|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
|
njarnagin wrote:I probably prefer remote mines (Golden Eye 64 anyone?).
Anyways, hopefully a cool bounty hunter will get this... hey whats that blinking on your face....
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/24/2008 Posts: 263 Location: Akron, Ohio
|
billiv15 wrote:Proximity Mines 20 (Replaces attacks: range 6; Target enemy is mined. At the beginning of the mined character's next turn, the mined character and each character adjacent take 20 damage, save 11 for 10 damage)
alternately
Remote Mine 40 (Replaces Attacks: range 6; Target enemy is mined. At the beginning of this character's next turn, the mined character and each character adjacent takes 40 damage, save 11 for 20 damage) I would have to vote for Remote Mines, as it leaves the strategic game play in the hands of the attacker. A sadistic twist of the psyche if you will. Reason #1: because I've had a number of conversations concerning "upon death" strategies and letting the other player determine who is adjacent to the "mined" target makes the ability less desirable to use IMHO. If you know your opponent can benefit, why give them that advantage? Examples: using it to your advantage with Mon Mothma or Plo Koon JM commander effects. Reason #2: Some characters need to have someone dead or themselves to be damage to work. Again, why let them decide how to work towards that advantage? Examples: Impulsive anything, Long Shot, Scarification, etc Now these reasons do work both ways, as in remote mines forces you to activate your piece to produce the damage, but it's still your choice and not your opponents. With proximity I just predict seeing more Advanced Battle Meditation strategies of timing when you will activate the piece to your own best advantage. Example: giving your opponent the opportunity to move Leia Skywalker JK within 6 of a mined General Wedge to give him another chance at making saves not just on mines but also on Avoid defeat saves. I would prefer to have the control be in my hands with a remote mined Gen Wedge. I admit its for my own twisted reason as well, as I would let you run Leia JK half way across the map to try and get to Wedge, then activate my remote character and blow him up in your face. Yep, I'm that evil, ask the people I play with. Also I would prefer to activate my remote character, letting the mines go off at the start of my turn, and then see who is left standing or is the most damaged. This way, if I understand order of actions correctly, I can pick off the survivor(s) of the blast with my new attack or even remote mine them again and move away 6. Kudos for the new ability and thanks for asking the peanut gallery!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
|
I like that Remote Mines has the possibility of avoiding it by killing the character who plants them. My vote will got to that one IF the mini it is used on is something that it is possible to kill in one round. If not, then I would go for Proximity Mines, because then the defender can at least limit the damage dealt by moving adjacent characters away.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
|
My vote is to proximity mines for both the above reason that it prevents the enemy from using it against you but also because mines don't detonate until you move.....I honestly think that it'd be more useful if it triggered only when the target or a character adjecent to the target MOVES......it would solve the current debate and it would also give your opponents the choice of
A: don't move to avoid the damage but leave yourself exposed
Or
B. Get the h**l outta there but take the damage
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
CC-23478 wrote:triggered only when the target or a character adjecent to the target MOVES.....
Agreed on this, but it should also include "or is moved". Pushing should trigger it, too. It would be like a permanent Snare Rifle until you wanted to take the damage. That might complicate things too much, perhaps. (I'm also guessing that it's down to option A or option B at this point, so extra suggestions probably aren't in the discussion.)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
|
20 Damage is enough. For me it's more to do with who gets it than the ability itself. Unique characters all for getting things like this, cheap non-unique not so much as I think there is already far to much automatic damage in the game now.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
|
I like Proximity mines better as it doesn't feel as devastating. With Remote Mines, I can easily see it being used in a swap squad where at the end of the round, the speed unit runs in, gets swapped for the miner, the miner then chucks a mine at the fodder or back units, then is the first to activate the next round blowing everyone up. Or it could be combined with Pawn of the Dark Side for instant explosions.
With Proximity mines, it gives the opponent a chance to escape the most devastating effects at the the cost of their current strategy, and anything that increases the strategic aspect is a plus.
