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Alternate activation control ideas... Options
FlyingArrow
Posted: Thursday, May 1, 2014 10:19:51 AM
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jak wrote:
the activation control we have is bad enough!.........please God! NO MORE!


Sounds like you'd be a fan of the 1-point Fringe Unique with Black Ops.
BigGrin
Kamikaze13
Posted: Thursday, May 1, 2014 10:47:01 AM
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I made a custom once that had a commander effect that let you activate the same amount as your opponent each phase.

FlyingArrow wrote:
jak wrote:
the activation control we have is bad enough!.........please God! NO MORE!


Sounds like you'd be a fan of the 1-point Fringe Unique with Black Ops.

I'm not a fan of anything costing under 3, however if it is Unique and has some other penalty, maybe 2
Lord_Ball
Posted: Thursday, May 1, 2014 11:36:48 AM
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Spynet Operative 5
HP 20
Def 15
Atk -
Dam -

Special Abilities
Cloaked
Report Activity (replaces attacks: sight; target enemy takes an immediate turn and is activated)

thereisnotry
Posted: Thursday, May 1, 2014 12:00:02 PM
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Lord_Ball wrote:
Spynet Operative 5
HP 20
Def 15
Atk -
Dam -

Special Abilities
Cloaked
Report Activity (replaces attacks: sight; target enemy takes an immediate turn and is activated)

Sweet, I can use it to run my opponent's high-powered shooter into the midst of all my pieces, where it will be helpless for the rest of the round....

There are certainly ways to handle Tempo Control. Black Ops is a good way. Something like Lying in Wait or Patience or whatever can also be viable. But the first thing we need to do when considering any of these is to find and prevent any potential for abuse.
swinefeld
Posted: Thursday, May 1, 2014 12:09:48 PM
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thereisnotry wrote:
Lord_Ball wrote:
Spynet Operative 5
HP 20
Def 15
Atk -
Dam -

Special Abilities
Cloaked
Report Activity (replaces attacks: sight; target enemy takes an immediate turn and is activated)

Sweet, I can use it to run my opponent's high-powered shooter into the midst of all my pieces, where it will be helpless for the rest of the round....

There are certainly ways to handle Tempo Control. Black Ops is a good way. Something like Lying in Wait or Patience or whatever can also be viable. But the first thing we need to do when considering any of these is to find and prevent any potential for abuse.


It doesn't say 'under your control', so could be interesting.

It might cue up an enemy for your Opportunists on the other hand...
Echo24
Posted: Thursday, May 1, 2014 12:37:21 PM
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swinefeld wrote:
thereisnotry wrote:
Lord_Ball wrote:
Spynet Operative 5
HP 20
Def 15
Atk -
Dam -

Special Abilities
Cloaked
Report Activity (replaces attacks: sight; target enemy takes an immediate turn and is activated)

Sweet, I can use it to run my opponent's high-powered shooter into the midst of all my pieces, where it will be helpless for the rest of the round....

There are certainly ways to handle Tempo Control. Black Ops is a good way. Something like Lying in Wait or Patience or whatever can also be viable. But the first thing we need to do when considering any of these is to find and prevent any potential for abuse.


It doesn't say 'under your control', so could be interesting.

It might cue up an enemy for your Opportunists on the other hand...


Yeah, that's actually a super interesting ability. The owner of the piece gets to do whatever they want with the piece, you just decide when it's activated. It's incredibly powerful, although targeting rules sort of keep it in check. Being forced to fire with Dash early against unactivated targets would suck, so would having a melee character activated without anything good (or without anything at all!) to attack, and without being able to get away from an enemy with Opportunist.

Probably too strong. But very cool.
Lord_Ball
Posted: Thursday, May 1, 2014 1:27:45 PM
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I can also mess with ABM (potentially), perhaps a cost increase would be necessary, but it definitely has some tactical uses.
countrydude82487
Posted: Thursday, May 1, 2014 3:24:49 PM
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FlyingArrow wrote:
countrydude82487 wrote:
i just cannot see it being good to give access to Imperials for a piece like this.


