friendly elf than will fight with you, and you gain a elf card on the board), etc.
- Lairs : a dangerous monster sleep here. Reward is show to player (can be 2 or 3 random rares cards for example, or a booster pack). Player can choose to fight or not, and try to gain the reward. If the player fight the monster, opponents screen will refresh after (initial opponent is lost).
- Trap : for more flavor, traps should be of different types (curse, pit-trap, unfriendly NPC, robber). Effect of the trap depend of his type.
Trap's effect are : start next duel with -X HP, start next duel with 6 cards instead 7, opponent start next duel with a creature on the board, 3 randoms cards are missing in the deck for next duel and replaced with craps.
- Black market : player can buy a limited choice of cards/boosters/starters/packs for half the price.
- Key wearer : a big monster sell a dungeon key (very high price). Player can buy it or fight the monster and gain the key as reward (it's a challenge quest monster). If he do, and lost the duel, there should be a drawback (increased lose of gold for example, or loosing a card in the deck).
Sage requests
Randomly, after a duel (and outside a dungeon), a sage appear and ask for a quest.
He give information on what player have to do, and show what reward for.
Quests have to be completed in a limited number of turns (each duel = one turn).
Typicals quests are to defeat an particular monster. Player can use the traveller staff, if he want to refresh opponents list without loosing a turn.
Player can't run more than one quest, and must achieve the quest (succesfull or not) if he want run another one.
Dungeons
Reward is great in these dangerous places. It can be anything : determined lot of rare, and/or random one, golds, consommable, stuff, etc.
Player have to "unlock" the dungeon before. Each dungeon must be open with a special Key. Keys can be found on "Key wearers" or as reward from Sages.
Dungeons appears in the challenge screen.
Each dungeon is constructed differently, like a challenge deck.
A dungeon is a succession of fights (gauntlet). Player have to win all encounters if he want to gain final reward. After the event (succesfull or not), player loose the dungeon key, and have to find a new one if he want retry/replay the dungeons.
Example of dungeon :
- Encounter one : random encounter in a limited list (monster A, or monster B, or monster C).
- Encounter two or more : idem. Can be any number of encounters. (more encounter = more difficulty).
- Final Encounter : can be random in a limited list, or be a challenge deck (big boss !).
Consommables items
These are specials items player can buy at bazar.
These can be obtened as rewards too.
There could be a system that need the player "unlock" these items if he want buy it at bazar.
Items can be unlock only if a weaker one was unlocked before.
Consommables items are 3 types:
- Potions
- Scrolls
- Wands
These item provide a ponctual effect at a moment of the game. Player can use an item when he want, effect don't go in the pile and is not counterable.
Each game, player can use only one item of each type. After using it, item is destroyed.
- Potions, give advantages like : gain some HP, get a multicolored mana free in the turn.
- Scrolls, give advantages like : draw a card, put an additionnal land, make opponent discard a card.
- Wands, give advantages like : kill a creature, zap (make 1 dommage to target creature or opponent), tap a permanent.
New Stuff
New items, new types of item.
It work like pets : player have to choose between items.
He can wear only one item of each type in a duel, and have to choose before the duel.
Basics items are crapys but can be helpfull.
Example : Jayemda Tome. (4, T : draw a card).