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C3G2.0 Dossier Database Database of all released designs in C3G 2.0 |
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#25
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Re: Predator - design
The Wrist Nuke is an iconic part of the Predator, but I agree it may feel overused if it comes up in every game and I would love an excuse to represent more hunting tech.
It'd have to be something that hopefully wouldn't affect cost too much since I'd like to keep these ones and the Elder at the same price. 1.0 Predator offers a lot less in melee so I'd like to boost that a little. Quote:
Might want an exception for Deaf characters like Echo and Hawkeye since DD has Blind now. Last edited by Splash; April 29th, 2023 at 01:16 PM. |
#26
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Re: Predator - design
Probably should be a must move otherwise they almost never would do the moving. Might take some inspiration from Medusa on that.
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#27
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Re: Predator - design
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#28
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Re: Predator - design
I'm a little skeptical about dropping the flashiest part of their kit for something that's less iconic. I don't have a ton of experience with these guys in 1.0 - Elder is really cool but I haven't gotten around to playing him yet. And before him the non-bomb of their toolkit didn't excite me too much as someone who didn't own Jungle terrain. (I think obstruction fundamentally makes their targeting more interesting in 2.0)
But was the bomb really that useless? It's always seemed like a really cool option - maybe not something that will come up every game, but a fun moment when it does. |
#29
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Re: Predator - design
The cloaking keeping him mostly safe from ranged attacks and the normal range 5 attack of 5+1 were the big draws for myself. The Jungle/Shadow stuff was just a nice bonus when it did come into play. Never really used the bomb myself. Predator usually died before I could arm it or before the bomb would go off. As such, although I did use the figure (usually when I could boost the normal attack via allies), I did find him a bit on the high cost side of things. So I do think you have some room to work with if you wanted to boost his melee fighting skills and keep the price the same for army building purposes.
Not sure how trying to get your opponent to willingly move adjacent to your Predator is going to work out. Maybe just take temp. control and move the figure adjacent to you if possible? Or do something with that claw weapon and just give adj. figures -1 defense when attacked. Then the attack options are melee 5 -1D, move + range 5A, or don't move + range 5+1 A. That covers the idea he has a whole took kit of weapons at his disposal pretty well. |
#30
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Re: Predator - design
The bomb is pretty iconic, if we kept it maybe to keep cost the same, something like this?
So I'm thinking maybe this, once you defeat the last Predator of an opponent's army (so we don't have 3 bombs in one game), that Yautja can set the bomb with a dying breath (including the Elder). I extended the range as well since it blows up the equivalent of 300 city blocks of rainforest in the movies. Some thought on the opponent's part since the closer to the end of the round the last Predator is defeated the more likely they'll get hit by the bomb. Quote:
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#31
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Re: Predator - design
I do agree that having 1 bomb for all the Predators on your team would be better than every Predator arming it's own bomb and also prefer having it auto activate upon defeat rather than having to turn it on before you get hit. Also agree that the 3 range always felt off to me for what it represents. I'd be okay with going up to something like 10 range. In the recent video game you could try to turn it off before it went off instead of running. It was pretty hard to do, so you often just got blown up anyway, but we could add a mechanic that gave the opponent a chance to avoid it without being the Flash.
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#32
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Re: Predator - design
I think having it so it only works on the last Yautja in your army regardless if you drafted 1 or 4, and then making it more achievable, is a good way to balance it.
We could maybe have something where it goes off unless the Predator is destroyed. It's just the juggle of remaining life and when to reveal the X needs to be tightened. This is the 1.0 power with a minor change. If we wanna keep close as possible, we could just get rid of the initiative requirement, and then limit it to 1/the last Yautja per game. Quote:
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#33
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Re: Predator - design
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#34
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Re: Predator - design
From the avp wikia
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#35
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Re: Predator - design
So if you’re running an all-Predator army, it’s basically a last hail mary chance to tie the game?
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#36
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Re: Predator - design
Okay, sorry for all the spitballing here, but I think this is the best way to do it. If your last Predator gets down to 1 Life you have to reveal the X and the opponent gets one turn to stop it. If they don't everything blows.
It doesn't activate on defeat, but I think this'll be an interesting dynamic of wanting the Predator to get to 1 Life. The chances of it working are still more than 1.0, but it won't happen every game. I think this will also still keep them on points. Quote:
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