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A discussion within the V4 Spoilers thread about new abilities has broched the subject of additional abilities may lead to complications, especially when existing and similar abilities exist.
Do you believe that new abilities add complexity or character?
Should existing abilities get priority over new abilities?
Discuss.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,410 Location: Chokio, MN
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markedman247 wrote:A discussion within the V4 Spoilers thread about new abilities has broched the subject of additional abilities may lead to complications, especially when existing and similar abilities exist.
Do you believe that new abilities add complexity or character?
Should existing abilities get priority over new abilities?
Discuss. I think there should be less new SA's. Maybe 10 to 12 new ones per set. I would like to see older abiliteis used to reflect what the characters did. New abilities can add complexity (such as Versatility for example), but most are self explanatory. I do think existing SA's should get priority over new ones, but if there is a new SA that correctly reflects what a character did that is different from all other previously made, then I'd love to see those made.
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Rank: Advanced Bloo Milk Member Groups: Member
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markedman247 wrote:
Do you believe that new abilities add complexity or character?
Both, and that's a good thing in my book. If I wanted to play a game that required no thought, I'd play Paper-Rock-Scissors. I choose to play a strategy based game because I want to engage in strategy. Keep in mind, I'm a former SWCCG player and in comparison of complexity, this game is fairly simple. The CCG often flirted with excessive complexity.
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Rank: Advanced Bloo Milk Member Groups: Member
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Well a new ability is nice once one in awhile, especially on an epic hero character, I think we should create less new abilities and either use variants on old ones (versatility, comradirie, hunter, assorted force abilities). A new snooty is fine, once in awhile, but the simpler the better. Also the odd new one that we get should be on a unique first and then if needed handed out to non-uniques.
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Rank: Moderator Groups: Member
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Both, and I agree with saber1 - it's a good thing, IMO.
I like SAs to have flavor for the character/faction they are on, but outside of that consideration, I do think it would be good to keep the rate of new additions per set on the lower end in general. A bit less to play-test, proofread, and look for unintended rules interactions.
I also like the tiered abilities, but too many levels does become hard to keep track of.
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saber1 wrote: Keep in mind, I'm a former SWCCG player and in comparison of complexity, this game is fairly simple. The CCG often flirted with excessive complexity. Same here, though more STCCG than SWCCG. It'll take a looooong before this game reaches anywhere near CCG complexity.
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I think if there is a character that is defined by a certain characteristic, then it should have an ability or two that reflect that. Lets take the controversial Embo and Hat Toss for example. It reflects the only thing I even remember about him. Yes, it is a mish-mash of existing abilities put into one, but I am okay with that. It wouldn't make sense for him to have grenades, or jolt. He throws his hat. That is about as simple as it gets.
Foul Modamma is also a good example of this. His defining characteristic is that he carries Palpatine around Coruscant running away from the droids. So apart from him needing Melee, force points,and force powers, he also needed an ability to reflect this. Could they have given him Tow? There is that annoying part about gaining flight. Maybe just Lift, or Heavy Lift? That doesn't really reflect that he has Palpatine in his arms running through the streets.
So to conclude: If a new mini has some sort of characteristic that we all know him for, and there is no existing ability that comes close, lets make one. No matter how similar it might be to the other ones.
Also, lets get this one out of the way. Yuuzhan Vong abilities that are similar to force powers, or other abilities can be ignored. I don't think anyone wants a Yuuzhan Vong with Override or Lightsaber Fighting Styles. To protect the flavour of the faction, it is essential that they have new abilities, no matter how similar they seem to existing ones. No matter if they are identical to existing ones.
As for the creation of brand new abilities, I am all for it.
Some of them are opposite abilities for existing ones. Backlash for Ambush is an example. Bring it on! Good idea! Some are variations of other ones (Tactician, Bravado +20). This is also a good idea, and follows what WOTC has done before.
I'm always excited for some new ability when I look through the set for the first time, hoping for my mind to be blown. I am never disappoint.
I think, that as long as the design team are sensible, and the playtesters are thorough and unbiased, then new abilities will be okay. Playtesters can still say "this new ability is crap, change it" and the design team will look into it. I remember playing with a few different versions of Force Pull in the tests for Galen Marek. So, keep going with new abilities.
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I will take as many new abilities as they throw. I love that I can't quite get my head around everything and that it's so huge. That means that they, even if Vsets stopped tomorrow, I'd still be trying to grapple with the complexities of the game when I'm 60. Bring it, I say, bring it!
