Land Boss gameplay suggestions, everyone is welcome to discuss.

Introduction

Since we are currently adopting development funded by the DAO, the gameplay for Land Boss seems to be not yet finalized. Therefore, I think we can discuss the game modes that everyone prefers. I will propose the plan I have envisioned, and everyone can point out any drawbacks, or you can write an article yourself, describing your own vision for this gameplay. (The figures provided are for reference only.)

Game mode name : RAID

Discovery Condition : Similar to totems, players have a chance to obtain Raid Item by click harvest button, with random rarity. These items can be resold or opened by the owner to collect entry fee. The difficulty of the Raid Boss that opens is determined by the rarity.

RaidItem_Common.jpg RaidItem_Rare.jpg RaidItem_Epic.jpg RaidItem_legendary.jpg

Divided into : Bronze Rank ~ Diamond Rank, Entry fee: 200 DEC, 400 DEC, 800 DEC, 1600 DEC

Distribution method : 45% is burned, 20% goes to the opener, 12.5% to the DAO, 12.5% to the development team, 8% to the Castle owner, 2% to the Keep owner.

Entry Conditions : Limited by the amount of staked SPS and card CP, with values corresponding to the tournament.

First Round RAID : The Boss does not use Spell cards and Item cards

After filtering out the top 128 players

Second Round RAID : The Boss will use Spell cards and Item cards

Final rankings are determined, and players receive corresponding
Crystal.jpg Crystal rewards based on their rankings.
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Crystal Shop : There are three types of treasure chests. (The figures provided are for reference only.)

BasicChest.jpg
Basic Chest : Spell card materials, Item card materials; Soulbound Spell card (0.1% chance), Soulbound Item card (0.4% chance)

IntermediateChest.jpg
Intermediate Chest : Spell card materials, Item card materials; Soulbound Spell card (0.5% chance), Soulbound Item card (2% chance)

Advanced Chest.jpg
Advanced Chest : Spell card materials, Item card materials; Soulbound Spell card (2.5% chance), Soulbound Item card (10% chance)

Raid Boss : Possesses various splinter; like in tournaments, there are Modern/Wild formats, and the level of cards used corresponds to the rank.

Here are some examples:

Bronze Raid Boss : Goblin King (Fire), Orc Hero (Earth)...etc
Silver Raid Boss : Salamander (Fire), Wendini (Water)...etc
Gold Raid Boss : Raphael (Life), Beelzebub (Death)...etc
Diamond Raid Boss : Poseidon (Water), Apollo (Life), Bahamut (Dragon)...etc

Remark : The Raid Boss can ignore combat splinter restrictions and uses only its own represented splinter plus neutral cards to battle players.
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Soulbound Spell Cards : Unlockable by burning DEC, DEC-B, or Crystals, and once unlocked, they can be traded on the market.

Only one Spell card can be set before battle.

Here are some examples : (The figures provided are for reference only.)

Spell_Nature_ChainLightning.jpg
Chain Lightning : 4 Mana, at the start of the battle, deals 2 magic damage to all enemy creatures.

Spell_Holy_HolyNova.jpg
Holy Light : 4 Mana, at the start of the battle, gives all allied creatures +2 HP.

Spell_Nature_LightningOverload.jpg
Thunderstrike : 6 Mana, at the start of the battle, deals 20 magic damage to the enemy creature with the highest HP.

Spell_Shadow_AnimateDead.jpg
Resurrection : 6 Mana, at the start of the battle, grants the 'Rebirth' ability to the allied creature with the highest HP.

Ability_Creature_Poison_06.jpg
Poison Swamp : 7 Mana, at the start of the battle, applies the 'Poison' debuff to all creatures on both sides.

Spell_Nature_Earthquake.jpg
Cataclysm : 7 Mana, at the start of the battle, adds the 'Earthquake' effect to the ruleset.
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Soulbound Item Cards : Unlockable by burning DEC, DEC-B, or Crystals, and once unlocked, they can be traded on the market.

Each creature can only be equipped with one item card before battle.

Here are some examples : (The figures provided are for reference only.)

INV_Sword_Draenei_05.jpg
Longsword : 1 Mana, grants the bearer +1 physical attack.

INV_Weapon_Bow_02.jpg
Longbow : 1 Mana, grants the bearer +1 ranged attack.

INV_Staff_07.jpg
MagicStaff : 1 Mana, grants the bearer +1 magic attack.

INV_Chest_Plate02.jpg
Armor : 1 Mana, grants the bearer +1 armor.

INV_Boots_01.jpg
Boots : 1 Mana, grants the bearer +1 speed.

INV_Jewelry_Ring_03.jpg
Trinket : 1 Mana, grants the bearer +2 health points.
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Remark 1 : Activation time is at turn 0, with the order of spell priority 1, item priority 2, and creature ability priority 3.

Remark 2 :The Spell card and Item card materials obtained from treasure chests are stackable but not transferable, and they are different items from the materials obtained from lands.

Remark 3 : Duplicate Spell cards or Item cards can be converted into Crystals, but the amount recovered is very minimal.

Advantages :

  1. The use of existing technologies such as land harvesting, opening card pack (Raid Item), tournament (Raid Boss), and the Glint (Crystal) shop reduces the difficulty and time of development. Only the Spell cards and Item cards are new gameplay elements. (but these are also in accordance with the new features mentioned in the whitepaper).

  2. Even new players without land can participate in the Bronze Raid Boss battles to gain gaming enjoyment.

  3. The Soulbound Spell Cards and Soulbound Item Cards from treasure chests can increase the diversity of battle combinations, and players can experience how to battle with weaker Spell cards and Item cards before purchasing powerful land-based Spell and Item cards.

  4. Raid Item can increase the income of landowners, and the entry fees for the Raid Boss can increase the amount of DEC burned.

Disadvantages : Hoping readers will provide some so I can add them later.