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 Post subject: Mojang's Scrolls Design Competition
PostPosted: October 24th, 2013, 14:38 
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Mojang's Scrolls Design Competition #1



Good day Scrolldiers,

On this glorious Thursday afternoon we are pleased to share something that has been in the planning between both Mojang and Scrollsguide for quite some time now. Something that is sure to get your juices flowing.

*Insert obligatory drum roll here*



For the first time in the history of this glorious game, Mojang - the people who make Scrolls - wants you, the handsome/beautiful (delete where applicable) Scrolls player to design a scroll, a scroll that if judged to be good enough will be added to the game.

Yes that is right, you have the chance of having a scroll that you designed added into the game!



Read on for the full details.

Rebellion!



Mojang’s next set of Scrolls will have the theme 'Rebellion'.

On the fringes of the Empire, a revolt is brewing. The Rebellion set pits Growth, Decay and Energy forces against the armies of Order.

We need you to create a selection of Spells and/or Enchantments to bolster your favourite Faction, and the ones you don’t favor.

Use whatever tools you can find to stand out with your creation. You can use the Scroll Designer to give your ideas their final shape, but this is optional. Ultimately, you have to come up with viable in-game ideas or new mechanics that could really spice up your playing. Use your Scrolls, or other gaming, experience to think of the missing scrolls that the game needs.

Submitting
Everyone who owns a copy of the game is eligible to submit entries! Make sure you've filled out your in-game name on your Scrollsguide profile though, so we'll know who to reward.

You can submit a maximum of three scrolls for every resource, bringing the total number to 12. Again, only Spells and Enchantments will be judged. Write down your ideas or use the Scroll Designer to upload images for your entries.

Judging
Judging will be done by a number of people from the Scrolls community. They will pick 12 favorites out of all the submissions, three scrolls for every resource. Those winning scrolls are then sent off to Mojang for their final judging, to eventually decide on four definite winners, one for each resource.

The success of entries will be based on viability of the scrolls’ mechanics in-game, as well as interesting lore and new concepts. The artwork on the scroll isn't all that important for the end result, although we wouldn't mind seeing some great drawings of yours!

Prizes
The prizes are what you're all here for, obviously!

The four winners will have their scroll implemented in-game in a future version*

Finalists (including winners) will receive a special avatar head, much like the winners of the ESL cup got.

Some data
This competition will start today, Friday 25th October and will run until 10 November 6PM GMT You'll have more than two weeks to come up with amazing ideas. After that, the judges will take five days to go over all the entries and pick 12 finalists. Mojang will then announce the final four winners by Wednesday 20 November.

So with all that it is now down to you, post your entries below by 6PM GMT on the 10th of November and you will be in with a chance of having your own scroll added into the game :)

We wish you all the luck in the world and look forward to judging your entries.

Mojang + SG

P.S. Please note that we wish this thread to be only used for entries into the competition therefore any posts that are not used as an entry into the competition will be moved. If you wish to discuss or comment on the competition then please do so on the Design Competition Thread. Also if you could keep your entries to a single post then that would be greatly appreciated (i.e. post all your entries in one post and not in separate posts), thank you.

*Disclaimer: Winning scrolls may be changed by Mojang. Artwork for scrolls is redrawn by Mojang artists.

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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 10:40 
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Decay

Image

Image

Image

Energy

Image

Image

Image

Order

Image

Image

Image

Growth

Image

Image

Image

All done.