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I enjoy the new abilities, especially when they are a great fit. That said, I also think old abilities can be used to reduce unnecessary redundancies of complications. For instance, giving Potty Palps evade makes sense to me, even if it doesn't make sense. He needs a defensive capability, and the way evade works in the game suits his need for a defensive ability. So, while it maybe silly to think about him bobbing and weaving on his throne, it makes sense in terms of the game mechanics.
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...or that he's using the Force to make the blaster bolts evade him...?
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kezzamachine wrote:...or that he's using the Force to make the blaster bolts evade him...? That is what I always figured it was meant to replicate.
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New abilities are fine and all but the number is getting large and the ability for them to be used on other characters should a priority.
An example of a good new ability is Padawan. There are a large number of characters that can benefit from the ability and it is different from other abilities in that it is a first person ability rather than a share with others ability.
An example of a bad one would be grevious' new one. Yes, it is great to have a new ability that does something for the character, but why not make it something other units can use? Why not just give him an ability like LS sweep that doesn't cost force points? It would have a very similar flavor, be useful, represent the mini well, and can be used on other mini's (dervish, some mando's, exc.)
As for hat trick, I think the speed, charging assault, twin attack, and damage reduction do a good job representing the miniature. Yeah, he threw a hat and hurt people. He also used it as a shield. Should they give him hat shield over damage reduction 10? No. Can they easily say they represented it with DR 10 and his other units in combination and lower the cost? Probably.
Here is my thought on it. Use existing abilities first. If none of them fit well, can the unit live without a new ability and still be well represented? If not, then how can you make the new ability work for other minis in the future as well?
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Jedi_Master wrote:New abilities are fine and all but the number is getting large and the ability for them to be used on other characters should a priority.
An example of a good new ability is Padawan. There are a large number of characters that can benefit from the ability and it is different from other abilities in that it is a first person ability rather than a share with others ability.
An example of a bad one would be grevious' new one. Yes, it is great to have a new ability that does something for the character, but why not make it something other units can use? Why not just give him an ability like LS sweep that doesn't cost force points? It would have a very similar flavor, be useful, represent the mini well, and can be used on other mini's (dervish, some mando's, exc.)
As for hat trick, I think the speed, charging assault, twin attack, and damage reduction do a good job representing the miniature. Yeah, he threw a hat and hurt people. He also used it as a shield. Should they give him hat shield over damage reduction 10? No. Can they easily say they represented it with DR 10 and his other units in combination and lower the cost? Probably.
Here is my thought on it. Use existing abilities first. If none of them fit well, can the unit live without a new ability and still be well represented? If not, then how can you make the new ability work for other minis in the future as well? This is fine to a certain extent but on pieces like Grievous I want to see something that is unique to him. I want Unique characters to have Unique abilities. I play this game because I love Star Wars, I want it to feel like Star Wars. I think Spinning Blade assault is an excellent representation of how Grievous fought at the end of Episode 3. I love that kind of flavor on my pieces. Aing-Tii Flow-Walking is an ability that most pieces aren't going to be able to use (if any) outside of Jacen Solo. But it is perfect. They could have given him Surprise move instead, but a new ability more accurately captured what the power is. Simpler isn't always better. I like new abilites, it keeps the game fresh and interesting. Of course there is an extent to which they are not always necessary, but for the most part I think a lot of the new abilites have been fair.
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As long as I don't have to do an extensive glossary supplement for an ability, or I have to some up with new wording, I'm fine with new abilities.
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AndyHatton wrote:This is fine to a certain extent but on pieces like Grievous I want to see something that is unique to him. I want Unique characters to have Unique abilities. I play this game because I love Star Wars, I want it to feel like Star Wars. I think Spinning Blade assault is an excellent representation of how Grievous fought at the end of Episode 3. I love that kind of flavor on my pieces.
Exactly.
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AndyHatton wrote: This is fine to a certain extent but on pieces like Grievous I want to see something that is unique to him. I want Unique characters to have Unique abilities. I play this game because I love Star Wars, I want it to feel like Star Wars. I think Spinning Blade assault is an excellent representation of how Grievous fought at the end of Episode 3. I love that kind of flavor on my pieces.
Agreed. This argument reminds me of the Wars TCG. When Decipher lost the Star Wars license, they made a new CCG that effectively replicated the gameplay of SWCCG, but used a generic Sci-fi background instead. It flopped horribly as it had none of the flavor SWCCG had.
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Honestly, I am somewhat curious about whether it did or not. Decipher had a LOT of money embezzeled. I'm sure it wasn't a huge hit, but with what has been revealed, I'm somewhat have a different view of how things went towards the end of decipher.
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AndyHatton wrote:Jedi_Master wrote:New abilities are fine and all but the number is getting large and the ability for them to be used on other characters should a priority.
