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range 12 = longer gameplay? Options
shatterpoint7
Posted: Friday, May 17, 2013 7:16:21 AM
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until Galactic Heroes, the only piece I can remember with range 12 was Zam's Kouhun, and suddenly we get like 5 in the same set? will this add unneeded complexity to the game in the long run, becauase counting 12 will mean a player will take more time to decide, or will this precedent add more flexibility for the game's creators? I know someone at Wizards said what I am thinking about making things more complicated than they needed to be, and take away fun from the newer players who shouldnt have to worry about range 12 abilities.
adamb0nd
Posted: Friday, May 17, 2013 7:40:31 AM
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shatterpoint7 wrote:
until Galactic Heroes, the only piece I can remember with range 12 was Zam's Kouhun, and suddenly we get like 5 in the same set? will this add unneeded complexity to the game in the long run, becauase counting 12 will mean a player will take more time to decide, or will this precedent add more flexibility for the game's creators? I know someone at Wizards said what I am thinking about making things more complicated than they needed to be, and take away fun from the newer players who shouldnt have to worry about range 12 abilities.


I dont see why it would be a problem. If anything, i think it will lead to faster confrontation, which leads to faster game play.
swinefeld
Posted: Friday, May 17, 2013 8:15:30 AM
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No big deal. There are so many complicated things in the game that have been around for a long time that a few more range 12 SAs aren't going to change anything for the worse. It's not so much the range, but the mechanics that make things difficult to absorb.
fingersandteeth
Posted: Friday, May 17, 2013 2:33:42 PM
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i don't think it adds anymore complexity than figures that can run 24 or 36 squares and attack. You still need to be aware of the threat range regardless of it being a movement range, special ability range or a force power range.

One thing that probably shouldn't happen anytime soon are range 6 "bubbles" increasing (Ysalimiri, its a trap, disruptive etc).

there should be factors in the game that forces you to clump to a certain degree.

But as far as grenade launchers or abilities that can reach 12 squares they don't really add anymore square counting that there already is.
shatterpoint7
Posted: Saturday, May 18, 2013 6:08:58 PM
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I agree with how the gamedesigners currently have it, but i just hope it doesnt mean we are going to see range 8-12 CE's
countrydude82487
Posted: Saturday, May 18, 2013 11:44:46 PM
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shatterpoint7 wrote:
I agree with how the gamedesigners currently have it, but i just hope it doesnt mean we are going to see range 8-12 CE's


Mandos kind of already have the range 8 commander effects now with frequency amplification.
Boris
Posted: Monday, May 20, 2013 1:00:16 PM
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In the early days of the game, I tinkered with Range 12 for non-melee to see if that would help with balancing issues. It was pretty easy after about 4 or 5 games to eyeball distance in terms of the number of squares. If you can easily spot 6-square range, you can easily spot 12 square range, too.

If you're having trouble, or worried about a time limit, laminate your map and get out the dry erase marker so you can number the squares.
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