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Echo24 wrote: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. Then I definitely vote for Remote Mines. I just hope it only gets given to people that are fairly weak in the HP department.
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Rank: Advanced Bloo Milk Member Groups: Member
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I vote Remote Mines for reasons previous mentioned.
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Rank: Advanced Bloo Milk Member Groups: Member
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Echo24 wrote: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. This idea has been bouncing about my head for a few weeks now, how about this... 4HX4 LandmineFRINGE Size: Medium Cost: 13 HP: -- Def: -- Atk: -- Special Abilities:Emplacement: (Cannot move or be moved. Set up anywhere on your half of the battle map) Mechanism: (Immune to critical hits, considered non-living; not subject to commander effects, reinforcements, or reserves special abilities) Detonate 30: (When any character moves adjacent to this character, 30 damage to all characters within 3 squares; save 11 to reduce damage to 10, this character is then removed from play) Phrik Hardened Casing: (Immune to standard attacks, lightsabers, flamethowers, and all force abilities) Concussion Trigger: (This character may be targeted and defeated by Missile or Grenade abilities equal to or greater than 30, save 11) Remote Detonation: (Replaces attacks, allied characters whose name contains Demolitionist or Engineer within 6 squares of this character may detonate this character, save 3) I wanted all damage from special abilities like flames, Cestas, etc and force power to be ineffective, but at the same time allow a sufficiently large enough explosion (missiles 30+, grenades 30+) to be able to trigger the detonation. I hope I achieved that with the hardened casing and trigger abilities. Obviously; the damage produced, saves, cost, and/or distances can be played with as needed to make it balanced. I also thought about an ability that allowed it to take out a door when it detonates if it were adjacent, but wasn't sure how to word it properly.
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Rank: Advanced Bloo Milk Member Groups: Member
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Hydrowhip wrote:This idea has been bouncing about my head for a few weeks now, how about this...
4HX4 Landmine FRINGE Size: Medium Cost: 13 HP: -- Def: -- Atk: --
Special Abilities: Emplacement: (Cannot move or be moved. Set up anywhere on your half of the battle map) Mechanism: (Immune to critical hits, considered non-living; not subject to commander effects, reinforcements, or reserves special abilities) Detonate 30: (When any character moves adjacent to this character, 30 damage to all characters within 3 squares; save 11 to reduce damage to 10, this character is then removed from play) Phrik Hardened Casing: (Immune to standard attacks, lightsabers, flamethowers, and all force abilities) Concussion Trigger: (This character may be targeted and defeated by Missile or Grenade abilities equal to or greater than 30, save 11) Remote Detonation: (Replaces attacks, allied characters whose name contains Demolitionist or Engineer within 6 squares of this character may detonate this character, save 3)
I wanted all damage from special abilities like flames, Cestas, etc and force power to be ineffective, but at the same time allow a sufficiently large enough explosion (missiles 30+, grenades 30+) to be able to trigger the detonation. I hope I achieved that with the hardened casing and trigger abilities. Obviously; the damage produced, saves, cost, and/or distances can be played with as needed to make it balanced. I also thought about an ability that allowed it to take out a door when it detonates if it were adjacent, but wasn't sure how to word it properly. Ooo, I like that idea. Might need a tweak or two, but a solid, innovative and fun concept.
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I like it, too. It would definitely change the 'landscape' of a map, and potentially move the fighting to parts of maps that are less frequently used, instead of an encounter in the same place as always. I like that it makes enginners and demolitionists slightly more useful. You don't actually need Phrik Hardened Casing. Since it has no HP/Def it can't be defeated through taking damage anyway. I like that it can be detonated 3 different ways. I would say the concussion trigger should detonate it instead of immediately defeating it. I think Remote Detonation needs it wording changed unless you meant for the landmine to detonate on its own turn instead of an ally's turn.
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Rank: Advanced Bloo Milk Member Groups: Member
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Yeah I can see it being used to funnel your enemies down certain paths, where you can set up an ambush.
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Hydrowhip wrote:This idea has been bouncing about my head for a few weeks now, how about this...
