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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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So i was thinking about ways to make melee stronger. I really don't want to debate if they should be or shouldn't be. It was more of just a thought about a simple rule change that would help melee while not being a bunch of special abilities or force powers.
Give non-melee range, i am not sure if the range would be 8 or 10 squares, but it would go something like this. Non-melee pieces attacking beyond 8 or 10 squares gain -4 attack. I am leaning towards thinking 10 is a better number. Shoots about 1/3 away across the length of the map and basically half way across the width. Masterspeed and knight speed are good against it, but the normal extra two are not.
Playing several games of Imperial Assault it is very apparent where WOTC went wrong with rangeless non-melee attacks. This doesn't totally nerf shooters since many are dumping out large amounts of damage and have rather high attacks. They can still take across the board shoots they just have less chance of hitting.
Good idea or bad idea?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/30/2014 Posts: 1,055
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I'm not a fan of the idea of changing a core game mechanic (if this change could be classified as such), but that doesn't make it a bad idea - just one that doesn't appeal to me personally. I think that would definitely help with making melee pieces (and Jedi in particular) better. But, I think it also has the potential to complicate the game unnecessarily. Overall, I think I'd prefer different options for boosting Jedi, but that's just my humble opinion
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2012 Posts: 746
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It would be kinda crazy for a character with Advantageous Cover (say, the Covenant Protector) to get +12 to Defense, but that's my only thought so far. Neither positive nor negative.
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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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As much as it would help, I don't think it's possible to mess around with fundamental mechanics like that - it's more radical than something like banning tempo control pieces IMO. It would do stuff that the v-sets have been trying to avoid - confusing returning players etc.
You could introduce it as a SA - more +4 defense for every 6 squares away or something.
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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'm a guy who thoroughly enjoys Imperial Assault, and so I agree with the idea of adding a penalty to attacks made from far away. IMHO, I think the range mechanic helps to make for much more interesting gameplay. [However, I don't think changes at this fundamental level can actually be implemented, 13+/- years into the game.]
Another factor that really helps melee to be strong in IA is that the maps are much smaller...like, approximately half the size or less of the 22x34 maps that we use in SWM.
One other factor, which doesn't quite give as much of an advantage to melee squads, but which does really change the gameplay, is that IA has different missions for every map, rather than just a static gambit zone. That forces people to use different strategies on different maps. In some cases that probably helps melee figures to compete, since you have to actually get adjacent to a holocron/crate/whatever in order to pick it up or get Victory Points for it.
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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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I think things are already in place towards making melee stronger. V-set 10 has a few pieces and V-set 11 is working hard on making melee better. I think anything like sweeping changes to rules or more bans/errata's at this point is a bit unfair to the V-sets, because I think people will be pleased with the impact they will make on the meta. Take Obi/Ani for instance. Ranged Defense Expert is an ability that really makes Jedi good, because in all the playtests that I did with obi/ani, it was almost a waste of time trying to shoot at them from range. That +4 to saves against non-adjacent shots is a big deterrent and is a very balanced ability at the same time. I am really glad that we have something like Ranged Defense Expert in the game rather than handing out Survival Expert or an effect similar to it (looking at you Yun Ne'Shel Priest and your Avoid Defeats on 7's). The change to Ysalmiri is going to be big also, since it makes a couple of the top squads not nearly as good against jedi squads. It's still really good, don't get me wrong, but it at least makes jedi able to survive approaching the bubble but using their defense abilities. I think we really need to as a community wait and see how these changes affect the game, and not jump towards nerfing shooters in haphazard ways.
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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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not a bad idea, I think 12 squares would be better
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Rank: Moderator Groups: Member
, Moderator
Joined: 2/17/2009 Posts: 1,446
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I have a couple of thoughts on this. First, as others have said, I'm reluctant to see a core game mechanic changed. Second, melee pieces's stats (specifically defense) have generally been designed with the ratings of ranged attacks in mind, so you're basically inflicting a double penalty. Second part 2, rather than a penalty to the shooter's attack, it seems an easier change (though maybe just semantics) to give a defensive bonus to the target. Third, I suspect one of the reasons this works in IA is that they have pretty small boards (from what I've seen, a couple of tiles, at most). So it's pretty easy to eyeball distance and apply the penalty. I fear adding more counting to our game will only slow things down.
That doesn't mean it can't be done.. Just my initial reactions.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2014 Posts: 144
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I'm against this for reasons mentioned above, especially since it slows down play since you are going to be constantly counting squares to get your attack penalty. I hate counting squares
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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I like the concept, but I don't know how applicable it would be this late into the game's development. I agreed that I don't like counting squares so if there were some way to change this without counting squares I would be open to trying. That seems to be what the next few V-Sets are focused around. I'd like to first see what these are trying. I think if someone wants to test this as a house rule it would be worth trying and then reporting after so many trials. Not really pertinent but, scientifically speaking I'm not sure if the ranges represented by a minis board are long enough for a laser to lose its energy. Not really an expert on laser munitions but kinda a curious way to look at it. Also Jedi can be overwhelmed by large masses of shooters (Order 66) or skilled assassins (Mandalorians). But yes I understand the concern for what are considered higher Jedi. Sorry, kinda technicalities, but hey, the science behind Star Wars is interesting to me although not really applicable to SWMinis. Thank you all for the calm and calculated approach to this discussion. It is much better than some others I have witnessed recently dealing with revolutionary rule suggestions.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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I think just finding ways to get them closer by giving them little tricks is the best way to go about it.
