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Guaranteed Reserves Options
Naarkon
Posted: Sunday, May 14, 2017 4:21:49 PM
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I was messing around with reserves squads, especially using the Voxyn Queen, and I kept running into the trouble that your starting squad is too weak, and sometimes you won't get enough reserves before the match ends to make up for that. Reserves seems to be very feast/famine. Either it works really well or kinda falls flat.

What then is everyone's thoughts on a piece that had guaranteed reserves instead of relying on an initiative check?

Obviously some differences from normal reserves would have to be implemented. You would probably want it to be a reserves for a specific piece, probably a relatively weak piece but maybe one that had some specific uses. To prevent an infinite MTB engine, you would probably want to make the piece brought in too valuable to sacrifice, but then that would mean you would need to make the initial piece a very high point value. Or you could make some sort of ability that prevented the reserves piece from being sacrificed to the MTB. It wouldn't be consistent with other reserves and reinforcements, but you could also make the pieces brought in count for points. Just some thoughts I was thinking while wishing that the Voxyn Queen cost less.
Echo24
Posted: Sunday, May 14, 2017 4:39:49 PM
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Kind of like Placed Order but it happens very round? Could be cool. Obviously it would have to be something weak, like a specific low cost character or a subfaction character that costs under 10 points or something, and the character that it's on would have to be very expensive.

Biggest issue would be that it heavily encourages you to just avoid combat for a while. Play super fast to get your rounds in but keep your guys in the back, maybe with one guy in Gambit. Build up your force slowly and then attack after you've gotten it for 5 rounds or so. There would need to be something to discourage that because it's not very fun to pay against. Maybe you only get the reserves if you've killed an enemy the previous round? Or 10 or 20 points worth of enemies? Then I think it gets really interesting because it's directly rewarding you for getting to the fight ASAP and playing to the end condition (dead enemy squad). Also easier to balance cost wise since you still have to work for it but it's non-random.
kobayashimaru
Posted: Sunday, May 14, 2017 4:50:07 PM
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indeed, it can be very hit-or-miss,
and if your opponent has stuff that steals your reserves etc, it can get really messy.
if you do the probability combinatorics, making it auto-success by Turn 3 round 2 would be awesome.

A lot of folks would want it to be Turn 2, from Activation 1 onwards...
that's just a little too soon
alternately, from turn 2, it could be "call- even or odd, if the initiative roll is what you called it, you immediately get your reserves from all pieces", in the glossary definition.

I weight Reserves abilities which are not assured as a minor negative, -2pts to the overall cost of the mini.
precisely on the basis of "what are the odds this thing will even survive to use it?"
Naarkon
Posted: Sunday, May 14, 2017 6:54:11 PM
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Echo24 wrote:
Kind of like Placed Order but it happens very round? Could be cool. Obviously it would have to be something weak, like a specific low cost character or a subfaction character that costs under 10 points or something, and the character that it's on would have to be very expensive.

Biggest issue would be that it heavily encourages you to just avoid combat for a while. Play super fast to get your rounds in but keep your guys in the back, maybe with one guy in Gambit. Build up your force slowly and then attack after you've gotten it for 5 rounds or so. There would need to be something to discourage that because it's not very fun to pay against. Maybe you only get the reserves if you've killed an enemy the previous round? Or 10 or 20 points worth of enemies? Then I think it gets really interesting because it's directly rewarding you for getting to the fight ASAP and playing to the end condition (dead enemy squad). Also easier to balance cost wise since you still have to work for it but it's non-random.


I agree that it could promote a really passive style of play, but probably no more than normal reserves. I really like the idea of a condition to be met before you get the reserves. I just wanted to toss out the idea that reserves could depend on something other than luck.
TimmerB123
Posted: Sunday, May 14, 2017 9:33:42 PM
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It's an issue with reserves in the first place. It's much better suited for a scenario game. In the competitive skirmish game it is either inconsistent and more often too weak (but feast or famine as you said), or broken. The bottom line is that it doesn't have a place in the competitive game, and it really shouldn't.

It's great for fun/theme squads, and scenario play. It just has to remain there.
Naarkon
Posted: Monday, May 15, 2017 1:10:13 PM
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TimmerB123 wrote:
It's an issue with reserves in the first place. It's much better suited for a scenario game. In the competitive skirmish game it is either inconsistent and more often too weak (but feast or famine as you said), or broken. The bottom line is that it doesn't have a place in the competitive game, and it really shouldn't.

It's great for fun/theme squads, and scenario play. It just has to remain there.


I don't mean to be rude, but did you read my post at all?

