|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/18/2009 Posts: 60
|
Dean, is there a link to where this thread is? I can't find anything on Gamers.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
|
FlyingArrow wrote:Dean,
I've mentioned this before elsewhere, but I really want to see more options at the 1-4 point cost level, especially for door control, CE propagation, and activation control. Every squad shouldn't have to use ugnaughts and mice as filler.
In 60 pieces, 2 or 3 such pieces should fit. I'm not too concerned about what pieces they are exactly. Here are a few suggestions, but the design team is probably more creative than I am and can come up with their own ideas that reach the same goal:
4-point cost non-melee versions of Uggie Demo and Mouse Droid. (Squib Demolitionist and Human Courier?)
2-point cost emplacement that does not block movement and does nothing but override adjacent doors (Door Control Panel?)
3 or 4-point "mini-Mas" that only extends the CE of one adjacent commander (Communications Technician?)
Other than that, something to make combined fire worth using, and to make swarm squads more playable. that makes very good sense...i like al lthe ideas but the 2-point idea seems a bit broken to me...
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 538 Location: GC, Missouri
|
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/21/2009 Posts: 406
|
AAT, they need to make it
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2009 Posts: 230 Location: near Madison, WI
|
creme_brule wrote:that makes very good sense...i like al lthe ideas but the 2-point idea seems a bit broken to me... I would like the 2-point piece to be unique so you only get one per squad. Its real use is to add an extra activation into a 198-point squad. Now the SA....
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2009 Posts: 360
|
I made my input on gamers, hope I could help Dean.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/28/2008 Posts: 1,378 Location: Indianapolis
|
Garm Bel Iblis; with swap for NR Mandalore the presever: swap for mandos Pago the lesser: swap for seps Admerial Onasi: swap for OR
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 168
|
I just posted this on gamers, so I thought I would post it here as well.....
I think the biggest mistake V-sets could make is excessive use of the disruptive ability (i.e. access to cheap disruptive for all factions)
1. I think disruptive discourages the use of the commander effect mechanic, which is a huge part of the fun of the game. A buddy recently mentioned that one of the benefits of his competitive squad was it's minimal use commander effects in light of opponents using disruptive. Is that the direction we want for this game? I think the creative reliance on commander effects should be key especially at the top tier.
2. I don't think the disruptive ability is particularly fun. Running Juno/Madine within 6 of your opponent to nerf their commander effect is not that interesting. (Now, I do admit that disruptive on KKBM is kinda cool and fitting for the piece.)
3. Excessive disruptive will decrease the uniqueness of the factions. Part of the distinctness of to NR is that they can field a powerhouse melee piece with disruptive (KKBM) yet most other factions can't. Also, rebels are the only faction with cheap disruptive. I think that is good for defining the factions.
4. Excessive disruption will decrease the uniques of the squads. Do we really want disruptive to be a common component to every squad/game? Personally, I hope not.
An obvious response may be: It's not fair that some factions have disruptive and others don't. I absolutely agree with this statement. But the lack of disruptive for a faction can be compensated in other ways (unique special abilites, commander effects, etc.).
Another possible response: We now have cheap override for all factions, and that has improved the game. Agreed, but override doesn't discourage or nerf commander effects to the extent that disruptive does.
To summarize: This one ability that nerfs all commander effects is excessively powerful, and not particularly fun, therefore it should be used very sparingly. Am I right or wrong? What's your opinion?
|
|
Rank: Jedi Weapon Master Groups: Member
Joined: 12/13/2008 Posts: 26
|
new ackbar (ceremonial suit) Gantoris Joker squad Sui Choi Sharaad hett yakface (somehow make a model lol) Bantha Rawk Yammosk Max Rebo YVH Girl from the maw that helps han. Admril Daala boss nass Anakin, On the Edge, (anakin cutting off asohkas legs.) And a bunch of general restats, such as Amanaman Colman Trebor Cin Dreliq Darth Bandon.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/17/2008 Posts: 188
|
Let's make things interesting:
How about a Stormtrooper zombie from the Deathtroopers book? There are some New Republic Jedi that need their due: Kam Solusar, Cighal, Streen, Kirana Ti, etc. Might as well make some interesting new villains: Brakiss, Kueller, Hethrir, Thracken Sal-Solo, Gallandro, and Rokur Gepta if you want to get obscure. Mix it up with a few "fun" characters: Jaxxon, Embo, Adalric Brandl, D'harhan
May need to look a few of those up on Wookieepedia, but they all would offer something new and exciting to the game, I would think.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/7/2010 Posts: 76
|
Open yourself to dark horse comics! There are tons of great figure designs you can find from there!
You should make Admiral Trench Shogar Tok Tol Skorr Interogator droid Construction droid. MindWalker
Try those on for size.
|
|
Guest |