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Poll Question : CE grants ability to spies. Which do you prefer? (Poll is closed)
Choice Votes Statistics
Sneak 6 22.222222 %
Sneak Away 0 0.000000 %
Deep Cover 1 3.703703 %
Infiltration 19 70.370370 %
Information Retrieval 0 0.000000 %
Objective 2/20 1 3.703703 %

Spies! Options
Urza Planeswalker Jedi Master
Posted: Thursday, March 3, 2011 9:45:14 AM
Rank: Moderator
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Joined: 7/25/2008
Posts: 579
Location: D.O.O.P. HQ
Some friends and I have tossed around the idea of Counter Intelligence-Enemy Reserves and Reinforcements are negated. It too would be situational but as much as Lobot sees play, it might not be that bad.
SquelchDog
Posted: Saturday, March 5, 2011 10:26:01 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
FlyingArrow wrote:
Undercover: This character sets up in your starting zone but is considered to be part of your opponent's squad. Your opponent decides when to activate the character, but you take its turn. When this character would be activated, you may voluntarily "break cover" and this character joins your squad for the rest of the skirmish. When breaking cover, the character is not activated and does not count as one of your opponent's activations.

Could cause targeting problems for you since he could be the nearest enemy when you don't want him to be. I also didn't think through the interactions with Betrayal or specify who gets the points if he's defeated before breaking cover. (The opponent should get the points.) Anyway, I didn't include it because it's already pretty complicated and I didn't even cover everything.


I gotta say this one is cool too. Very similar to the scenario Talnar's Tatooine Traitor by Sterling Hershey. ThumpUp
General_Grievous
Posted: Tuesday, March 8, 2011 12:25:05 PM
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Joined: 1/8/2010
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I think a better spy one would be gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get  programmed target against this enemy for the remainder of the round)
SquelchDog
Posted: Wednesday, March 9, 2011 5:48:43 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
General_Grievous wrote:
I think a better spy one would be gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get  programmed target against this enemy for the remainder of the round)


That sounds cool too, I like it. Smile
nuksaa
Posted: Thursday, March 10, 2011 7:02:36 AM
Rank: Advanced Bloo Milk Member
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Joined: 11/11/2008
Posts: 86
Sneak: While interesting, I would ask the question are they actually moving through the character or are they moving through a legal path? Example: wall/enemy character/wall - so the only path would be through the enemy character? If yes, I wouldn't agree with this ability. There should be some inherent counter for the ability within the normal game play. The enemy occupied space should still mean something with regard to legal movement path.

Sneak Away: ability seems a bit gimmicky and not overly useful depending on how the rest of the character is filled out.

Deep Cover: Useful for rooting out the enemy commanders hidden away. But in most gameplay, by the time I reach that side of the board, the game is usually already decided.

Infiltration: Definitely my favorite of the proposed abilities as it brings another element to door control.

Information Retrieval: seems that this ability can be easily countered to the point where you wonder if the piece would ever see game play.

Objective 2/20: scratching my head about the reasoning for this ability and its application to spies, as already has been mentioned.


My suggestion for a spy-like ability would be something that affects initiative (some numerical bonus) or linked to an opponent's activation. Example: If this character is 6 squares away from an enemy commander, you may choose to have enemy activate 1 or 2 characters during the first 2 turns of the round. or If this character is 6 squares away from an enemy commander, whenever an enemy moves one of his characters during its normal activation (the intent is to exclude movement by some other ability, CE, or force power), you can move one of your characters within 6 squares of the moving character 2 squares. Just some thoughts.
FlyingArrow
Posted: Thursday, March 10, 2011 11:15:57 AM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
nuksaa wrote:
Sneak: While interesting, I would ask the question are they actually moving through the character or are they moving through a legal path? Example: wall/enemy character/wall - so the only path would be through the enemy character? If yes, I wouldn't agree with this ability. There should be some inherent counter for the ability within the normal game play. The enemy occupied space should still mean something with regard to legal movement path.


It works the same as a limited version of flight - assuming the character starts and ends in cover. But perhaps you have similar complaints about Flight... I know some people aren't fans of that particular ability.
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