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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 818 Location: Wisconsin
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Darth_Jim wrote:I like the 10pt gambit as well...good idea, OP. As far as the chess clock idea, while I like elements of that, the difference between chess and SWM is that the acting player in SWM doesn't make all of the decisions on his turn, unlike chess. Evade rolls, bodyguard decisions, spending force points are among many activities a player can make on his opponent's turn. That leads to time charged to the acting player sucked away by his opponent. If that situation could somehow be solved, then the chess clock option could be explored. Exactly. While the clock may sound like a good, fair way to do it, in practice it doesn't work because your turn is partially used by me. (And way too time eating: wait, it's my evade roll so start my clock; okay, back to you; oh, wait, I've got death shots) A similar discussion on HCRealms shows that that can be abused way too much.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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I know the chess clock won't work; in fact, I said so when I brought it up. My whole reason for bringing it up, though, was to highlight the problem of one player taking 40-45 minutes while his opponent gets 15-20. The chess clock would solve that--even though it would create many more problems. So let the record show that I do not seriously think that a chess clock is the answer. It simply points to a problem.
I've already made several serious comments which could help the game, and I'm actually serious about these ones: 1. Seriously, just straight up BAN San/Ozzel/Dodonna. They've been a problem for a LONG time and nothing we've tried from a design angle has worked. That's because of a flaw inherent in the game itself, a flaw which they abuse. 2. Failing that, use the Black Ops SA (currently only on the Mando CIO) on more pieces...or even better, on a useful 5-8pt Fringe piece. Hate San/Dodonna out of the meta. It will have a harder time vs Ozzel because the Imps can choose to bring him in during setup (and after Reinforcements), but it would at least help. 3. Institute squad size limits. The 500pt Epic format would be a complete headache if there was no activation limit, but with its limit of 16 activations, it's a pretty exciting format. At 200pts, I'd suggest 12-14 acts, as a start...including Reinforcements. Interestingly, I think this would also decrease people's reliance on Lobot, since his best use is often for the tailoring of your fodder choices (whether Ugs or Mice or whatever). 4. 10pt Gambit; these points are only attainable by a piece costing 10pts or more. Great suggestion by the OP of this thread. 5. 10pt Gambit (as above), AND the squad with fewer pieces on the board gets 15pts each round they have gambit, rather than 10.
I think we need to realize that we are having problems here because of problems inherent to the game itself. The mechanic of "everyone activates all of their pieces every round" will always produce a situation where the person with the most toys wins (lol). This isn't a meta issue...it's a core game issue, so I seriously doubt it'll be solvable by any Design Team (it certainly hasn't been so far). That's why I suggest that we look at other options.
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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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thereisnotry wrote:
I've already made several serious comments which could help the game, and I'm actually serious about these ones: 1. Seriously, just straight up BAN San/Ozzel/Dodonna. They've been a problem for a LONG time and nothing we've tried from a design angle has worked. That's because of a flaw inherent in the game itself, a flaw which they abuse.
Ozzel and San Hill I agree should be considered to adding to the banned list, but Dodonna isn't that bad, IMO. Dodonna doesn't force you to activate just 1 per turn, so he isn't on the same level of NPE as San or Ozzel is. The REbels may have access to swarms, these swarms aren't nearly as good as the ones being played by Imperials and Seperatists. The NR doesn't really have a swarm (lobot and mice drop counts, but if we could somehow make Wuher more playable that would really hurt their playability) and often times they need Dodonna to compete. If we banned Dodonna from play, you could probably kiss half the NR squads being played now goodbye.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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Mando wrote:thereisnotry wrote:
I've already made several serious comments which could help the game, and I'm actually serious about these ones: 1. Seriously, just straight up BAN San/Ozzel/Dodonna. They've been a problem for a LONG time and nothing we've tried from a design angle has worked. That's because of a flaw inherent in the game itself, a flaw which they abuse.
