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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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atmsalad wrote:Sthlrd2 wrote:Ok, its time I try to write this out for the 4th time without my computer randomly deleting it in the middle while I'm typing. (Its getting me very upset). I won't lie, I think the idea is interesting, but with that being said I am against it for the same reasons we don't have another epic set (no time to PT). The last few Vsets have been under playtested and things have slipped through the cracks. I would like to see a Vset be thoroughly PT'd and see what the designers can do to solve some of the problems with the game before introducing this concept. Vset 9 is in the works and needs PT done, and any PT done here is time away from that. Lets concentrate on getting ample PT done with a Vset and see what unfolds before unleashing a theory that may or may not work. I for one see this opening up a whole new can of worms. This would take a lot of PT against a wide variety of squads. All that time that could have been PT'ing our next set. Like I said, I would like to see a set that has received enough PT before starting a project like this. I agree that we don't want to take time away from play testing the new set pieces. Right now though I don't have any pieces to play test and I live in the same city as one of the guys on charge of play testing. If other people don't have stuff to play test then there is no reason they couldn't include play testing 10 point gambit in their pickup games. Some people might even be willing to play just to play test this. As has been the case with Bryan and myself. So again, I agree with you that this doesn't need to take time away from play tweeting the new set, but this is still something that needs to be play tested and looked at. A continuation from the first thread about whether or not Gambit should be raised.
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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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I think this is a great idea! I needs to be strongly considered when we update the floor rules. In my opinion boosts squad builds that don't rely on tons of cheap swarm pieces. It enocurages more strongly engagement in the middle of the map rather than at the starting areas (5pts wasn't much of an incentive, 10pts however makes you consider putting your higher cost figures in gambit). It give players a chance to get a 3pt win against opponents who hid 80-100pts of commanders in their starting area and keep them so far out of reach that its impossible to get a 3pt within the allotted time (im looking at you Naboo Trooper Deathshot squads!). The 5pt gambit mechanic seems to be a remnant of when the game was played at 100 and 150 pts, and at that pt level 5pts is good, but at 200pts its really not that big of a factor.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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2004-05 the original game was not designed with tournament play in mind. It was realized that lockout-stalling tactics were a serious problem in competitive play. Gambit was introduced late 2005 to counter stalling-lockout tactics and encourage engagement. For YEARS we played 5 point gambit in the standard game of 100 points and it worked.
"The Universe era ushered in “Gambit” scoring somewhat muting the abusive issues with Override but still leaving it as a dominant strategy. Lobot brought Override to every faction, but in doing so also left the Rebels and Republic in the dominant position of having access to double Override." - Nickname
2007-09 the standard game was increased to 150 points and we continued the same style of 5 point gambit. It was realized that in a larger format squads with multiple low cost (or free) characters collecting gambit eliminated gambit from the game. Gambit was revised so that only pieces worth the 5 gambit points could collect it. For YEARS we played (revised 5 point gambit) in the standard game of 150 and it worked.
"In a variant designed to discourage players from hiding, known as Gambit format, players also score 5 victory points at the end of every round in which a character is within 4 squares of the center. Gambit format is the format used in sanctioned point tournaments."- Wikipedia
2010-14 the standard game was increased to 200 points and we continued with the same style of (revised 5 point gambit.) It's becoming obvious that gambit is no longer worth playing for and too many games are not coming to a 200 point completion. Gambit should be increased to 10 points in the standard game of 200 points and return to it's original tournament play value. For YEARS we've played (revised 5 point gambit) in the standard game of 200 and Gambit scoring no longer functions as it once did.
