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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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AceAce wrote:No offense, but a lot of the hubbub I see here is from 2 people I have never even heard of or met in a SWM environment. Ideas are fine, but really as I said before, if you don't travel or play an tournaments or attempt to play the game with many others and not just your local people, your opinion doesn't mean much. Others may not say it, but trust me, they think it too. hehe I love the narrative here.... hey if you can't make it to tournaments or travel then we don't even consider what you have to say... but wait, please try to make it to tournaments in the future, and then maybe we will take you seriously. hahaha.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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Back to the topic please.
This is your chance to shape a format and be heard.
Don't let the chatter derail it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,291
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250/300 point squads
May only activate 15/16 characters a turn (characters who don't activate take 10 damage?)
No Act control
Max of 4/5 copies of non uniques per squad
Shooters suffer a penalty of -4 attack for targeting pieces beyond 12 squares
All CE have a range of 6
Booming Voice does not exist
All characters with a lightsaber can replace attacks and blow open an adjacent door (0FP/1FP)
I am also on board with the "campaign" that Spryguy suggested. The community game is fun, and very well thought out. Most the rules are set out, and it definitely evens the playing field when it comes to squad building (less rule changes IMO) And It would be interesting to have a "mimic war" and one side got something in particular? It would be really awesome to have specific characters created for that format, but in general the entire battle would be fun to see who "wins".
These are ideas that would interest me in going. I'm open to more ideas, just haven't heard to many that are inviting. Can we start a new thread or get better organization as far as things we have discussed, and things we like, things we don't like, and maybe an idea of people who are just suggesting ideas without any plans on actually coming, and people who are suggesting with plans of actually showing up?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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It seems most people like the idea of:
1. No Booming Voice 2. No Act Control 3. CE's limit to 6 squares 4.Force Users opening doors within 6 squares by replacing attacks and 1 fp 5. Lightsabers are considered Melee
Things we do not have consensus on:
1. an activation cap (if we should have one at all, if we do what the number should be) 2. A limit on how many of a certain piece you should be allowed to have (no more than 4 of any piece, etc) 3. Cost for squads 4. Some kind of "penalty" for shooters shooting from more than 12 squares away. 5. No vong 6. Override change? (If I changed it to anything it would be the piece has to be adjacent, than it can lock that door all it wants imo, I just hate the, "yep I see that door, magic lock") 7. No unpreventable damage
So lets try and come to a consensus on the Maybes above.
I would also like to visit some maps. Some of the maps I have been assigned during campaigns and things have really sucked as far as fun play goes (at least in my opinion, I will have to track down the ones, but one was like a asteroid looking thing with tons of doors)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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My 2 cents in boldjen'ari wrote:It seems most people like the idea of 3. CE's limit to 6 squares Does this include Relay Orders? I mean is RO allowed
Things we do not have consensus on:
1. an activation cap (if we should have one at all, what the number should be) the number should be ... 18 3. Cost for squads 150 or 200 4. Some kind of "penalty" for shooters shooting from more than 12 squares away. -4 Attack 6. Override change? (If I changed it to anything it would be the piece has to be adjacent, than it can lock that door all it wants imo, I just hate the, "yep I see that door, magic lock") Little or no use for override in this case
So lets try and come to a consensus on the Maybes above.
I would also like to visit some maps. Some of the maps I have been assigned during campaigns and things have really sucked as far as fun play goes (at least in my opinion, I will have to track down the ones, but one was like a asteroid looking thing with tons of doors) Think that is Asteroid Base. :)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,291
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juice man wrote:My 2 cents in boldjen'ari wrote:It seems most people like the idea of 3. CE's limit to 6 squares Does this include Relay Orders? I mean is RO allowed
Things we do not have consensus on:
1. an activation cap (if we should have one at all, what the number should be) the number should be ... 18 3. Cost for squads 150 or 200 4. Some kind of "penalty" for shooters shooting from more than 12 squares away. -4 Attack 6. Override change? (If I changed it to anything it would be the piece has to be adjacent, than it can lock that door all it wants imo, I just hate the, "yep I see that door, magic lock") Little or no use for override in this case
So lets try and come to a consensus on the Maybes above.
I would also like to visit some maps. Some of the maps I have been assigned during campaigns and things have really sucked as far as fun play goes (at least in my opinion, I will have to track down the ones, but one was like a asteroid looking thing with tons of doors) Think that is Asteroid Base. :)
I would say yes to relay orders working, but thats my lone opinion 18 activation's is to much for 150 point... but could be the number for 200? I would prefer less... But thats my personal opinion. Maybe 16 I like the -4 attack for shooters targeting farther than 12 squares idea Maps would be a toss up for me. I would think some without doors could be fun, maybe not though. Even just using a map list from the next updatetd list?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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I like 200 pts
I am fine with Relay Orders being in effect.