Last edited by OldHammer on November 2nd, 2013, 13:32, edited 13 times in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 10:48 
Infantryman
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Posts: 12
In-game name: YoItsButters
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My first idea, and personally think it can make some older scrolls more viable (useless contraption or proximity :P) and/or help strengthen the idea behind machine divinator and heavy structure play. I think the cost is reasonable, and the effect forces the player to make a choice between heavily investing in "possible" future production or keeping some units in play to do further damage/protection. The possibilities with this scroll could further deepen energy play.
Image
Got the idea from looking through current energy scrolls and thought that a siege type scroll would make sense for Energy to use for the "rebellion" theme (saw supercharged and this idea just clicked). This fits in perfectly with decks that utilize the lobbers and artillery, but are inherently slow by themselves. I think that with this scroll, structure decks now can become more focused and have a purpose after they've been used to clear creatures or units off the board with their first attacks. Most of the time they're just used as intimidation to make your opponent try and avoid and play around, but with this scroll, the structures by themselves can handle the battle, and hopefully speed up the EvE match-ups that tend to go on forever. Also, it adds more variety to the meta because now there's more options to build focused themes in Energy like rush E, Structure Spam, Steady Ramp E, etc. This could also bring in a resurgence of tool initiate which was a cool scroll, but didn't have much use until now :). The structures will break through the castle walls, and defeat order once and for all. (sorry a little cheezy, but you get the point).
ImageImage
Growth is a faction heavy on playing creatures and buffs, so why not introduce something that combines both for a reasonable cost (imo).
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The idea behind this is to symbolize creatures in the forest panicking and retaliating. The resource gain/removal mechanic added as another layer to help dual-resource decks. EG is seen less so than any of the other combinations. Can also be used as an alternative CD reduction card with a drawback and 1 less cost than rallying. The heavy drawback being the 1 damage to all creatures might be too harsh for growth, but makes the most sense lore wise. It also can combo with berserker, and would be interesting to see how people would balance out the 1 growth loss for 2 energy gain.
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The idea behind this is growth's answer to Imperial Resources. I think the card has a somewhat great mix of lore and growth's mysterious "natural disasters" theme that is akin to Quake and Frost Gale. It's also not situational enough to only work against order, and would be interesting to see in use against the other factions or multi-faction decks. This I believe fits the rebellion theme for growth quite well, and I hope you agree :).

Image

One reason to add this card. To make decay undead decks possible. Currently decay is lacking in the most obvious way, and no it's not just speed. Many of the units are human, and that is great for witch doctor synergy, but decay is all about things dying or being dead in general. This card will re-introduce restless bones in decks, and could make some situations interesting with harvester triggering.

Image
Scroll Wording Bug: Last line should say This enchantment is removed.
Charge is a new mechanic that could work in many ways for this game. The effect of charge is that it stores an X amount of the effect, which can be used later on like as shown on Scythe of Sorrow. There's many other ways to use this mechanic. You could have a creature or enchantment that stores potential damage, that can be spent or activated later on, and essentially works like scrolls such as automata forge or mainly solemn giant, where you use the pump mechanic to activate them. If the scroll doesn't get chosen for the competition, the mechanic should be interesting enough to potentially add in future sets.

The effect could go further by making it work against all units, but that might be seen as OP by some, so I left it like this.
Image
The basis behind this is to make countdown increase decks more accessible and a useful option if need be. There could be other designed cards like "deal X damage to target creature for each creature your opponent controls, where X is the number of over 2 CD units on your opponent's side." This scroll is really meant to open up the idea behind utilizing the CD increase mechanic as an aggressor, instead of just delaying.
Image
I'm not 100% on the cost of this scroll (needs to be tested), but I think the idea behind it is solid for order. It's a direct counter to aggressive play styles or creatures that can attack next turn, and is the counter play that order could use in the late game against the other factions, and is actually really good in the mirror. Maybe the effect could get a buff of 2 armor, but it would probably be too much for growth to deal with, especially with the already added spiky effect. The basic idea is there, it just needs tweaking in the implementation and tested.
Image
The idea behind Forest Fire, Dangerous Concoction, and Military experiment aren't really meant for the competition overall (it would be great if any of them made it though), but to provide the developers with ideas on how they could possibly create scrolls that allow players to go into dual resource decks. The problem currently is that doing so is somewhat difficult and slow, and the choices available atm don't offer as much variety to mess around with. I'm not saying that any of my scrolls will solve the problem, but they could be a step in the right direction if the players aren't given resource ramp equivalents or if scrolls isn't going in the direction of utilizing the colorless mechanic. All three of these scrolls offer each faction a different benefit, while having a con attached to them, so it doesn't seem like the player is just given a free pass to go into the other resource.

There's many other great scrolls to choose from in this entire competition, and if none of mine get selected I won't be salty (maybe a little :D), but either way, this competition has been awesome, and Mojang's been cool for letting people come up with their own ideas. Anyway, hopefully some of you found a scroll or two of mine interesting, as I had a lot of fun creating them. Good luck everybody :), and sorry for the long added descriptions for some scrolls (Kbasten, Blinky, other judges).
*All the images belong to their respective authors, I take no credit.


