|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2009 Posts: 487
|
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.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
|
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.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
|
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.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
|
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.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2009 Posts: 487
|
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
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
|
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.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/18/2008 Posts: 153
|
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.
|
|
Guest |