I think 16 is a great number for a max.
I love the -4 attack from farther than 12 squares .
JuiceMan what did you think about override?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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Override - I see little use for a specialized override piece (R-7) if it needs to be adjacent. Agree that the "magic" override has always seemed silly. Simplest to just get rid of it. Oddly, this also helps melee vs. shooters. (can't open doors way, way, from a distance)
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Adjacent would be "Manual Override". Just mentioning it in case some people didn't realize the ability exists.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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I am 100% for the idea that all override becomes manual override (BB-8 has it from set 12, i love it)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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jen'ari wrote:I am 100% for the idea that all override becomes manual override (BB-8 has it from set 12, i love it) Came out in set 10 on chopper first
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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TimmerB123 wrote:jen'ari wrote:I am 100% for the idea that all override becomes manual override (BB-8 has it from set 12, i love it) Came out in set 10 on chopper first And I loved it than as well, threw praise at little chopper back than and I would do it again if asked
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Bump.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/1/2014 Posts: 192
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I think it would be fun to find those that would like a casual GenCon event and play a vassal tournament using the set-up we feel we want. This will serve two-fold purpose, give us experience playing that format, and also let us fix a few issues with the format after playing.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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SithBot wrote:I think it would be fun to find those that would like a casual GenCon event and play a vassal tournament using the set-up we feel we want. This will serve two-fold purpose, give us experience playing that format, and also let us fix a few issues with the format after playing. Honestly I think that's a fantastic idea. I would even help facilitate it
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,291
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TimmerB123 wrote:SithBot wrote:I think it would be fun to find those that would like a casual GenCon event and play a vassal tournament using the set-up we feel we want. This will serve two-fold purpose, give us experience playing that format, and also let us fix a few issues with the format after playing. Honestly I think that's a fantastic idea. I would even help facilitate it +1 to this idea
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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You all have to finalize rules to play with.
Once that happens we can pick a vassal date
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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juice man wrote:Override - I see little use for a specialized override piece (R-7) if it needs to be adjacent. Agree that the "magic" override has always seemed silly. Simplest to just get rid of it. Oddly, this also helps melee vs. shooters. (can't open doors way, way, from a distance) it's not magic, wrong game. certain droids can control doors from another part of the facility, via the wide spread computer systems. you know, stick their data access plug into a data terminal, and control doors electronically. adjacent override is f-ing retarded. it's satchel charge! for all intents and purposes.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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jak wrote:juice man wrote:Override - I see little use for a specialized override piece (R-7) if it needs to be adjacent. Agree that the "magic" override has always seemed silly. Simplest to just get rid of it. Oddly, this also helps melee vs. shooters. (can't open doors way, way, from a distance) it's not magic, wrong game. certain droids can control doors from another part of the facility, via the wide spread computer systems. you know, stick their data access plug into a data terminal, and control doors electronically. adjacent override is f-ing retarded. it's satchel charge! for all intents and purposes. Adjacent override is kind of like satchel charge unless you have shooters, one opens the door by standing next to it and than its open, next round you use your greater mobile guy to peak around corner and shoot, and than next round droid boy comes up and locks it in place. theultrastar came up with a great tech piece and ability he called Hacker: If this character is adjacent to a door it can lock open or closed any door on the map. Which speaks well to R2-D2 being able to open doors from around the Death Star while hooked into the system. Or even like when playing KOTOR and you get into the system and can unlock doors from around the vicinity. Which is something that is powerful and should be used sparningly, but makes a lot more sense. As for the Vassal custom event. I am definitely down and will make a new post with updated rules and see if it is an agreed upon starting list.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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jak wrote:juice man wrote:Override - I see little use for a specialized override piece (R-7) if it needs to be adjacent. Agree that the "magic" override has always seemed silly. Simplest to just get rid of it. Oddly, this also helps melee vs. shooters. (can't open doors way, way, from a distance) it's not magic, wrong game. certain droids can control doors from another part of the facility, via the wide spread computer systems. you know, stick their data access plug into a data terminal, and control doors electronically. "Magic" is what it is, when the droid must see the door in question. If this were done via the computer system, then any door could be controlled, not just those in sight. Just stick with no Override or Manual Override. Hacker: If this character is adjacent to a door it can lock open or closed any door on the map.
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