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ITT: Messing with how Zones work.


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Yet another thread that ends up tweaking the way Pendulums are in one way or another.

^That's about the basis of this idea.

 

I've mentioned before how I think Pendulums's semi-immortality and swarm build up makes the mechanic have an edge the other mechanics don't have, and is mostly balanced out by how far the game's general power has gone by the time it was introduced, but you can't exactly insert it in the past the same way you could with others.

 

That said, the idea is directed more than just to Pendulums and affects more than just that.

ITT: Pendulum Scales don't have their own separate Zones anymore. Instead they eat into the current field like this.

[spoiler=Field badly drawn on MSPaint]

YkrwulY.png

 

 

 

Explanation of what the drawing means:

Your far left column can be used as normal, but you can also instead put a Pendulum Card as your blue Pendulum Scale, in which case it'll differentiate itself from a Pendulum Monster by being halfway into the column, consequently eating up the whole column. Same with the far right column for the red Scale. This means completing the arc will reduce your field size naturally, and that setting up the scales can be blocked in more ways (Ground Collapse, Ojama Trio, or simply having a monster or a Spell/Trap in there, preventing you from being able to use it for a Scale because of that).

 

The new forms to disrupt the Scales make for more ways to design effects that deal with them.

More importantly, the field shrinks but it keeps all other abilities of Pendulums as a mechanic intact.

Also, in an attempt to update an old mechanic that nobody liked (Senet AKA dealing with columns and Zones on the field for effects such as moving them to adjacent places), I further made it eat more field.
 

I wonder what card(s) would break from these changes and despite doing this for Pendulums as a base concept, I'm also curious to hear if the changes are drastic enough to allow some of their support off the list and/or how much they are hindered by the whole idea. At the very least there's a limit to how much backrow you'll set up from Ariadne or how much you can bring out from the Extra Deck.

Thoughts?
Not suggesting this might be necessarily an improvement, but thought the idea was interesting.

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Field Spells are searchable Continuous Spells that you can only have 1 at a time. They don't deserve this. :c

 

Also a Field Spell in the Monster Zone just makes this idea messy.

 

Look at it like the Duelist Kingdom Field Spells (25% of the field is Umi, etc), so flavor: check :v

Terraforming is a good searcher but IDK how exactly it'd currently give balancing issues. I guess Ghostricks would be more of a pain, but can't really come up with specific examples of how it'd be much of a problem off the top of my head.

 

Spells as Spells in the Monster Zone is the one point I'd concede that Konami is completely against such concepts, which is why Orichalcos wasn't a thing as is in the anime version. Though it is a bit different here. Rather than an effect (such as Orichalcos) causing a conflict with how cards generally work in X type of Zones, it is the rules themselves in this thread making the Zone be both a Monster Zone and a Field Spell Zone at the same time, and to be honest, it wouldn't take all that much work to see the gamestate on any given scenario and realize that THAT Field Spell is not a monster.

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The Pendulum Scales workaround is quite ingenious, but the Field Spell as a monster or spell reeks too much of anime cuteness and I see no actual effect it would have on the game instead of "adding it cause why the funk not".

 

I thought some use they must have, like, stacking effects, helping out monsters that require fields (Earthbounds/Malefics?) or for decks that use multiple different fields (Ghostricks have like 4).

 

but the crowd is talking. If another person complains of the field spell part, I think I'll just remove it and leave the Pendulum section.

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It kills swarm and mass sets from pendulums and pen 3 is basically the limit. Could work TBH. I like it

 

Yeah, I got to see the best turns with Ariadne and Plushfire and I'm sure capping their size should help prevent their field from going. They'd have to choose what their Extra Deck Summons would be better rather than saying "all of them". xP

 

at least, in theory....

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You know...

The only real benefit that Fields-in-Spell/Trap-zone gets, is the fact you could play, I don't know, Orichalcos, Switchyard, and, say, Gaia Power all at once.

So you could be pro and play 3500 Derricranes off your 1000 ATK Express Knights, and so on, and so on.

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I like the idea on the Pendulum Zones, mainly because it cuts down the swarming power of Pendulum Summons to up to 3 monsters, which is a noticeable difference compared to their current capability of Summoning up to 5 that can get overwhelming at times; then, occupying the Spell/Trap Zones looks like a way to keep the Pendulum mechanic in check by encouraging the Pendulum deck players to be more careful when playing Continuous Spell/Traps and/or setting Spell/Traps, although I'm not entirely sure if it's justified or perhaps an overkill after limiting their swarming power. However, keeping both restrictions could allow the design of stronger Pendulum effects, since they would now technically cost the player 2 Zones and overall the whole Pendulum mechanic would be weakened, and this could be an interesting alternate approach on the design of Pendulum Monsters.

 

This idea looks solid enough for an alternate/custom game mode IMO; I wouldn't mind trying a duel or even a tournament under these rules on Pendulum Zones.

 

 

On the other hand, I'm not a big fan of the idea on the Field Spells, for a couple of reasons:

1. In combination to the Pendulum idea, it feels like an overkill to restrict the Monster & Spell/Trap Card Zones that much.

2. As an standalone change, I don't think the Field Spell mechanic really need nor deserve it; and although the flavor around it plus the attempt of indirectly powering up the Senet mechanic are cute, they aren't enough reasons to justify the change IMO.

2. I believe some Field Spells were designed taking into consideration that they can only be played 1 at a time on each side of the field. Thus, I suspect allowing more than 1 active copy of those Fields may open up nasty plays and combos down the line. As for specific examples of Field Spells that could be abused by this, I got none at the moment, but the change would restrict the design of Field Spells regardless.

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That seals the deal. Just as promised, 3 strikes against the Field Spell section and pretty much nobody particularly in favor of it. 

Just finished editing the OP. Now the thread is only on the Pendulum part of it~

 

Still, surprised and glad with how positive has everybody been in response to the Pendulum idea =D

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  • 4 months later...

I think Field Spells should stay with their own zone, but the tweak where Pendulums (being sort of Monster/Spell hybrids) must occupy the Spell/Trap and Monster Zone of the leftmost and rightmost zones sound interesting. I haven't really known Pendulums, but let's just say if you don't have any Pendulums (say, you haven't bought much of those cards yet and you're a bit of an old schooler), it seems impossible to counter, as you would have to swarm with your own IMO. A max of 3 swarm sounds reasonable (just strengthen Pendulum Effects if you want to make the cost of the 2 Zones worth it).

 

EDIT: When I think about it, I am not sure if restricting 2 Monster Zones and 2 S/T Zones at same time would be worth it for Pendulum Summonng. I get it restricts the swarm, but what happens if you have a combo that may need at least 4 S/T's (particularly w/ multiples of 1 card) and still wanted to use Pendulums? Although I guess "stronger Pendulum Effects" I guess go here to substitute those I guess... What if the Pendulums occupy the leftmost and rightmost Monster Zones only, only allowing 3x Pendulum Summon but still having those 5 S/T's? The question now of course if how would you make it not confusing that the Pendulum at that area is Pendulum Spell rather than a monster? What about making the Pendulum Monster's nameside face the controller instead, to indicate it is using the Pendulum Effect (also the monster image would be put in the center instead)?

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