Last edited by level99kappaappears on November 8th, 2013, 23:09, edited 54 times in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 10:58 
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Went with a simple approach, nothing too drastic.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 11:01 
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All the images belong to their respective authors, I take no credit.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 11:13 
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 11:15 
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    Energy


  • Encompass the World
    cost: 3E
    enchantment

    target ranged creature gains lobber

  • Fortified Attack
    cost: 4E
    enchantment

    Target structure gives all adjacent creatures 2 attack

  • Grinding Gear
    cost: 1E
    spell

    Deal 1 damage to target unit

    Decay

  • Damnation
    cost: 4D
    enchantment

    whenever enchanted creature deals damage to a creature all adjacent creatures receive curse 1

  • Putrid Landscape
    cost: 3D
    spell

    When you play Putrid Landscape choose a lane; for 3 rounds all units in that lane receive 1 damage at the beginning of its controllers turn

  • Army of the Dead
    cost: 2D
    spell

    All creatures you control are undead in addition to their normal subtype until end of turn

    Growth

  • Bountiful Harvest
    cost: 2G
    spell

    Until end of turn gain growth equal to the number of kinfolk you control

  • Riot
    cost: 4G
    enchantment

    Enchanted creature gains attack equal to the number of adjacent creatures you control

  • Adrenaline
    cost: 5G
    spell

    The next creature that comes into play under your control has haste

    Order

  • Scry
    cost: 3O
    spell

    Draw 2 scrolls; then discard 2 cards

  • Wings Training
    cost: 1O
    enchantment

    Target creature gains attack x; where x is equal to the number of units in front of it

  • Evasive Manuever
    cost: 2O
    spell

    Increase target units countdown by 1; draw a scroll

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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 11:16 
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Last edited by Colorplant on October 27th, 2013, 01:21, edited 4 times in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 12:12 
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In-game name: ArteriusN7
Order
Delusion
Rarity: Uncommon
Cost: 3
Type: Enchantment

Description: Creates two illusions of targeted unit which spawns on random empty tiles adjecent to the unit. The units are then transpositioned randomly. * Illusions don't deal damage and die when attacked.

Energy
Kraken Rounds
Rarity: Rare
Cost: 5
Type: Spell

Description: All ranged creatures you control get Piercing for one turn.

Growth
Bloodlust
Rarity: Common
Cost: 2
Type: Spell

Description: Target melee creature gains relentless for one turn.

Actually made cards in the card builder but don't have a means to upload them right now.

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Last edited by ArteriusN7 on October 25th, 2013, 17:53, edited 1 time in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 12:43 
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Last edited by Verdian on October 25th, 2013, 13:07, edited 1 time in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 12:45 
Spearman
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In-game name: Caederis
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EDIT : Some more scrolls. I have not read all the thread, I hope I'm not stealing from anyone

Cursed Ring
2D, Enchantment, Any creature attacked by enchanted unit gets Curse 2. The curse is dealt before combat damage.
Not all rings are earned by doing heroic deeds.

Puppet Strings
2D, Enchantment, You can move enchanted unit as if you owned it.
"Controlling the living is no different than controlling the dead." -Kelag, Witch Doctor

Faith Sacrifice
4O, Enchantment, All opponent's Spells and Enchantments that can target enchanted creature must do so. Otherwise, draw 2 scrolls, increase order by 1, and Faith Sacrifice is destroyed.
"I don't fear their evil sorceries." -Anonymous sacrifice

Faith Incantations
3O, Enchantment, All damage dealt to idols on the same side as enchanted creature is dealt to enchanted creature instead.
"Let our prayers shield those we love." -Ina, Wings Priestess

Wild Growth
3G, Enchantment, Now and at the beginning of the following turns, enchanted creature gets +1 Attack and +1 Health.
"I've never seen beasts grow this fast. It must be something in their food." -Ihrbraman, Creature Collector

Some explainations :
Cursed Ring is a better Champion Ring that does not work against idols.

Puppet string is a worse Flip (it does not work on units with no move) that stays. It does not prevent the opponent from moving is own creature on his turn.

Faith Sacrifice is basically a Taunter for Spells. Opponent has to target the enchanted unit, otherwise you get huge advantages.

Faith Incantations is a versatile spell. You can either use it to snipe an enemy creature by damaging an undefended idol, or use it to protect one of your idols by soaking up damage in a beefy creature.

EDIT : And my final scrolls.

Salvage
2E, Spell, Put target structure you control back in your hand. A useless contraption is summoned in its place.
"Some parts are still good. Take them out." -Arran, Machine Priest.

Mechanical Soul
2E, Enchantment, Enchanted structure has move increased by 2.
"Awaken my child. I have gifted you a new life." -Arran, Machine Priest.