Ozzel and San Hill I agree should be considered to adding to the banned list, but Dodonna isn't that bad, IMO. Dodonna doesn't force you to activate just 1 per turn, so he isn't on the same level of NPE as San or Ozzel is. The REbels may have access to swarms, these swarms aren't nearly as good as the ones being played by Imperials and Seperatists. The NR doesn't really have a swarm (lobot and mice drop counts, but if we could somehow make Wuher more playable that would really hurt their playability) and often times they need Dodonna to compete. If we banned Dodonna from play, you could probably kiss half the NR squads being played now goodbye. That's surprising that you're supporting Dodonna, because most people think he is the worst of the bunch, since he has no inherent downside. Dodonna with Tantive troopers is an issue in Rebels. I disagree about the NR being unable to compete without Dodonna. The only reason they really need him is in order to compete with all the other high-activation tempo control nonsense that's out there, or else to do it themselves. Solo Charge is based on out-activating and then tossing Mara deep for 80dmg after everyone has activated; then win init with the MTB (who is easy to bring when you have oodles of mice on the board) and assault for 120dmg. The whole mechanic depends heavily on the out-activate-and-smash dynamic which we're trying to address here.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
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thereisnotry, I am nominating you for poster of the year. I fully support banning act control. It is a horrible part of the game. I would love to see Mas go as well but Act Control being banned is a great start. I would also fully back an act limit.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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General_Grievous wrote:It's not a bad idea, just maybe making it an even 20 characters max. I really enjoy playing swarms and other than Dalaa and Poggle bombs they aren't that amazing and get shut Down by Bastilla. I think more counters to the dominating hard swarms right now is what is needed. Like handing out free deflect to Jedi similar to the new Exile's CE. The problem with counters to dominating hard swarms is they also affect ALL squads and other swarms. Bastilla was designed to counter CE heavy squads so OR could compete, but she also shut down all squad CE's. So we got all these new abilities and pieces (squad discipline, prideful) designed to counter or ignore Bastilla. I believe if a character limit were in place- a greater variety of swarm type squads would be playable. If squad A is more swarmy than squads B and C then everyone plays squad A. If all squads were made equally swarmy then all swarm squads could be played. I call this my theory of swarminess
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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I don't think banning those two is the answer, in fact every time I have beat snow troops is because I am able to take advantage of them only activating one a turn. Early game it is great for them, but late game it is a huge bane to the squad. Also that is why dodanna is better, because you can choose whether to activate one or two when it suits you. Often times you want him killed so you lose that disadvantage... If your playing it don't kill it, lol. I do think it would be nice to give more factions access to a MCIO equivalent, particularly sith.
I think a character limit would be interesting, but if act control isn't banned than it is actually handicapping other squads. Personally if a character limit were to be introduced I would want it to be around 20, but honestly I wouldn't want one to be introduced. The problem isn't with the person with the most "toys" winning. It's that I can trade pawns for queens with little loss to myself.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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Act control pieces shouldn't be banned and definitely wouldn't need to be if we had an activation limit. Act control is the bread and butter of "paper" squads, take it away and those squad types really lose their only edge. The Real problem is that after my small act squad is out-activated it gets uber pounded on by a dozen heavy hitters. No "rock" type squad can survive this kind of firepower. If my opponents squads were reduced to a reasonable number or I could play a rock squad that had a chance of surviving, then let them out-activate me. I wouldn't have a problem seeing more counters like the Black Ops SA. I remember at the Kentucky regional in 2010 I was complaining to Dennis, Boris the Dwarf about Act control. He said not to worry because they were designing a piece to take care of that problem (the mando CIO) Sadly, it didn't help. I am a HUGE supporter of squad size limits. However, I wouldn't nurf reinforcements and hurt good pieces like Lobot or Valenthyne Farfalla. Besides, reinforcements are the only way some squads can compete in certain matchups. Sometimes it feels like our community is divided between two camps.. Guns and Sabers. Some people, like myself want to play smaller act saber squads of powerful Jedi or Sith. Other people, like a few of my friends want to play larger act gun squads of troopers. Whenever one of those groups can't enjoy playing our game, I think we have a problem.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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i can viably see a reason for activation Limits. However i do not think they should effect abilities like reinforcements, reserves, rackghoul disease, or any other ability that eventually allows you to bring in pieces. I do realize the usefulness and power of being able to bring in 10 mouse droids with lobot, but it makes it difficult to use these pieces (which i know is the intent) when you can only bring in a few combinations or lose points. I think some squads need the versatility that reinforcements bring. and it is hard to judge what you will need everytime to be competitive. I dont think of reinforcements as a crutch in all squads (maybe lobot is), but it is a competitive element in some.