"Gambit scoring grants a player five victory points at the end of a round, if they have at least one figure within four squares of the center of the map. Additional figures near the center do not grant extra points. The points are the same as if a player eliminated an opposing figure of cost five. If the total of (Point cost enemy figures eliminated) + (Gambit points) = Squad Build Point Limit, then that player wins the game. For example, in a 100 point game, eliminating 80 points of enemy figures and scoring 20 gambit points by the end of a round would mean victory for that player as soon as the gambit points are given." - Klecser
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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Darkdracul brings up a great point. The idea of gambit was designed around 100 point base squads. With the game progressing past that to now include 100 points more, it only makes sence that in order for gambit to have the same effect that it was meant to have on the game we are going to need to raise it. Gambit used to be 5 percent of your total squad. Now it is 2.5 percent, it has half the effect it used to at 100. If not even less than that. The risk doesn't equal the reward anymore and so gambit lacks draw and incentive.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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I do think that it could be well playtested also. In the Months following gen con we tend to have a tourney lull. Generally people will playtest things during this time. As jake said we don't need to take away from playtesting v-set pieces, but i feel that it is a good time to add in additional playtesting. I know that for me, generally, i have more time during the fall to test things out. I may have a small playgroup, but it is easy enough to do a few matches each week to test this. If each play group gives feedback on say 4+ matches a month (2 matches every 2 weeks) Which would not be too frequent, then we would have a good number of tests done before the floor rules update in January. This should not take away from playtesting v-set pieces, but rather be additional.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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I like the idea that gambit's value be relative to the format size. 100 point battles keep a 5 point gambit while 150 and 200s bump up to 10. And if you have a 250 or 300 point event, then you could have a 15 point gambit.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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I'm totally for it! Maybe some playtesting first, but I think it's a really good idea
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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Deathwielded wrote:I'm totally for it! Maybe some playtesting first, but I think it's a really good idea Well get out there and play test, and feel free to post your results and observations here!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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(Cough) bump!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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I'm a little pensive, my main reason being that it may make it too easy to get 3 point wins without properly engaging. I am hoping that this won't be a major issue, though, as it makes sense to change it for the reasons already discussed in the first thread.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/23/2008 Posts: 907 Location: Central Pa
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Darth O wrote:I'm a little pensive, my main reason being that it may make it too easy to get 3 point wins without properly engaging. I am hoping that this won't be a major issue, though, as it makes sense to change it for the reasons already discussed in the first thread. While I don't particularly agree with this statement, this is exactly why we should playtest before implementing a rules change. No matter what the rule is, there will always be squads that attempt to abuse or circumvent it. What we need to test is that gambit once again becomes relevant by encouraging engagement. We've already seen an exception in preliminary testing with a Naboo squad that can't gain gambit with its attacking pieces but denies its opponents gambit by occupying the center. Exceptions are fine as long as the game on the whole moves forward. I think it will and most of the community thinks so too. Let's test it a bit with the goal of installing it in the January rules update.
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Rank: Advanced Bloo Milk Member Groups: Member
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To keep rolling on what Darth Jim has said, currently people are circumventing the 5 point gambit. We heard Lou on last weeks SHNN talk about his game where he lost Durge and then his opponent won on a lock out win because he wouldn't be able to gain enough gambit in 5 rounds to even come close to Durge. Changing Gambit to 10 points would vastly discourage games to end this way, which in my opinion is hardly fun for either side.
Everyone has their play style, that one just isn't mine and in my opinion isn't good for the game. (One reason I am also for 3-2-1 scoring, but there is another thread for that talk) 10 point gambit would put us back on the right track just like 5 point gambit did in 100. I do think that it will have. Slightly different effect on the game than in the 100 point counter part, but not a negative one by any means.
Bryan (Darkdracul) plan on getting a couple games in and posting play reports before Thursday in case SHNN wants to touch on this again. At least to will give us more data and stuff to talk about on here.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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atmsalad wrote: We heard Lou on last weeks SHNN talk about his game where he lost Durge and then his opponent won on a lock out win because he wouldn't be able to gain enough gambit in 5 rounds to even come close to Durge. I was his opponent in this match. I haven't listened to the last SHNN yet, but there's a bit more to the story. He had a spotter Droid with Cad Bane well outside of Gambit. It made no sense for me to march across the map to be able to attack his stealth guys while they blow me apart. Or use my one accurate shooter and possibly kill myself on his energy shields. I would have won anyway, but it would have been drawn out and not very fun for either of us. He had given me the win and I simply took it. My "penalty" was only getting a 2pt win. Regardless, all I had to do was kill one Geonosian and I had enough points even if gambit was 10 points per round. This aside, the more I think about it, the more I like 10 point gambit. It's a much better way to encourage engagement.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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atmsalad wrote:To keep rolling on what Darth Jim has said, currently people are circumventing the 5 point gambit. We heard Lou on last weeks SHNN talk about his game where he lost Durge and then his opponent won on a lock out win because he wouldn't be able to gain enough gambit in 5 rounds to even come close to Durge. Another issue... currently the game "times out" if there's no attack/damage/etc after 5 rounds. Gambit needs to be added to the list of things that keeps the game clock running and prevents the game from timing out.