Bloodlust
3G, Enchantment, If enchanted creature kills at least one unit during its attack, it gets an additionnal attack this turn. This effect can only happen once each turn.
It is said animals must be put down once they have tasted human blood. Kinfolk think differently.

Some explainations :
Salvage recovers your damaged structures, or those affected by nasty enchantements like Searing Shackles, and you still get some protection to fill the gap.

Mechanical Soul is a versatile scroll that allows you to either defend your key structures, or make your destroyers and catapult of goo a lot more fearsome.

Bloodlust is basically a conditionnal concentrate fire that stays. Could be insane on very strong creatures, like Greatwolves, Jarls, or those that benefit from attacking, like Breakers. Does not work against idols though.


Last edited by Caederis on November 6th, 2013, 11:45, edited 4 times in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 12:47 
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 12:59 
Infantryman
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Posts: 19
In-game name: Tharos
Energy :
Image
Growth :
Image
After a bit of thinking is think 4 cost is better for this card.
Decay :
Image
-> Better with a cost of 3 I think.

I have no right on the images, they are just place holders.


Last edited by Tharos on October 27th, 2013, 10:13, edited 3 times in total.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 13:02 
Spearman
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In-game name: Violentine
Energy:
Image
Image
Image

Growth:
Image
Image
Image

Order:
Image
Image
Image

Decay:
Image
Image
Image

I tried to enhance the current mechanics in bring in some new ways to deal with different situations. I would like to see new methods for gaining resources without structures. Most of these scrolls are for mixing two "colours" together.
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 Post subject: Re: Mojang's Scrolls Design Competition
PostPosted: October 25th, 2013, 13:07 
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Posts: 210
In-game name: DrAkula
My first ideas:

(Btw kinda hard to make thematically fitting scrolls with knowing so little about the world and upcoming story.)

Growth
Wildwood Ambush
Cost: 4G
Rarity: Rare
Type: Spell
Ability: Choose an empty tile on your side. You can't move or summon any units on it until this scroll's effect triggers. The next time an opponent unit attacks in this row a random Growth creature from your hand is summoned on it after attacks.

Lore: "There they come! Get ready!"
Artwork: A decoy looking like a kinfolk scarecrow standing on a road through a forest; a caravan of Order Soldiers heading towards it; shapes of Kinfolk in the bushes.

Explanation: The Kinfolk have some scout-type creatures like Sister of the Fox and Kinfolk Ranger, so I thought setting up an ambush in the forest to cut off the Empire's supply lines is something they might do.
Gameplaywise the opponent should not be able to see the chosen tile. He knows an ambush is coming, but is not sure where. A random Growth creature is summoned to not make it to easy to cheat big things into play this way.
The creature should be summoned in the opponent turn to get its countdown decreased on its own, to further improve the ambush-effect of attacking faster than expected.
The costs of 4 and an extra scroll to get your creature out should make it balanced.

Chaotic Battle
Cost: 5G
Rarity: Uncommon
Type: Spell
Ability: All creatures are resummoned on a random tile on their side.

Lore: "The best planned strategy can break in seconds of a fight."
Artwork: A chaotic battle scene between Growth and Order Soldiers.

Explanation: This would give Growth an out against Order's Spiky and Armor guys. Also resets haste units, Sister of the Fox and possibly Mangy Wolves if you happen to have 2 out.
Note that it does not resummon structures, so Energy doesn't get screwed over too badly by it.
Concerning flavor, Growth does seem to prepare wild chaos to ordered tactics. Represents how I imagine a fight in a rebellion between Order and Growth might turn out, if it does so in Growths favor.

Allied Forces
Cost: 3G
Rarity: Common
Type: Enchantment
Ability: Enchanted creature gains 1 Attack for each Energy creature you control and 1 Health for each Decay creature you control.

Lore: "We stand united!"
Artwork: 3 characters standing next to each other in battle ready positions - a Kinfolk making a battlecry in the middle, flanked by an Ilmire and a Tribesman.

Explanation: Kinda obvious for the 3vs1 theme. This is something that Growth would do there. Still good in 2colored decks.

Decay
Reveal the Spy
Cost: 6D
Rarity: Rare
Type: Spell
Ability: Sacrifice a human creature. Destroy target human creature and summon a copy of it in place of your sacrificed creature.

Lore: "The easiest way to weaken the Empire is from within."
Artwork: A stripped corpse lying in a street, a person with a knife in the stolen clothes steals away.