Which piece are you referring to?


That's Basically what i mean. They already have 3 activation control options. I dont think they need the counter too.
I am primarily Refering to THe one i suggested, but i would argue the same for most of this type.
EmporerDragon
Posted: Thursday, May 1, 2014 6:48:39 PM
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Echo24 wrote:

Probably too strong. But very cool.


It could be nerfed by making it need a save or making the ability replace turn instead. Raising the cost of the figure would also help as at 5 points a pop, I can see those guys reeking havoc on a lower activation squad. Another alternative would be to integrate a points cost into it, where they can only force a turn on a character cheaper than them.

Thinking of that made me think of an ability like this:

Sound the Alarm! (or Panic in the Ranks): Your opponent must activate any non-unique followers within 6 squares of this character before activating any other characters.
FlyingArrow
Posted: Thursday, May 1, 2014 7:06:38 PM
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EmporerDragon wrote:
Sound the Alarm! (or Panic in the Ranks): Your opponent must activate any non-unique followers within 6 squares of this character before activating any other characters.


Too complicated to keep track of all of who has to be activated. Perhaps if it lasted only one phase.

Sound the Alarm! (or Panic in the Ranks): In your opponent's next phase, your opponent must activate any non-unique followers within 6 squares of this character before activating any other characters.
Lord_Ball
Posted: Friday, May 2, 2014 5:45:54 AM
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EmporerDragon wrote:
Echo24 wrote:

Probably too strong. But very cool.


It could be nerfed by making it need a save or making the ability replace turn instead. Raising the cost of the figure would also help as at 5 points a pop, I can see those guys reeking havoc on a lower activation squad. Another alternative would be to integrate a points cost into it, where they can only force a turn on a character cheaper than them.

The simplest thing would just be to raise the cost of whatever figure it'd be on, it was just a rough idea, so it's not like it'd have to cost 5 pts, infact 8-9 might be a better cost as activation control squads would likely be better off just bringing in extra 3/4 point figures that using one of them.
FlyingArrow
Posted: Wednesday, May 7, 2014 11:32:42 AM
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Here's another idea. Activation control like Sith Sorcery but only for low-cost pieces.

Intimidation 1 [Force 1, usable only on this character's turn: Roll a save for each enemy within 6 squares. The enemy is considered activated if the save is higher than its cost.]


Perhaps make it line of sight or even boardwide if spending more Force points. Boardwide should be 4 or 5 Force so it doesn't happen more than once or at most twice per game.

Intimidation 3 [Force 3, usable only on this character's turn: Roll a save for each enemy within line of sight. The enemy is considered activated if the save is higher than its cost.]

Intimidation 5 [Force 5, usable only on this character's turn: Roll a save for each enemy. The enemy is considered activated if the save is higher than its cost.]

Naturally, this sort of thing should only be on a really high cost beat. 50+ cost for Intimidation 1. 80+ for Intimidation 5.
atmsalad
Posted: Wednesday, May 7, 2014 11:53:25 AM
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I for one don't want to see a ton more tempo control... I think having the ability to activate 3 or 1 character in a phase is enough. Though having the ability to activate one or two of your pieces after your opponent with 20+ activates is helpful... I feel like if you were forced to do that every round it would handicap that piece... I guess I wouldn't mind that being a force ability, maybe call it meditation or something... Basically I like the mechanics as is and any big changes like that I just hope will be made tentatively...
Mando
Posted: Friday, May 9, 2014 6:16:46 AM
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*bumpity bump someone ban the bot"
FlyingArrow
Posted: Monday, May 12, 2014 7:39:05 PM
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Another idea -

Advanced Sith Sorcery: Force 6, usable only on this character's turn: designate one ally; enemies designate two characters in their squads. All other characters are considered activated this round.