Dessel has some good stuff going on, just need it on a better piece. Power Blast is a great Idea as is close quarters fighting (but can make it range 6 as well).
Also ways for nonmelee users to disrupt melee pieces.
Legends took suppressive fire and made this ability
Diversion: (Enemies within 6 squares damaged by this character's attacks cannot benefit from, or grant commander effects for the rest of the round, save 11)
We put it on a character coming out with sniper, play tested it last night and shot his big attacker, it wasnt able to be swapped or gain Opportunist. worked great, kept him close to action.
Anyway, benefits or no minuses for being close can go a long way. Damage boosts and attack boosts, heck even extra attacks handed out
Rapid Fire: Replaces Turn, Make 4 attacks against legal targets. You get -4 attack if you are more than 6 squares away
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Holocron Faction OR Cost 5 10 HPs 11 Def +0 Atk 0 Dmg
Special abilities Affinity Republic, New Republic Emplacement Training Program - Melee Force Users gain +4 defense against non-melee attacks from farther than 6 squares away.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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billiv15 wrote:Holocron Faction OR Cost 5 10 HPs 11 Def +0 Atk 0 Dmg
Special abilities Affinity Republic, New Republic Emplacement Training Program - Melee Force Users gain +4 defense against non-melee attacks from farther than 6 squares away. Pushing those holorcron pieces pretty hard there bill ;)
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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:not a bad idea, I think 12 squares would be better We should add this to the randomizer! 12 would be better, the base rules revolve around 6/12.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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atmsalad wrote:billiv15 wrote:Holocron Faction OR Cost 5 10 HPs 11 Def +0 Atk 0 Dmg
Special abilities Affinity Republic, New Republic Emplacement Training Program - Melee Force Users gain +4 defense against non-melee attacks from farther than 6 squares away. Pushing those holorcron pieces pretty hard there bill ;) I still like 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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thereisnotry wrote:atmsalad wrote:billiv15 wrote:Holocron Faction OR Cost 5 10 HPs 11 Def +0 Atk 0 Dmg
Special abilities Affinity Republic, New Republic Emplacement Training Program - Melee Force Users gain +4 defense against non-melee attacks from farther than 6 squares away. Pushing those holorcron pieces pretty hard there bill ;) I still like it! I'd be all for this. OR needs it. I fear that too many designers fall into the trap of giving things like this to factions that don't need it. "Hey - Republic has a bunch of Jedi, and also my favorite to play - lets give this mechanic to my favorite Jedi". - bad idea All for it in the OR
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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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TimmerB123 wrote:thereisnotry wrote:atmsalad wrote:billiv15 wrote:Holocron Faction OR Cost 5 10 HPs 11 Def +0 Atk 0 Dmg
Special abilities Affinity Republic, New Republic Emplacement Training Program - Melee Force Users gain +4 defense against non-melee attacks from farther than 6 squares away. Pushing those holorcron pieces pretty hard there bill ;) I still like it! I'd be all for this. OR needs it. I fear that too many designers fall into the trap of giving things like this to factions that don't need it. "Hey - Republic has a bunch of Jedi, and also my favorite to play - lets give this mechanic to my favorite Jedi". - bad idea All for it in the OR I think the Holocron idea could be tested, but I think it would end up needing to cost 9pts or more (if it costs more than 9, then it needs an ability that doesn't allow it to collect gambit). Seems way to good for 5pts right now. And the OR is the only faction that should get this boost I think.Republic has GOWK and Obi/Ani and good movement breakers, NR has Evade and the best init control in the game (Never Tell me the Odds + Tactician). OR has very little right now and maybe this holocron is a solution. Maybe this piece would need to be talked about after seeing the effect Vset 10 and 11 figures have on the OR.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Lol, you all act like giving out +4 defense against ranged attacks more than 6 away is some broken mechanic. Lol, it's minimal at best.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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IMO the whole counting squares is to hard or takes to long argument doesn't sit well with me when there are multiple characters and or effects that go the same 10 or more squares. Granted you are adding it to every shooter, but I still think it would be pretty easy to figure out quickly once one was used to it.
I will admit that this is a huge game mechanic shift. But game mechanic shifts happen. Yes it generally happens through special abilities, but when we have a perceived big problem it might require some big shifts in the rules. It took a couple of years of talking about it, but we finally have a piece that targets a space as opposed to a character. That is a pretty big game mechanic shift and at least opens some doors to other ways of thinking about the game.
About the real life or why this would happen in the star wars universe, is more about the aiming rather than the power of the laser.
I think the Holocron idea is interesting.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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billiv15 wrote:Lol, you all act like giving out +4 defense against ranged attacks more than 6 away is some broken mechanic. Lol, it's minimal at best. At 5 pts it is pretty awesome. Virtual auto-include. Could be implemented into the republic as a CE on a more expensive jedi. Point is that OR needs more help
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