An example of a good new ability is Padawan. There are a large number of characters that can benefit from the ability and it is different from other abilities in that it is a first person ability rather than a share with others ability.
An example of a bad one would be grevious' new one. Yes, it is great to have a new ability that does something for the character, but why not make it something other units can use? Why not just give him an ability like LS sweep that doesn't cost force points? It would have a very similar flavor, be useful, represent the mini well, and can be used on other mini's (dervish, some mando's, exc.)
As for hat trick, I think the speed, charging assault, twin attack, and damage reduction do a good job representing the miniature. Yeah, he threw a hat and hurt people. He also used it as a shield. Should they give him hat shield over damage reduction 10? No. Can they easily say they represented it with DR 10 and his other units in combination and lower the cost? Probably.
Here is my thought on it. Use existing abilities first. If none of them fit well, can the unit live without a new ability and still be well represented? If not, then how can you make the new ability work for other minis in the future as well? This is fine to a certain extent but on pieces like Grievous I want to see something that is unique to him. I want Unique characters to have Unique abilities. I play this game because I love Star Wars, I want it to feel like Star Wars. I think Spinning Blade assault is an excellent representation of how Grievous fought at the end of Episode 3. I love that kind of flavor on my pieces. i agree 100% with this.
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Jedi_Master wrote:New abilities are fine and all but the number is getting large and the ability for them to be used on other characters should a priority.
An example of a good new ability is Padawan. There are a large number of characters that can benefit from the ability and it is different from other abilities in that it is a first person ability rather than a share with others ability.
An example of a bad one would be grevious' new one. Yes, it is great to have a new ability that does something for the character, but why not make it something other units can use? Why not just give him an ability like LS sweep that doesn't cost force points? It would have a very similar flavor, be useful, represent the mini well, and can be used on other mini's (dervish, some mando's, exc.)
As for hat trick, I think the speed, charging assault, twin attack, and damage reduction do a good job representing the miniature. Yeah, he threw a hat and hurt people. He also used it as a shield. Should they give him hat shield over damage reduction 10? No. Can they easily say they represented it with DR 10 and his other units in combination and lower the cost? Probably.
Here is my thought on it. Use existing abilities first. If none of them fit well, can the unit live without a new ability and still be well represented? If not, then how can you make the new ability work for other minis in the future as well? see i agree that if there is an ability already in place that would fit well, than it should be used, but at the same time i think flavor should be accounted for. Beskar'gam is a great example. Yes they could have used something like DR 10 or Force attuned armor but it doesn't fit in the faction, and it was already a precedent put in place when the community took over the game. Now there have been a few abilities that i could see doing without, but i do not think the designers should be discouraged from making new abilities. If one exists that fits both flavor and what they want use that, but if not make one that fits. Case and Point Celeste Mourne. There were abilities already in place fro what they wanted her to do. THe new Grievous however they wanted him to be able to attack a larger amount of pieces when he gets to half hit points. There isn't an ability for that, and since they dont want to make grievous a heavy force character it wouldn't make sense to add something like Whirlwind attack , sweep or lightsaber assault. And actually if they made a non force version of one of those abilities it would be make a new ability anyways so your own point was to make a new ability for him.
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AndyHatton wrote:This is fine to a certain extent but on pieces like Grievous I want to see something that is unique to him. I want Unique characters to have Unique abilities. I play this game because I love Star Wars, I want it to feel like Star Wars. I think Spinning Blade assault is an excellent representation of how Grievous fought at the end of Episode 3. I love that kind of flavor on my pieces.
I'm glad that so many people seem to agree with this, as it's part of my design philosophy. WotC did it with the Bounty Hunters from Dark Times: They each got a brand new ability that specifically fit their flavor. Some might have the ability to be shoehorned into other pieces, some won't. But the point is they were very flavorful, and that's important. This has always been a part of the game. It's already been pointed out that Aiing Tii Flow Walking probably won't show up on a non-Jacen Solo piece, but there are others, like Cay's Legacy, or Execute Order 66, or Frozen in Carbonite. If a new ability would make a piece drastically more flavorful, I don't see a good reason for not making that ability. Sure, that might mean we have both Beskar'gam and Vonduun Crab Armor 11 which do the exact same thing, but that's way better than having Vong with Beskar'gam or Mandos with VCA. I guess we could have intentionally made Beskar'gam act a little differently than VCA 11 (like how Dark Armor is a little different), but then we would have VCA 11, Beskar'gam, DR 10, AND Dark Armor that all do almost the same thing but a little different. Then there is Shields 1 and Force Attuned Armor! Having different names for the same thing actually makes things much simpler, because you don't have to learn new interactions, just different names.
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