One other thing, was it ever considered to mine terrain squares instead of characters?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
|
EmporerDragon wrote:One other thing, was it ever considered to mine terrain squares instead of characters? It was considered, but I think that adds some extra complexity that isn't really necessary for this ability (not that targeting squares instead of characters is something we'll never do), and it also isn't particularly in flavor for the specific character that this ability was originally created for.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
|
wannabe mexican wrote:My vote will got to that one IF the mini it is used on is something that it is possible to kill in one round. It will be. And that was one of the considerations of the ability; you have the chance to just kill the character that places the mine so they never go off.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
|
shmi15 wrote:I like the proximity mine, but me and Deaths Baine had a question. Would it be like Force Corruption to where if they make the save they are no longer mined? Or is this a doomed fate for whoever gets mined? Yes, if they make the save, they will no longer be mined. As written, it only works once anyway (the turn immediately after the character is mined), but it will also include the clause "...and the character is no longer mined", or something like that. This hasn't been sent to QC yet, so the final wording is subject to change.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
|
Echo24 wrote: It was considered, but I think that adds some extra complexity that isn't really necessary for this ability (not that targeting squares instead of characters is something we'll never do), and it also isn't particularly in flavor for the specific character that this ability was originally created for.
Fair enough. What I was envisioning was something like an Elite Ugnaught Demolitionist who could place a mine token on a square, and the next character (enemy or ally) who enters the square or an adjacent square of the mine and doesn't ignore terrain or mines causes the mine to go off for 10 damage, save 11 on the mine's square and all adjacent squares.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
|
EmporerDragon wrote:Echo24 wrote: It was considered, but I think that adds some extra complexity that isn't really necessary for this ability (not that targeting squares instead of characters is something we'll never do), and it also isn't particularly in flavor for the specific character that this ability was originally created for.
Fair enough. What I was envisioning was something like an Elite Ugnaught Demolitionist who could place a mine token on a square, and the next character (enemy or ally) who enters the square or an adjacent square of the mine and doesn't ignore terrain or mines causes the mine to go off for 10 damage, save 11 on the mine's square and all adjacent squares. Not a bad idea. Maybe a future "Landmine" Special Ability.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/9/2010 Posts: 243
|
njarnagin wrote:I probably prefer remote mines (Golden Eye 64 anyone?).
Anyways, hopefully a cool bounty hunter will get this... Nah, my favourite was always lacing the toilets with proximity mines on Golden Eye 64!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/9/2010 Posts: 243
|
But on the debate in hand, I think Remote Mines are better. Although I don't like the idea of being based by the mined character, I think opponents won't willingly send mined characters out into the open unless they are fairly weak anyway. If you lay a mine on Darth Bane from your little corner, he won't get charged in to base you, because that will leave him wide open to attacks from all sides. Similarly, he will probably killer the miner in one go anyway, which is a waste.
The miners will probably have time to destroy the mined if they rush out unless they get completely outactivated, which means they are silly for not activating sooner, before the mined rushed them.
Proximity Mines are also cool, but I think Remote ones would be more fun to mess around with if we can only have one.
If the end up on some sort of Republic Commando though, they could be so nasty, it'd be so much fun!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
|
FlyingArrow wrote:CC-23478 wrote:triggered only when the target or a character adjecent to the target MOVES.....
Agreed on this, but it should also include "or is moved". Pushing should trigger it, too. It would be like a permanent Snare Rifle until you wanted to take the damage. I am in favor of Proximity Mines, especially if triggered by movement of target or adjacent character. The movement addition feels more accurate to the concept and presents tough choices to the player of the targeted character. Also, it prevents the miner from being based by it's target, as was said above, and also allows the player of the mined character to trigger the mines by moving their own character away from adjacency. This addition gives the defender tough decisions while still providing the attacker some control. It's the best of both possibilities, IMHO.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
|
Lobotnik wrote:njarnagin wrote:I probably prefer remote mines (Golden Eye 64 anyone?).
Anyways, hopefully a cool bounty hunter will get this... Nah, my favourite was always lacing the toilets with proximity mines on Golden Eye 64! One of the best video games ever!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/15/2009 Posts: 909 Location: Michigan
|
Proximity mines seems better IMO
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/4/2008 Posts: 168 Location: Yuuzhan'tar
|
njarnagin wrote:I probably prefer remote mines (Golden Eye 64 anyone?).
Anyways, hopefully a cool bounty hunter will get this... proximity mines were always my favorite in goldeneye!!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/24/2008 Posts: 263 Location: Akron, Ohio
|
So far... Proximity mines have 11 votes. Remotes mines have 6 votes 1 vote for both.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
|
my vote is proximity mines for the record
|
|
Guest |