Now as to banning activation control pieces, i am completely against the idea of this. That is the kind of things that will drive people away from the game. By making the game more complicated (requiring players to know what pieces are banned) it sill stop many of the hard core competitive players and stop new growth. One of the main reasons i originally started playing this was because of the fact that none of the pieces really cycle out. They become less competitive but do not become illegal.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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countrydude82487 wrote:Now as to banning activation control pieces, i am completely against the idea of this. That is the kind of things that will drive people away from the game. By making the game more complicated (requiring players to know what pieces are banned) it sill stop many of the hard core competitive players and stop new growth. One of the main reasons i originally started playing this was because of the fact that none of the pieces really cycle out. They become less competitive but do not become illegal. I completely agree, before this game I played magic. If made me furious that things cycles out and I essentially wasted money... (That's how it felt anyway). Also they are just a pain to play against, not overpowered in my opinion. Keep in my that making a character limit(act limit implies that you could have more character, but not be able to activate them all in a round) would make anything with reinforcements more powerful.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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countrydude82487 wrote:i can viably see a reason for activation Limits. However i do not think they should effect abilities like reinforcements, reserves, rackghoul disease, or any other ability that eventually allows you to bring in pieces. I do realize the usefulness and power of being able to bring in 10 mouse droids with lobot, but it makes it difficult to use these pieces (which i know is the intent) when you can only bring in a few combinations or lose points. I think some squads need the versatility that reinforcements bring. and it is hard to judge what you will need everytime to be competitive. I dont think of reinforcements as a crutch in all squads (maybe lobot is), but it is a competitive element in some.
Now as to banning activation control pieces, i am completely against the idea of this. That is the kind of things that will drive people away from the game. By making the game more complicated (requiring players to know what pieces are banned) it sill stop many of the hard core competitive players and stop new growth. One of the main reasons i originally started playing this was because of the fact that none of the pieces really cycle out. They become less competitive but do not become illegal. Agreed banning isn't the answer. Why not just give out a Meetra Surik type piece to each faction or even a somewhat cheap fringe one? Hand out a free Lightsaber deflect for unique force user allies and bam problem mostly solved to help them be competitive against swarms
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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I will say i am not against a cheap fringe solution. I think Black ops has been underused, thus far at least. Since at the moment it is only on one piece. I think it would be well served as a 10+ point piece with defensive abilities to help. This way it would not be an auto-include but it would be feasible to bring in via lobot.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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countrydude82487 wrote:I will say i am not against a cheap fringe solution. I think Black ops has been underused, thus far at least. Since at the moment it is only on one piece. I think it would be well served as a 10+ point piece with defensive abilities to help. This way it would not be an auto-include but it would be feasible to bring in via lobot. Personally I wouldn't like to see it as a fringe piece. I know some of you guys just want to nerf act control, but that adds some flavor to each faction. How mandos have the tactician, dodanna, and the Vong have the scout and such. That would make all act control practically not worth it when your opponent can just bring in something through lobot. I would like seeing a black opps piece pop up in some of the factions without act control though. Ie OR, Sith, And especially Republic.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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I am fully against banning figures. Especially WotC ones. When there's a V-set "oops" (Slave Driver), we can take steps to correct it - but leave the game mechanics and figures that WotC left us with alone.
As far as an activation cap, some of the worst games I've ever played were when both sides had even activations. It creates stalemates. Very often the first to move loses. When squads have different number of activations, they play out to their strengths. Calling for activation caps is short sighted and has worse repercussions than where we are currently. It would shrink the meta drastically and frankly would become boring. 200pt limit in and of itself keeps it in check. It does get out of check in 500pt Epic, and that's why a limit is needed there. But for our bread and butter - 200pt games, we can never have an activation limit. Out of all the suggestions in this thread I am far and away most opposed to this suggestion.
I don't think changing gambit areas, making them larger or moving them are practical at this point. It would be confusing to many and it could be abused. Giving a different amount of gambit based on other factors (whoever has less activations, higher pt piece in gambit, etc) is likewise impractical, confusing, and could be abused.
I'm not opposed to more black ops, but I am opposed to it in the fringe. Republic still competes at the top levels, and doesn't have any activation control or black ops. They have crazy movement breakers, death shots, and sturdy mass killers to keep them competitive. Giving black ops to them would be broken.
