View Single Post
  #20  
Old April 29th, 2021, 05:31 PM
TREX's Avatar
TREX TREX is offline
"like" happy
 
Join Date: February 24, 2010
Location: USA-ID-Preston
Posts: 8,270
TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death! TREX is hot lava death!
Re: Interactive Terrain Brainstorming thread

Quote:
Originally Posted by Archie97 View Post
So my thoughts on terrain are that simplicity ABSOLUTELY rules. Look at all the official terrain we got. Nothing that isn’t a destructible object needed a card. Jungle pieces, shadow tiles, lava etc, all have an interesting, dynamic effect on battlefield construction and gameplay, but can all be understood and memorised by an 8 year old.
Now don’t get me wrong, there’s definitely a place in hero’s cape for a bunch of crazy whacky obelisks with 6 different effects or what have you, but if you’re trying for a C3V-level “official” project, this is not that place.
The portals are an interesting idea for sure, as TREX says, but I’m even less sold on the Arcane Rift idea. First of all it adds a layer of variance that I think will make it a more difficult sell to many players. I personally don’t like the idea of the map bringing any level of uncontrolled variance to a game. The only official pieces that do that are the two lava tiles, and even then molten lava barely counts as variance, and lava field is easily avoided as you roll once at the end of the round.
In my opinion, the map should be a known sum. You should be able to sit down at the beginning of a game, and know exactly what everything on the map is going to do. Figure, combat, and you opponent bring enough unknowns by far. Of course I’ll reiterate that I’m referring explicitly to a competitive setting here, whatever you want to happen in a casual game is absolutely your call.
This could be a super interesting project, and one I would love to be onboard with, but I think that baby steps are key, IMO a terrain piece will need more testing than a figure, and too many knobs to turn on the first few pieces is going to make hammering out and streamlining that process exponentially more difficult.
Great points, and I for sure agree on simplicity. The arcane rift idea was one I had that was optional at best. The portals work perfectly as a way to travel from point a to point b without any confusion, and without the need for a card even. I had it on there as an optional thing but think it would be even better without being on there. Even with it’s one thing it would be a great tool for map makers and allow for competitive maps to be multi level without having to use ladders. In a general rule of thumb. Keeping a terrain piece to a minimal number of effects is an optimal route. For example: this piece of terrain does x. Instead of multiple effects. My thoughts on a turret or gun mount operated by a miniature would have: a condition to use it, and an ability it does. Very simple, but easy to understand, fun, and effective way to change things up. I look forward to whatever you add to the conversation. Feel free to jump in.

Check out my ebay where you can find my custom dice trays and dicetowers:
https://www.ebay.com/usr/captainamazing_jerdo
Reply With Quote