Basically, this just resets the round at the cost of a whole bunch of force. Each player gets a move with their most important pieces but that's it. If one squad massively out-activates the other, then this could mean that the small squad gets to activate everything, then activate Advanced Sith Sorcery and the enemy only gets to take turns with half his squad. (Ozzel really hurts in this situation.) I like the idea as long as the Force cost is high enough that it doesn't happen more than twice per skirmish (and preferably only once).


Edit:
Updated wording.
This was the original wording:
Advanced Sith Sorcery: Force 6, usable only on this character's turn: each player designates one character in their squad. All other characters are considered activated this round.
atmsalad
Posted: Monday, May 12, 2014 9:19:32 PM
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That would be insane, first act, sit sorcery 6, I choose deffel, furious assault... Then do it all over again
countrydude82487
Posted: Tuesday, May 13, 2014 12:26:42 PM
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atmsalad wrote:
That would be insane, first act, sit sorcery 6, I choose deffel, furious assault... Then do it all over again


Worse yet if your opponent has a strafer, Furious assault, or Blaster Barrage.

then again with it costing 6 force points, it is not likely to happen often.
FlyingArrow
Posted: Tuesday, May 13, 2014 4:55:22 PM
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The idea there is that for one round (at the cost of a bunch of force) each side gets to only activate their best X pieces. (Where X depends on when the force power is triggered.) It favors squads that front load their power into a small number of pieces.

However, my math was off. At the end of a player's phase they have activated one more piece than their opponent. In order to equalize the number of activations in the round the opponent should get one more activation than you get:

Advanced Sith Sorcery: Force 6, usable only on this character's turn: designate one ally; enemies designate two characters in their squads. All other characters are considered activated this round.

This also gives the last activation of the round to the player who uses this Force power. I still like it, but it should perhaps be limited to once per skirmish regardless of Force points.

@atmsalad: Dessel using Blaster Barrage twice isn't as scary in practice as it is in person. His low attack means lots of misses. But the fact that he might be able to kind of illustrates the point. What you describe with Dessel is basically what happens when the opponent outactivates you and then wins init (with either Master Tactician or MTB). The most popular examples of this are Single Lancer squads and Imperial Black & Blue squads. They get to go last where they either do something devastating or get in position to do something at the beginning of the next round. Then they go first and either do something devastating or run away so you can't touch them. With a Lancer, it's all of the above. Run in last - strafe for damage. Twice. Then win init and run away and hide. The whole point here is that for one round a low-activation squad can turn the tables on that sort of high-activation squad. The low-activation squad gets to go last and also negates a large chunk of the enemy squad for one round.
Deaths_Baine
Posted: Wednesday, May 14, 2014 11:28:21 AM
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How about setting it to where if you have more then 15? acts your opponent starts with 5 gambit for every piece over 15. (obviously 15 is just a starting point and any number works.) This gives the person with high acts incentives to:
A. play fast to catch back up on gambit
B. not to run WAY to many activations
C. gives people a reason to run lower acts to avoid giving their opponents points.
FlyingArrow
Posted: Wednesday, May 14, 2014 11:42:48 AM
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Deaths_Baine wrote:
How about setting it to where if you have more then 15? acts your opponent starts with 5 gambit for every piece over 15. (obviously 15 is just a starting point and any number works.) This gives the person with high acts incentives to:
A. play fast to catch back up on gambit
B. not to run WAY to many activations
C. gives people a reason to run lower acts to avoid giving their opponents points.


Several challenges to overcome with this approach:

* Not all play formats have gambit or are based on victory points, so the wording would be awkward to specify which play formats this impacts. Some Epic formats have 25 point gambit. How would it work with that format?
* It's an auto-loss if you have too many activations. That shouldn't happen.
* Makes it even harder for factions without activation control. They can run 20+ activations, still be outactivated by Dodonna, but then they would be the one paying the gambit penalty instead of Dodonna.
* 15 is arbitrary. How to determine the appropriate number?

Very interesting idea, but has a lot of work before it would be viable. How would you word it?
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