We actually have a wonderful spread of flavor in different factions, and giving anything that is currently specific to a faction to a cheap fringe piece would diminish individual faction flavor and turn them all into a bland stew.
I'm all for more creative counters.
The only one of the ideas expressed in this thread that I would personally consider being on board with is the thread topic - 10pt gambit.
I'm intrigued by it, and at first thought I could get behind it. I'd want to think it through a little more thoroughly before wholeheartedly backing it. Obviously a 10pt figure would be needed to gain gambit - those 2 ideas go hand in hand.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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atmsalad wrote:Personally I wouldn't like to see it as a fringe piece. I know some of you guys just want to nerf act control, but that adds some flavor to each faction. How mandos have the tactician, dodanna, and the Vong have the scout and such. That would make all act control practically not worth it when your opponent can just bring in something through lobot. I would like seeing a black opps piece pop up in some of the factions without act control though. Ie OR, Sith, And especially Republic. Naboo would be crazy good with death shots. I think Naboo Pilots can pretty much trample most squads if the other player has no disruptive/Bastila and doesn't outactivate them. Black ops in Sith would be good though, and maybe in Arkanian Jedi General squads too.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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I'd be okay with increasing gambit to 10 if games would be guaranteed to get their full hour. If someone can destroy an entire squad in the hour, I think they should get credit for a win even if the opponent manages to race to 200 points first. This is especially true if gambit goes up to 10 points.
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Rank: Advanced Bloo Milk Member Groups: Member
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TheHutts wrote:atmsalad wrote:Personally I wouldn't like to see it as a fringe piece. I know some of you guys just want to nerf act control, but that adds some flavor to each faction. How mandos have the tactician, dodanna, and the Vong have the scout and such. That would make all act control practically not worth it when your opponent can just bring in something through lobot. I would like seeing a black opps piece pop up in some of the factions without act control though. Ie OR, Sith, And especially Republic. Naboo would be crazy good with death shots. I think Naboo Pilots can pretty much trample most squads if the other player has no disruptive/Bastila and doesn't outactivate them. Black ops in Sith would be good though, and maybe in Arkanian Jedi General squads too. Very good point about naboo troops.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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Wow, some of my comments have really created a stir! TimmerB123 wrote:I am fully against banning figures. Especially WotC ones. When there's a V-set "oops" (Slave Driver), we can take steps to correct it - but leave the game mechanics and figures that WotC left us with alone. One question: Why? This statement about leaving the WotC stuff alone has been repeated dozens of times, but for the life of me I can't understand why. WotC left us a flawed game, and these tempo control pieces further abuse that flaw, so I don't understand why we can't correct it. I'm not interested in nostalgia or whatever else...I'm talking about gameplay. How many times, in the many surveys have we seen over the years where we ask people what their most disliked aspect of the game is, have people mentioned Tempo Control (and activation abuse)? I'm just guessing, but it seems like about 75-80% of the responses mention that one first. Other big problems have been SSM and a couple of other less significant things. The biggest and most common NPE in this community, by far, has been Tempo Control (coupled with activation abuse)...so I'm tired of listening to "nostalgia" as the excuse. Apart from the nostalgia of the WotC days, what is the reason for not addressing the flaws in the game?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
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thereisnotry wrote:Wow, some of my comments have really created a stir! TimmerB123 wrote:I am fully against banning figures. Especially WotC ones. When there's a V-set "oops" (Slave Driver), we can take steps to correct it - but leave the game mechanics and figures that WotC left us with alone. One question: Why? This statement about leaving the WotC stuff alone has been repeated dozens of times, but for the life of me I can't understand why. WotC left us a flawed game, and these tempo control pieces further abuse that flaw, so I don't understand why we can't correct it. I'm not interested in nostalgia or whatever else...I'm talking about gameplay. How many times, in the many surveys have we seen over the years where we ask people what their most disliked aspect of the game is, have people mentioned Tempo Control (and activation abuse)? I'm just guessing, but it seems like about 75-80% of the responses mention that one first. Other big problems have been SSM and a couple of other less significant things. The biggest and most common NPE in this community, by far, has been Tempo Control (coupled with activation abuse)...so I'm tired of listening to "nostalgia" as the excuse. Apart from the nostalgia of the WotC days, what is the reason for not addressing the flaws in the game? +1
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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I don't think they are flaws
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