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Lobar Aybock
Posted: Tuesday, April 20, 2010 7:59:44 AM
Rank: Advanced Bloo Milk Member
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Joined: 5/18/2009
Posts: 60
Dean, is there a link to where this thread is? I can't find anything on Gamers.
creme_brule
Posted: Tuesday, April 20, 2010 8:03:57 AM
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Joined: 12/31/2009
Posts: 1,701
FlyingArrow wrote:
Dean,

I've mentioned this before elsewhere, but I really want to see more options at the 1-4 point cost level, especially for door control, CE propagation, and activation control. Every squad shouldn't have to use ugnaughts and mice as filler.

In 60 pieces, 2 or 3 such pieces should fit. I'm not too concerned about what pieces they are exactly. Here are a few suggestions, but the design team is probably more creative than I am and can come up with their own ideas that reach the same goal:

4-point cost non-melee versions of Uggie Demo and Mouse Droid. (Squib Demolitionist and Human Courier?)

2-point cost emplacement that does not block movement and does nothing but override adjacent doors (Door Control Panel?)

3 or 4-point "mini-Mas" that only extends the CE of one adjacent commander (Communications Technician?)


Other than that, something to make combined fire worth using, and to make swarm squads more playable.


that makes very good sense...i like al lthe ideas but the 2-point idea seems a bit broken to me...
dnemiller
Posted: Tuesday, April 20, 2010 8:16:33 AM
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Joined: 4/2/2008
Posts: 538
Location: GC, Missouri
Doogle126
Posted: Tuesday, April 20, 2010 8:26:24 AM
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Joined: 1/21/2009
Posts: 406
AAT, they need to make it
Mandelmauler
Posted: Tuesday, April 20, 2010 8:43:31 AM
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Joined: 1/2/2009
Posts: 230
Location: near Madison, WI
creme_brule wrote:
that makes very good sense...i like al lthe ideas but the 2-point idea seems a bit broken to me...


I would like the 2-point piece to be unique so you only get one per squad. Its real use is to add an extra activation into a 198-point squad.

Now the SA....
twinjedi
Posted: Tuesday, April 20, 2010 10:42:12 AM
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Joined: 4/18/2009
Posts: 360
I made my input on gamers, hope I could help Dean.
Uggie Demo
Posted: Tuesday, April 20, 2010 10:52:17 AM
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Joined: 8/28/2008
Posts: 1,378
Location: Indianapolis
Garm Bel Iblis; with swap for NR
Mandalore the presever: swap for mandos
Pago the lesser: swap for seps
Admerial Onasi: swap for OR
njarnagin
Posted: Tuesday, April 20, 2010 2:08:46 PM
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Joined: 12/26/2008
Posts: 168
I just posted this on gamers, so I thought I would post it here as well.....

I think the biggest mistake V-sets could make is excessive use of the disruptive ability (i.e. access to cheap disruptive for all factions)

1. I think disruptive discourages the use of the commander effect mechanic, which is a huge part of the fun of the game. A buddy recently mentioned that one of the benefits of his competitive squad was it's minimal use commander effects in light of opponents using disruptive. Is that the direction we want for this game? I think the creative reliance on commander effects should be key especially at the top tier.

2. I don't think the disruptive ability is particularly fun. Running Juno/Madine within 6 of your opponent to nerf their commander effect is not that interesting. (Now, I do admit that disruptive on KKBM is kinda cool and fitting for the piece.)

3. Excessive disruptive will decrease the uniqueness of the factions. Part of the distinctness of to NR is that they can field a powerhouse melee piece with disruptive (KKBM) yet most other factions can't. Also, rebels are the only faction with cheap disruptive. I think that is good for defining the factions.

4. Excessive disruption will decrease the uniques of the squads. Do we really want disruptive to be a common component to every squad/game? Personally, I hope not.

An obvious response may be: It's not fair that some factions have disruptive and others don't. I absolutely agree with this statement. But the lack of disruptive for a faction can be compensated in other ways (unique special abilites, commander effects, etc.).

Another possible response: We now have cheap override for all factions, and that has improved the game. Agreed, but override doesn't discourage or nerf commander effects to the extent that disruptive does.

To summarize: This one ability that nerfs all commander effects is excessively powerful, and not particularly fun, therefore it should be used very sparingly. Am I right or wrong? What's your opinion?
thrawnman69
Posted: Tuesday, April 20, 2010 4:24:53 PM
Rank: Jedi Weapon Master
Groups: Member

Joined: 12/13/2008
Posts: 26
new ackbar (ceremonial suit)
Gantoris
Joker squad
Sui Choi
Sharaad hett
yakface (somehow make a model lol)
Bantha Rawk
Yammosk
Max Rebo
YVH
Girl from the maw that helps han.
Admril Daala
boss nass
Anakin, On the Edge, (anakin cutting off asohkas legs.)
And a bunch of general restats, such as
Amanaman
Colman Trebor
Cin Dreliq
Darth Bandon.
yodaccm
Posted: Tuesday, April 20, 2010 5:04:31 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/17/2008
Posts: 188
Let's make things interesting:

How about a Stormtrooper zombie from the Deathtroopers book?
There are some New Republic Jedi that need their due: Kam Solusar, Cighal, Streen, Kirana Ti, etc.
Might as well make some interesting new villains: Brakiss, Kueller, Hethrir, Thracken Sal-Solo, Gallandro, and Rokur Gepta if you want to get obscure.
Mix it up with a few "fun" characters: Jaxxon, Embo, Adalric Brandl, D'harhan

May need to look a few of those up on Wookieepedia, but they all would offer something new and exciting to the game, I would think.
Heisenberg
Posted: Wednesday, April 21, 2010 2:41:29 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/7/2010
Posts: 76
Open yourself to dark horse comics! There are tons of great figure designs you can find from there!

You should make
Admiral Trench
Shogar Tok
Tol Skorr
Interogator droid
Construction droid.
MindWalker

Try those on for size.
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