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-   -   The Book of C3G Destructible Object Rules (https://www.heroscapers.com/community/showthread.php?t=55039)

IAmBatman August 3rd, 2018 05:53 PM

Re: Draftable Vehicles Discussion Thread
 
So what do we need to do to get this to a votable place?

Ronin August 3rd, 2018 06:39 PM

Re: Draftable Vehicles Discussion Thread
 
Quote:

Originally Posted by IAmBatman (Post 2207536)
So what do we need to do to get this to a votable place?

I'll double check the rules (or someone else can do it) to make sure there's nothing else obvious that needs to change. Then come up with some initial cost guesses for the Sports Car and the Mole Machine, and call a vote to start testing the new rules.

Tornado August 4th, 2018 10:31 AM

Re: Draftable Vehicles Discussion Thread
 
Looking good. Have to keep an eye on Selene and her DO power.

IAmBatman August 4th, 2018 10:44 AM

Re: Draftable Vehicles Discussion Thread
 
For the Sports Car, I'd start the projection around 100 points (based on a stats comparison in the index. Closest I could find is Ragdoll, who also has 4 Life and 6 defense, has a move of 6 compared to the Car's 8, and has only a range 1 attack 3, which compares to Hit and Run).

Ragdoll doesn't fly or have super strength either. Contortionist only has a bit extra utility beyond just not taking leaving engagement attacks (which the car does naturally). Clingy ties down shooters, but the Car protects riders. The car has the slight downside of being easy to take over if you exit it, but also has suped up Carry, basically. So I'd say 90-100 would be a good starting point for that.

IAmBatman August 4th, 2018 10:47 AM

Re: Draftable Vehicles Discussion Thread
 
The Mole Machine compares really similarly, except with much better movement (since it's basically a place anywhere power) and better defense (8 compared to 6).

Best comparison I could get is Jay Garrick Flash, with his 10 move and Super Speed, Range 1, Attack 4, and 7 Defense. I'd say it's pretty close (Flash's aura is better, the Mole Machine's movement utility and defense are better). I'd say start with 200 (slightly under Flash's 220) and go from there.

Scapemage August 5th, 2018 12:13 AM

Re: Draftable Vehicles Discussion Thread
 
I'd err on the lower side for VDO costs, since they can't take turns by themselves, similar to Green Constructs.

Yodaking August 6th, 2018 05:48 PM

Re: Draftable Vehicles Discussion Thread
 
Quote:

Originally Posted by Tornado (Post 2207622)
Looking good. Have to keep an eye on Selene and her DO power.


Any thoughts on how the Lawmaster might play in these rules?

Tornado August 7th, 2018 08:41 AM

Re: Draftable Vehicles Discussion Thread
 
Still planning on making them Uncommon Heroes.

IAmBatman August 7th, 2018 10:55 AM

Re: Draftable Vehicles Discussion Thread
 
Quote:

Originally Posted by Tornado (Post 2208413)
Still planning on making them Uncommon Heroes.

Are they basically A.I.?

Tornado August 7th, 2018 11:00 AM

Re: Draftable Vehicles Discussion Thread
 
Yeah, remember when you said KITT would be the only Unique Hero vehicle and I said Lawmaster?

One Lawmaster even went rogue and started dispensing justice on its own.
https://i0.wp.com/www.starkafterdark...ster668739.jpg

IAmBatman August 7th, 2018 11:30 AM

Re: Draftable Vehicles Discussion Thread
 
Sounds right.

Ronin August 7th, 2018 01:34 PM

Re: Draftable Vehicles Discussion Thread
 
Quote:

Originally Posted by Ronin (Post 2207406)
Okay, so here's a spin at the rule additions:

Quote:

Originally Posted by tcglkn (Post 1441873)
Legacy Text:

C3G VEHICLE RULES

DESTRUCTIBLE OBJECTS - VEHICLES
Destructible objects are an official inclusion in the game, as seen with the Fortress Door and the Destructible Wall. C3G rules for destructible objects were established in the C3G Destructible Objects Rules. Vehicles are a type of destructible object that follow all of the rules of other destructible objects, but include a few specific to vehicles.

These C3G Vehicle Rules cover the following areas:

- Drafting Vehicles
- Entering Vehicles
- Occupying Vehicles
- Moving Vehicles
- Exiting Vehicles
- Destroying Vehicles

EXAMPLE 1: VEHICLE CARD
(Sample Card here)
A vehicle has three four designations in the left box of its Army Card: uniqueness, size, height, and occupancy. The size and height designations (such as Medium 5) are the same as those found on other figures' Army Cards.

DRAFTING VEHICLES
Vehicle Destructible Objects (VDOs) act like figure Army Cards in that they have an associated point cost listed on them. VDOs are drafted the same way as Army Cards. There is no limit (except point cost!) to the number of different VDOs you can draft, and you can draft any number of the same Uncommon VDOs (indicated in the leftbox). However, like figure Army Cards, each player cannot draft more than one of the same Unique VDO Army Card (indicated in the leftbox).

Like Army Cards, VDOs each have an associated figure that is placed in the controlling player's start zone at the start of the game and are considered in that player's Army. However, a VDO is not considered under a player's control unless that player has one or more figures occupying that VDO (see more below).


(rest of vehicle rules as normal)

I branded them as Unique/Uncommon instead of Unique/Common, because the Sports Car has 4 Life, and I'm not sure we'll ever see a ton of 1-Life vehicles.

So what else are we gonna need to clarify here? I kinda want to have the new rules prototyped before calling for a vote.

Quote:

Originally Posted by IAmBatman (Post 2207626)
For the Sports Car, I'd start the projection around 100 points (based on a stats comparison in the index. Closest I could find is Ragdoll, who also has 4 Life and 6 defense, has a move of 6 compared to the Car's 8, and has only a range 1 attack 3, which compares to Hit and Run).

Ragdoll doesn't fly or have super strength either. Contortionist only has a bit extra utility beyond just not taking leaving engagement attacks (which the car does naturally). Clingy ties down shooters, but the Car protects riders. The car has the slight downside of being easy to take over if you exit it, but also has suped up Carry, basically. So I'd say 90-100 would be a good starting point for that.

Quote:

Originally Posted by IAmBatman (Post 2207627)
The Mole Machine compares really similarly, except with much better movement (since it's basically a place anywhere power) and better defense (8 compared to 6).

Best comparison I could get is Jay Garrick Flash, with his 10 move and Super Speed, Range 1, Attack 4, and 7 Defense. I'd say it's pretty close (Flash's aura is better, the Mole Machine's movement utility and defense are better). I'd say start with 200 (slightly under Flash's 220) and go from there.

@dok @Dysole @weebaer @Soundwarp SG-1

Do those sound like reasonable cost guesses for what we're trying to do here? Any concerns? Big rules gaps we need to close?


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