I laid out some problems I had with reserves in its current state and put out an idea and asked for some input/discussion. All you contributed was that reserves just shouldn't exist at all in competitive games. I agree that with the current feast/famine mechanic, reserves is a janky ability that is hard to balance and has thus been mostly ignored. However, if someone wants to run a reserves squad the pieces exist and are legal; saying reserves doesn't belong in competitive games makes no sense.

Reinforcements is a huge part of the competitive scene. Why is it not ridiculous to slap Lobot into random squads for reinforcement options but the thought of reserves in a competitive squad is so terrible? Because reserves is random and reinforcements is certain. I was proposing a new reserves ability that would change the feast/famine mechanic of current reserves with a constant (and thus slightly easier to balance/cost) stream of pieces.

For example, what if there were a piece like Lobot but instead of 20 points of chosen characters at the start of the game you got a Nikto Soldier every round. Over the course of the game, you would probably get 6-8 Niktos, for a total of 30-40 points. That is more than most reinforcement abilities, but you get no customization and the reserves piece has to survive the whole time, while Lobot can die immediately and you still get the reinforcements.
TimmerB123
Posted: Monday, May 15, 2017 2:40:25 PM
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Naarkon wrote:
TimmerB123 wrote:
It's an issue with reserves in the first place. It's much better suited for a scenario game. In the competitive skirmish game it is either inconsistent and more often too weak (but feast or famine as you said), or broken. The bottom line is that it doesn't have a place in the competitive game, and it really shouldn't.

It's great for fun/theme squads, and scenario play. It just has to remain there.


I don't mean to be rude, but did you read my post at all?

I laid out some problems I had with reserves in its current state and put out an idea and asked for some input/discussion. All you contributed was that reserves just shouldn't exist at all in competitive games. I agree that with the current feast/famine mechanic, reserves is a janky ability that is hard to balance and has thus been mostly ignored. However, if someone wants to run a reserves squad the pieces exist and are legal; saying reserves doesn't belong in competitive games makes no sense.

Reinforcements is a huge part of the competitive scene. Why is it not ridiculous to slap Lobot into random squads for reinforcement options but the thought of reserves in a competitive squad is so terrible? Because reserves is random and reinforcements is certain. I was proposing a new reserves ability that would change the feast/famine mechanic of current reserves with a constant (and thus slightly easier to balance/cost) stream of pieces.

For example, what if there were a piece like Lobot but instead of 20 points of chosen characters at the start of the game you got a Nikto Soldier every round. Over the course of the game, you would probably get 6-8 Niktos, for a total of 30-40 points. That is more than most reinforcement abilities, but you get no customization and the reserves piece has to survive the whole time, while Lobot can die immediately and you still get the reinforcements.


No disrespect, but you are trying to fix something that is inherently broken. In my opinion delayed employment of any kind is bad for the game. It slows the game down, both in the actual stopping of the game to add something else, and in advantages to delay engagement. It's not good connected to init or built in.

I will say that there is a strange classification that would make some possible future abilities technically reserves - even though they wouldn't be connected to init, or built in as delayed (but assured) reserves.

A possible example would be this:
Quote:
Local Reserves 12 [Not usable if this character is a Reinforcement or if an ally can lower the number of activations in a phase. Immediately before the first initiative roll of the skirmish, if your opponent's squad contains at least five more characters than yours, add up to 12 points of non-Unique Fringe characters to your squad]


Even though it is not connected to init, and is done before the game starts - it is not reinforcements. It falls under reserves because there is a chance you may or may not get it, and your opponent would score points for killing those characters (where as reinforcements' cost is built into the character with the ability and the characters you bring in are not worth points to kill)


So I guess with this technicality - I am ok with this type of reserves. I am against anything based on init, or anything else that happens after the game starts.





Naarkon wrote:
Just some thoughts I was thinking while wishing that the Voxyn Queen cost less.


In general - reserves focused pieces are overcosted on purpose. They are meant to be used for fun/themed games. Have fun with them in that manner. My advice - if you are building a competitive squad - ignore reserves entirely.



Also please keep in mind that my viewpoint above is solely about the competitive game. I am not against reserves pieces made for casual/fun/themed use. (Although Vset 13 did go overboard)
General_Grievous
Posted: Monday, May 15, 2017 5:38:03 PM
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I managed to scrape out a second place in our Canadian regional three years back with a lucky Republic Reserves builds and they are one of my favourite styles of play that I wish had more support too. I think it does have a place in competitive games and really makes for a difficult way to play but a potential ton of fun with the random chances. It's like gambling but also can make games easier for your opponents and thus more of a challenge to play. I would love to see some kind of guraenteed boost like:

Held in Reserve (at the end of the round if, your squad contains one or more characters with reserves and you did not add any characters to your squad this round from an ability whose name contains reserves; you may immediately add 10 points of {insert factions name or weak type of unit here} characters to your squad in your starting area. This ability is usable only once per round.
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