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View Full Version : Hex Idea - Defend the Guild Keep!!



DrakarT
08-08-2013, 01:44 PM
hmm.. there could be even siege where you could go outside of the castle (loosing the boost and buffs) and take it down

keldrin
08-08-2013, 01:51 PM
well there is a active thread on keep raids that was started yesterday
http://forums.cryptozoic.com/showthread.php?t=26824&page=2&p=282461&posted=1#post282461

And the idea of buffs/ equipment/ hiring mercenaries to help etc has been brought up in the gold sinks thread.
The idea of a room to room battle, with the ability to move from one room to another is different though.
Would you be able to bring your already summoned artifacts/creatures/ etc with you if you moved into another room?
Or are you thinking, you leave your established play field, and move to the next room and start summoning fresh there?
Which, leaves the question, does the established play field stay, or disappear back into your deck if you leave?

DrakarT
08-08-2013, 02:17 PM
Woa!. theres many ideas like this..
ok... well the player that arrives to a already started battle could get a bonus of resourses to keep the speed of the game these bonus depends of a feature got by upgrades of the Guild

DrakarT
08-08-2013, 02:22 PM
a player that leaves the battle would leave nothing i think..

Stok3d
08-08-2013, 02:30 PM
To keep the idea together with similarly related keep ideas, I placed the OP Here (http://forums.cryptozoic.com/showthread.php?t=26824&page=2&p=282457&viewfull=1#post282457)