Explanation: How would Decay fight in a rebellion? Probably very sneaky! A posionous dagger in the night, a shady figure taking someones identity.
From the gameplay its best against Order, which should fit the theme, but also can be used against the other factions. Also it synergizes with Decay's death triggers. You have to have a target to use it though, and a human creature yourself that is disposable.

Cloak of Night
Cost: 4D
Rarity: Uncommon
Type: Spell
Ability: All creatures on target tile and adjacent tiles become Invisible.

Lore: "They'll never see us coming."
Artwork: Weapons held by invisible hands flying through the Ilmire.

Explanation: Yeah... dont feel like writing one right now. Explanation for Invisible below.

Gaseous Shroud
Cost: 1D
Rarity: Common
Type: Spell
Ability: Target creature becomes Invisible.

Lore: "Did that cloud just move?" - "Thats what clouds do, fool."
Artwork: An Ilmire with a smirk on his or her face, wearing a cape made of cloudy looking gas.

Explanation: Invisible: Until it deals or is dealt damage this unit can't be seen by your opponent.

Order
Suspicion
Cost: 3O
Rarity: Uncommon
Type: Spell
Ability: Draw a scroll for each color among opponent units.

Lore: "There are traitors everywhere. Be prepared."
Artwork: A guy carrying a bunch of scrolls in an Order themed city who looks behind himself, being followed by a person in the shadows.

Explanation: The 3 vs 1 Rebellion theme sounds like a stronger push of multicolored decks coming ahead. Order standing alone should get something to counter that.
Flavorwise this scroll represents the Empire's officials suspection rebels everywhere and trying to protect their secrets and work on plans to end the rebellion.
Assuming they do push multicolored this scroll can realistically draw 2, which should be fine for three Order. Best case it gives a big edge against multicolored shenanigans, worst case at least it cycles. Might be better in Judgement than constructed.

Energy
Sabotage
Cost: 7E
Rarity: Rare
Type: Spell
Ability: Increase all opponent unit's countdowns by 1. Draw a scroll for each countdown set to 3 or more this way, up to a maximum of 5 scrolls.

Lore: "I've got their plans. And I may have cut a few ropes and loosened some screws while I was getting them."
Artwork: A tribesman cutting strings of a Mangonel, looking over his shoulder not to be caught.

Explanation:
God Hand - Imperial Resources - Necrogeddon - this? Energy needs the big lategame advantage scroll. This could do the trick. You delay the opponent and get scrolls to set up your victory.
The limit to scrolls being drawn is absolutely necessary, since otherwise you could create a close to infinite loop with this against a full board where your opponent will never be able to attack again and you draw your whole deck. That would be too much.

Reinforcement
Cost: 2E
Rarity: Uncommon
Type: Enchantment
Ability: Enchanted unit gains Armor 1. Draw a scroll. A unit can't be enchanted with more than one Reinforcement.

Lore: "That should hold."
Artwork: A mechanic-type character (like Tool Initiate) wiping off his forehead, proudly looking at the thick metal plate he just attached to something.

Explanation: The cycle needs to be completed! And arming something seems very Energy to me. Very practical, that it can enchant structures, too.
I've added the clause of max 1 of this per unit because stacking these things might get out of hand really quickly.
What would Energy do in a rebellion? Make sure their equipment is in the best state possible, so that it can stand some blows in a fight with the empire.

Natural Fuel
Cost: 2E
Rarity: Common
Type: Enchantment
Ability: Whenever you play a Growth or Decay scroll, decrease enchanted unit's countown by 1.

Lore: "Ilmire gas and Wildwood trees - you don't find fuel like that in the desert."
Artwork: Some sort of engine with a glass container filled with purple gas, and an oven like structure burning wood attached to it.

Explanation: Another 3vs1 theme Enchantment. Flavorwise it makes sense in this alliance to share each other's resources. And concerning gameplay it should be a decent push for multicolored decks. Put it on a Golem, Giant, Forge, Pump, you name it. Or splash it with some other things and put it on a Harvester? And gain the bonus for something you would do anyways.
The cost of 2E should be fine, since you still have to spend resources to make use of it. Should be 2 though to not make it too easy to splash.

Edit 10/28 - Added Sabotage and Natural Fuel
Edit 11/05 - Added Cloak of Night and Gaseous Shroud - probably thats it for me. Order already has everything it needs (and some more). ;)


Last edited by DrAkula on November 5th, 2013, 14:43, edited 5 times in total.
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