4HX4 Landmine FRINGE Size: Medium Cost: 13 HP: -- Def: -- Atk: --
Special Abilities: Emplacement: (Cannot move or be moved. Set up anywhere on your half of the battle map) Mechanism: (Immune to critical hits, considered non-living; not subject to commander effects, reinforcements, or reserves special abilities) Detonate 30: (When any character moves adjacent to this character, 30 damage to all characters within 3 squares; save 11 to reduce damage to 10, this character is then removed from play) Phrik Hardened Casing: (Immune to standard attacks, lightsabers, flamethowers, and all force abilities) Concussion Trigger: (This character may be targeted and defeated by Missile or Grenade abilities equal to or greater than 30, save 11) Remote Detonation: (Replaces attacks, allied characters whose name contains Demolitionist or Engineer within 6 squares of this character may detonate this character, save 3)
I wanted all damage from special abilities like flames, Cestas, etc and force power to be ineffective, but at the same time allow a sufficiently large enough explosion (missiles 30+, grenades 30+) to be able to trigger the detonation. I hope I achieved that with the hardened casing and trigger abilities. Obviously; the damage produced, saves, cost, and/or distances can be played with as needed to make it balanced. I also thought about an ability that allowed it to take out a door when it detonates if it were adjacent, but wasn't sure how to word it properly. Interesting concept but I personally would prefer it if it was defeatable through normal means - as is you could make an entire squad of these, and if the opponent doesn't have any missiles/grenades strong enough there is nothing they could do about it. That said a high Defense (perhaps it could have an ability where it "always has cover") and say Damage Reduction 30 wouldn't be out of the question.
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Not "nothing". They'd just have to sacrifice, say, a mouse to detonate it. Which really is a horrible trade for the owner of the mine. Now that I think about it, that kind of makes the piece useless - at cost 13 anyway. Since it's so easy to avoid, it could have a far lower cost.
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Lord_Ball wrote: Interesting concept but I personally would prefer it if it was defeatable through normal means - as is you could make an entire squad of these, and if the opponent doesn't have any missiles/grenades strong enough there is nothing they could do about it. That said a high Defense (perhaps it could have an ability where it "always has cover") and say Damage Reduction 30 wouldn't be out of the question.
Very good points! I forgot about some players desire to flood the field with cheap minis, defeatable by other means than missiles / grenades would be best. The high defense and damage reduction options seem appropriate.
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Hydrowhip wrote:Lord_Ball wrote: Interesting concept but I personally would prefer it if it was defeatable through normal means - as is you could make an entire squad of these, and if the opponent doesn't have any missiles/grenades strong enough there is nothing they could do about it. That said a high Defense (perhaps it could have an ability where it "always has cover") and say Damage Reduction 30 wouldn't be out of the question.
Very good points! I forgot about some players desire to flood the field with cheap minis, defeatable by other means than missiles / grenades would be best. The high defense and damage reduction options seem appropriate. Then you could have concussion trigger reduce the DR to 10 or ignore it completely for missiles/grenades.
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Rank: Advanced Bloo Milk Member Groups: Member
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It is a pretty neat idea, and everyone makes good points. I think I'd go with something like this: Hydrowhip wrote: 4HX4 Landmine FRINGE Size: Medium Cost: 10 HP: 40 Def: 21 Atk: -- Dam: --
Special Abilities: Emplacement: (Cannot move or be moved. Set up anywhere on your half of the battle map) Mechanism: (Immune to critical hits, considered non-living; not subject to commander effects, reinforcements, or reserves special abilities) Detonate 30: (When any character moves adjacent to this character, 30 damage to all characters within 3 squares; save 11 to reduce damage to 10, this character is then removed from play. Allied characters whose name contains Demolitionist or Engineer within 6 squares may replace their attacks to trigger this ability.) Concussion Trigger: (Abilities that contain the words Missiles or Grenades may ignore this character's Damage Reduction) Damage Reduction 20 Underground (Enemy characters may choose to ignore this character for the purposes of targeting. This character does not provide cover.)
Dropped the point cost to 10 since now it can be killed by traditional means (although with 25 Defense in cover and DR 20 it will be tough). Added "Underground", so people can shoot past it without worrying about targeting rules and it doesn't provide cover. Worked Remote Detonation into Detonate 30 so it interacts a little more cleanly and doesn't require 2 separate abilities. Concussion Trigger now just lets Missiles and Grenades ignore the DR. I considered increasing the defense to a base 24 or 25 and giving it an ability that says it never benefits from cover, but I figure it should be harder to take out a landmine that is under a desk or in some rubble than one that's just out in a field, so letting it benefit from cover makes some sense.
