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Force Powers on Bastila, Fallen Jedi Options
corranhorn
Posted: Sunday, April 14, 2013 6:37:06 AM
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Where did they come from, just out of curiousity?I don't recall her using something similar to them in KotOR. Don't take this the wrong way-I really like the stats, I'm just curious.
SignerJ
Posted: Sunday, April 14, 2013 6:48:03 AM
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I'm guessing that the designers were more of trying to fill a niche in the Sith faction rather than trying to represent her character, but I'm not sure.
Boris
Posted: Wednesday, April 24, 2013 1:20:07 PM
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As the lead designer on this figure, I was going for a more overall philosophical view than just static abilities. As someone who played the original KotoR, I remember running toward Bastila and her just standing there waiting. As a player, I knew she was dark side, but of course the characters didn't know that. We started with something called "Patience" that allowed her to set up in any square on your side of the map but decided it was too powerful with swapping (we had a pretty good idea that the Sith would be getting a booming voice character within a couple of sets at that point), so I looked at other ways to capture the idea that she had surprise on her side against Revan and Company.

Surprise Move by itself didn't feel like enough to do the trick. Adding Intuition seemed to hit the mark with the idea that she can catch the opponent off guard. She could run 12 squares before the game began, but more than that, she is the movement breaker the faction needed. Most of the other stuff about her was meant as fluff to complement 12-square movement breaking.
qvos
Posted: Wednesday, April 24, 2013 2:47:44 PM
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Boris wrote:
As the lead designer on this figure, I was going for a more overall philosophical view than just static abilities. As someone who played the original KotoR, I remember running toward Bastila and her just standing there waiting. As a player, I knew she was dark side, but of course the characters didn't know that. We started with something called "Patience" that allowed her to set up in any square on your side of the map but decided it was too powerful with swapping (we had a pretty good idea that the Sith would be getting a booming voice character within a couple of sets at that point), so I looked at other ways to capture the idea that she had surprise on her side against Revan and Company.

Surprise Move by itself didn't feel like enough to do the trick. Adding Intuition seemed to hit the mark with the idea that she can catch the opponent off guard. She could run 12 squares before the game began, but more than that, she is the movement breaker the faction needed. Most of the other stuff about her was meant as fluff to complement 12-square movement breaking.

You guys did I nice job BTW with this piece and the whole set in General.Love the Movement Breaker for the Sith!
corranhorn
Posted: Thursday, April 25, 2013 1:40:05 PM
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Boris wrote:
As the lead designer on this figure, I was going for a more overall philosophical view than just static abilities. As someone who played the original KotoR, I remember running toward Bastila and her just standing there waiting. As a player, I knew she was dark side, but of course the characters didn't know that. We started with something called "Patience" that allowed her to set up in any square on your side of the map but decided it was too powerful with swapping (we had a pretty good idea that the Sith would be getting a booming voice character within a couple of sets at that point), so I looked at other ways to capture the idea that she had surprise on her side against Revan and Company.

Surprise Move by itself didn't feel like enough to do the trick. Adding Intuition seemed to hit the mark with the idea that she can catch the opponent off guard. She could run 12 squares before the game began, but more than that, she is the movement breaker the faction needed. Most of the other stuff about her was meant as fluff to complement 12-square movement breaking.


Sounds cool, thanks for dropping by and letting us have a look inside the designers' minds! BigGrin
surf_rider56
Posted: Thursday, April 25, 2013 8:20:44 PM
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Joined: 9/19/2008
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corranhorn wrote:
Boris wrote:
As the lead designer on this figure, I was going for a more overall philosophical view than just static abilities. As someone who played the original KotoR, I remember running toward Bastila and her just standing there waiting. As a player, I knew she was dark side, but of course the characters didn't know that. We started with something called "Patience" that allowed her to set up in any square on your side of the map but decided it was too powerful with swapping (we had a pretty good idea that the Sith would be getting a booming voice character within a couple of sets at that point), so I looked at other ways to capture the idea that she had surprise on her side against Revan and Company.

Surprise Move by itself didn't feel like enough to do the trick. Adding Intuition seemed to hit the mark with the idea that she can catch the opponent off guard. She could run 12 squares before the game began, but more than that, she is the movement breaker the faction needed. Most of the other stuff about her was meant as fluff to complement 12-square movement breaking.


Sounds cool, thanks for dropping by and letting us have a look inside the designers' minds! BigGrin


Always liked listening in on other peoples huddles; helps understand their thinking on the what and why of things.
corranhorn
Posted: Saturday, April 27, 2013 8:03:25 AM
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Joined: 3/14/2009
Posts: 1,728
surf_rider56 wrote:
corranhorn wrote:
Boris wrote:
As the lead designer on this figure, I was going for a more overall philosophical view than just static abilities. As someone who played the original KotoR, I remember running toward Bastila and her just standing there waiting. As a player, I knew she was dark side, but of course the characters didn't know that. We started with something called "Patience" that allowed her to set up in any square on your side of the map but decided it was too powerful with swapping (we had a pretty good idea that the Sith would be getting a booming voice character within a couple of sets at that point), so I looked at other ways to capture the idea that she had surprise on her side against Revan and Company.

Surprise Move by itself didn't feel like enough to do the trick. Adding Intuition seemed to hit the mark with the idea that she can catch the opponent off guard. She could run 12 squares before the game began, but more than that, she is the movement breaker the faction needed. Most of the other stuff about her was meant as fluff to complement 12-square movement breaking.


Sounds cool, thanks for dropping by and letting us have a look inside the designers' minds! BigGrin


Always liked listening in on other peoples huddles; helps understand their thinking on the what and why of things.


Same, but sometimes it gets me arrested!
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