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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3133
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Re: The Pre-SoV Workshop
Hi folks. We've been hard at work on Clayton in the discord server, trying to get him to a point where everyone will enjoy him. Let us know what you think of the latest version. This version has been playtested twice, and a very similar version has been playtested 4-5 times before that.
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#3134
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Re: The Pre-SoV Workshop
Why is Posse complicated? It's a lot of details to make it so that the Lawmen move after Clayton, but I don't see why that's important. Just make it a form of movement bonding where the Lawmen move first.
I do not like how Shootout triggers off of other army cards. That's not only not very 'Scapy, it's also dangerous rules territory. It would be much cleaner and simpler if it was only on Clayton's card, which is where many of your order markers will be anyway because of Posse. I am also against the use for 4 clear sight spaces as the restriction for numbers. You can fit a ton of figures within 4 clear sight spaces, and both Posse and Shootout can activate all of them. That's nuts, especially if we ever make a common Lawman hero. Just use the normal numbers limitation, and I suggest dropping the distance restriction. It feels more thematic if they don't need to be standing nearby to fight. |
#3135
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Re: The Pre-SoV Workshop
With Posse, we were trying to avoid triggering Shootout on the same turn as Posse. Requiring that Clayton take a normal turn with Posse precludes Shootout, though I suppose him taking a normal turn could happen before or after. We also wanted to distance Posse from simple Omegacron-style movement bonding, since “sameness” seemed to be a sticking point.
With Shootout triggering off of other cards, we were also specifically trying to spread OMs around, also to avoid comparisons to Omegacron/Lao Xin. In our view, spreading markers around was a feature, not a bug. With the number of Lawmen activated by either ability, we could absolutely restrict it to Umique Heroes, but also remember that Shootout has an obvious failstate, and the likelihood of whiffing an attack roll increases the more attacks you make. |
#3136
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Re: The Pre-SoV Workshop
If there was a common cowboy being developed in the C3V, this would have to work alongside that design...
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#3137
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Re: The Pre-SoV Workshop
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A faction design that requires or at least encourages a spread of order markers would be fantastic, but has to be a natural part of the faction. It also somewhat goes against the whole "leader" concept in general. Quote:
There is a natural limiter for Shootout, which is nice and may be good enough. You still have insane board control with your mass movement, too much to fly with me. Just the fact there aren't many Lawmen units is not a sufficient argument; I don't want to have to stop making Lawmen at some point to avoid making Clayton too good. |
#3138
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Re: The Pre-SoV Workshop
I feel like Clayton is in need of some restraint right now. He can let you move an army of Unique Lawmen in one turn, and lets you attack with that whole army in a turn as well (granted, not the same turn). I really dislike not having actual numbered restraints here as it means that every Lawman in the future will have to be below a certain power level with how much freedom this design would give, especially where one card right now is essentially giving you two attacks of 2, one attack of 3, and two Shotgun SA's in the same turn (and only 270 points). I'm not against Lawman synergy at all, but I feel this is too much.
Personally, I'd prefer if the design focused more on Posse or more on Shootout, and made the other power much weaker. I think Shootout is a cool thematic power in concept, and could see a strong version of that with a weak version of Posse (or no Posse -- the part of me that loves careful play would really enjoy an army that requires careful positioning setup with a strong attack payout). I'm also not a huge fan of the current limiter on Shootout -- I don't see why someone blanking a roll means everyone puts up their guns thematically. edit -- also, like super frog mentioned, I think any potential future common lawmen should be a consideration to add to the design as well. Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
#3139
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Re: The Pre-SoV Workshop
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2) The bounds of what is 'scapey and what isn't exist differently inside all of our heads. That said, this is a deliberate choice to avoid yet another commander type figure that simply asks the player to dump all their order markers on it and make no other meaningful decisions (Ulginesh, Omegacron, Kantono, Master Lin, Deathcommander, Kurrok, etc, etc). By allowing Shootout to trigger off other figures, players actually have agency in round-to-round planning (in fact, Guilty McCreech becomes the best Shootout starter since he has 4 dice to the other Lawmen's 3, introducing risk that must be mitigated because Guilty is also the most fragile). Posse is also once per round, so that hardly makes Clayton a place for "many of your order markers" on its own. 3) I agree with this and have suggested shrinking the auras several times. I think 2 spaces on both Posse and Shootout would nicely limit their potential. I know there's a Common Lawman Hero in development in C3V, but I don't understand your comment as both Posse and Shootout specify Unique Lawman Heroes. So there's nothing nuts about it. Thematically, yes, there are fights taking place all over the board, but a Shootout, thematically, is a localized gunfight within the broader war. Quote:
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*a moo point
Spoiler Alert!
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#3140
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Re: The Pre-SoV Workshop
Just chiming in to say that shrinking the aura on both Posse and Shootout is something we've been discussing in discord and (I think, not to speak for any one of the 4-ish people who work on it) it's something we've all agreed is probably the best option to assuage concerns of board control.
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#3141
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Re: The Pre-SoV Workshop
This Clayton is a really interesting one.
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#3142
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Re: The Pre-SoV Workshop
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#3143
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Re: The Pre-SoV Workshop
"Work with" can mean a lot of things. I just mean that since both PK and NB can see the design I'm talking about, you should try to make sure that they don't overlap in bad ways.
I'm not saying you have to have this power work with common heroes as well. That could go badly, potentially. |
#3144
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Re: The Pre-SoV Workshop
I'm loving this sheriff. It's just the kind of satisfyingly thematic synergy I would hope to see for a faction that pretty much begs to be developed.
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