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Echo24 wrote:It is a pretty neat idea, and everyone makes good points. I think I'd go with something like this: Hydrowhip wrote: 4HX4 Landmine FRINGE Size: Medium Cost: 10 HP: 40 Def: 21 Atk: -- Dam: --
Special Abilities: Emplacement: (Cannot move or be moved. Set up anywhere on your half of the battle map) Mechanism: (Immune to critical hits, considered non-living; not subject to commander effects, reinforcements, or reserves special abilities) Detonate 30: (When any character moves adjacent to this character, 30 damage to all characters within 3 squares; save 11 to reduce damage to 10, this character is then removed from play. Allied characters whose name contains Demolitionist or Engineer within 6 squares may replace their attacks to trigger this ability.) Concussion Trigger: (Abilities that contain the words Missiles or Grenades may ignore this character's Damage Reduction) Damage Reduction 20 Underground (Enemy characters may choose to ignore this character for the purposes of targeting. This character does not provide cover.)
Dropped the point cost to 10 since now it can be killed by traditional means (although with 25 Defense in cover and DR 20 it will be tough). Added "Underground", so people can shoot past it without worrying about targeting rules and it doesn't provide cover. Worked Remote Detonation into Detonate 30 so it interacts a little more cleanly and doesn't require 2 separate abilities. Concussion Trigger now just lets Missiles and Grenades ignore the DR. I considered increasing the defense to a base 24 or 25 and giving it an ability that says it never benefits from cover, but I figure it should be harder to take out a landmine that is under a desk or in some rubble than one that's just out in a field, so letting it benefit from cover makes some sense. I'd change Underground to "Tiny" as if it was "underground" it should already have cover ;) but that's basically just nit picking.
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To prevent easy removal of the mine with cheap fillers like Uggies and Mousies, why not add a stipulation that a Medium or larger character triggers the mine? Small characters aren't useful for swapping so the mine would still serve to funnel the key pieces in an opponent's squad.
Also, will characters with Flight detonate the mine? Conceptually they should not.
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saber1 wrote:To prevent easy removal of the mine with cheap fillers like Uggies and Mousies, why not add a stipulation that a Medium or larger character triggers the mine? Small characters aren't useful for swapping so the mine would still serve to funnel the key pieces in an opponent's squad.
Also, will characters with Flight detonate the mine? Conceptually they should not. Conceptually, perhaps they shouldn't. But characters with Flight already have such a big boost to not be subject to AOOs that it doesn't bother me if they accidentally land on a mine when they just touch down for a second..
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Lord_Ball wrote:
I'd change Underground to "Tiny" as if it was "underground" it should already have cover ;) but that's basically just nit picking.
I prefer "Very Small" to "Tiny", but I do think it's better to use an SA name that is more easily re-used. Few things will be underground, but there may be other "Very Small" items that are made that shouldn't provide cover or affect targeting rules.
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FlyingArrow wrote:Lord_Ball wrote:
I'd change Underground to "Tiny" as if it was "underground" it should already have cover ;) but that's basically just nit picking.
I prefer "Very Small" to "Tiny", but I do think it's better to use an SA name that is more easily re-used. Few things will be underground, but there may be other "Very Small" items that are made that shouldn't provide cover or affect targeting rules. Good point, and I actually like "Diminutive" as the name of the ability, but "Very Small" or "Tiny" work equally well. As for characters with Flight, they have to deal with Mines from a Chameleon droid, so I think it would be fine for them to get hit by this landmine, also. As worded it does effect characters with Flight, since Detonate 30 is worded basically the same as Mines 20.
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Wow, thanks for all the feedback. I was conflicted on flying enemies, but as stated they have such a huge advantage already, yeah looking at you Cad Bane. I'm hoping to use this in some "house rules" games. As for future V-sets, I guess its all in the hands of the new developers.
Thanks again to the V-set development team who are letting us be a part of the process that keeps the game moving forward!
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