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:atmsalad wrote:To keep rolling on what Darth Jim has said, currently people are circumventing the 5 point gambit. We heard Lou on last weeks SHNN talk about his game where he lost Durge and then his opponent won on a lock out win because he wouldn't be able to gain enough gambit in 5 rounds to even come close to Durge. Another issue... currently the game "times out" if there's no attack/damage/etc after 5 rounds. Gambit needs to be added to the list of things that keeps the game clock running and prevents the game from timing out. It's more of a mercy thing here. If this happens the game has been won. Do you really want to force the losing player to suffer through waiting until the other player reaches 200 as opposed to only 5 rounds?
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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If a player has a 26 point lead, they can retreat to their starting zone and lock the other player out and win by 1 point, even though the other player occupies gambit. That situation should not happen, or if it does, the player in gambit should get credit for the win.
That's what Jason tried to do to Kris in the PA regional semifinals, but he miscounted by a hidden ugnuaght. I don't fault Jason - it's a brilliant play. Just a bad rule.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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TimmerB123 wrote:atmsalad wrote: We heard Lou on last weeks SHNN talk about his game where he lost Durge and then his opponent won on a lock out win because he wouldn't be able to gain enough gambit in 5 rounds to even come close to Durge. I was his opponent in this match. I haven't listened to the last SHNN yet, but there's a bit more to the story. He had a spotter Droid with Cad Bane well outside of Gambit. It made no sense for me to march across the map to be able to attack his stealth guys while they blow me apart. Or use my one accurate shooter and possibly kill myself on his energy shields. I would have won anyway, but it would have been drawn out and not very fun for either of us. He had given me the win and I simply took it. My "penalty" was only getting a 2pt win. Regardless, all I had to do was kill one Geonosian and I had enough points even if gambit was 10 points per round. This aside, the more I think about it, the more I like 10 point gambit. It's a much better way to encourage engagement. Gotcha, thanks for clearing that up tim. Also, the more play testing I get in the more I am liking it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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TimmerB123 wrote:It's more of a mercy thing here. If this happens the game has been won. Do you really want to force the losing player to suffer through waiting until the other player reaches 200 as opposed to only 5 rounds? How gambit affects the game loser is an aspect we have failed to mention. The push for finishing games has been focused on killing your opponent's squad to reach 200 points. However, the point of the game shouldn't be kill every single one of your opponents pawns. The point of the game should be to discover the simplest solution to 200 point "checkmate". After the half hour mark players are not supposed to concede games. This rule is to prevent players from manipulating the 3-2-0 system. However, that does not prevent me from choosing how to play out the remainder of the game. If I'm losing to a friend or I think my opponent deserve a 3 point win I will run my pieces out to be slaughtered. If I don't like my opponent or don't think they deserve a 3 point win I will hide my pieces.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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atmsalad wrote:TimmerB123 wrote:atmsalad wrote: We heard Lou on last weeks SHNN talk about his game where he lost Durge and then his opponent won on a lock out win because he wouldn't be able to gain enough gambit in 5 rounds to even come close to Durge. I was his opponent in this match. I haven't listened to the last SHNN yet, but there's a bit more to the story. He had a spotter Droid with Cad Bane well outside of Gambit. It made no sense for me to march across the map to be able to attack his stealth guys while they blow me apart. Or use my one accurate shooter and possibly kill myself on his energy shields. I would have won anyway, but it would have been drawn out and not very fun for either of us. He had given me the win and I simply took it. My "penalty" was only getting a 2pt win. Regardless, all I had to do was kill one Geonosian and I had enough points even if gambit was 10 points per round. This aside, the more I think about it, the more I like 10 point gambit. It's a much better way to encourage engagement. Gotcha, thanks for clearing that up tim. Also, the more play testing I get in the more I am liking it. Lol, actually Lou asked why I didn't do it sooner. We played another couple rounds because I was really wanting to see if there was a better option. But when it comes down to the spotter droid I'm just not going to risk killing myself when he's already given me the win.
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Rank: Advanced Bloo Milk Member Groups: Member
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What are some worries or questions you guys have about 10 point gambit? What are some problems or snags you see with it? I am trying to get a feel for what to look for when Bryan and I are doing some play testing.
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