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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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#13
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Re: Coop/Solo Rules - Brainstorming
I think it would make sense to start development of the villains based around a campaign. So if we’re doing an X-Men campaign, work on getting the Brotherhood, Sentinels, etc working. Then of course more can be added from there. But even just 3-4 groups of X-Men villians would be more than enough meat to work with, I’d think.
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#14
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Re: Coop/Solo Rules - Brainstorming
Yeah, I might have to dust off some of the X-Men campaigns to try the system out. I know one stalled because one side of it was declared unfun to play. That's probably a good place to start (and one good reason I want these).
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#15
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Re: Coop/Solo Rules - Brainstorming
@Yodaking
I'll try to work through your post in a while (lot of stuff there!). I'm not 100% sure that you were following everything in my proposed system, though.
For instance, you draw cards one at a time for each Order Marker placement at the start of each round. Only that card's initiative bonus would apply to the placement of that Marker, so you wouldn't have a bunch of 8+ bonuses in play for the same roll. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#16
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Re: Coop/Solo Rules - Brainstorming
Yeah, I didn't get that at all. Easier to understand what you are proposing for a system this complex if I had it physically in front of me and was able to see it in action.
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#17
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Re: Coop/Solo Rules - Brainstorming
For sure! I’ll revise for clarity later. This was mostly wanting to get a flash of inspiration down. I probably posted prematurely.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#18
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Re: Coop/Solo Rules - Brainstorming
Ooh, I'm intrigued... Let's jump in! (My thoughts in Red)
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#19
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Re: Coop/Solo Rules - Brainstorming
Reading it again and yeah, I took the tactics card to just be one card with all the rules you must use to augment your OM placement process. If you just draw a random card with one of those effects, then I think you are going to have problems with balance. If I've got an Avengers Army set up to face a MoE army and the MoE only places OM's on Zemo when the leader card is drawn, then his card isn't being used to it's max value. Since he just manages turns rather then bonds it's not as big an issue as say a Luke Cage army not drawing the leadership card. Batman should get the OM before Robin does, regardless of which one rolls higher on the d20. The tough part is when Luke gets down to 1 life, the same rules need to account for that and not have you place all your OM's on the leader when the leader is unlikely to survive the round. Maybe something like a leader card gets +10 to it's OM placement roll, -2 for each missing life. So a full life Prof. X gets a +10, but a 1 life Prof. X only gets +4 to the roll.
Same issue with the randomness of the X placement, Zemo or Wizard should have the X OM over say Abomination or Living Laser. The system at the very least needs a pre-OM placement rule that says the XOM is first placed on any figure that has an X reveal power. On the issue of OM managers like Zemo, you would need to have in place a system for what happens after he gets an OM. Maybe after revealing one you randomize who gets that turn based on a priority system (engaged vs unengaged, remaining life, etc.) followed by a random factor when tied or something? The suggestion of figuring out how to make it work for a specific scenario first (mutants vs. humans, X-men vs. Brotherhood, crime fighters/vigilantes vs. criminals/thieves, Avengers vs. MoE/Hydra, etc.) and then trying to expand it is a good one. It will help you identify specific issues that come up without trying to account for all the different cards at once. This could start feeling overwhelming if you try to tackle all 800 cards in one go. |
#20
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Re: Coop/Solo Rules - Brainstorming
Some good notes there, thanks!
I think you're missing the reasoning behind Step Five (the first one - sorry about the typo!). I'll give you an example to illustrate. Let's say Beast is adjacent to an enemy figure and wants to negotiate. I choose an Order Marker from that card, without looking at it. How do I decide what number Order Marker that was? Also, I want the "X" marker to be on enemy cards not just for the bluffing, but for the numerous powers that use the "X" marker for special powers. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#21
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Re: Coop/Solo Rules - Brainstorming
Great stuff you slipped in there, Yodaking! I think you have more of an understanding of what I'm going for and what you're saying there makes a lot of sense to me.
I think there should probably be some base rules and some scenario (and thus army) specific ones to guide the interactions. Maybe this can be done without the card/tactics deck at all, and more of a checklist? It seems like if there's a "Leader" available, they should always get the Order Markers unless they're too damaged, in which case they might go somewhere else. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#22
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Re: Coop/Solo Rules - Brainstorming
I have a bunch of ideas but I'm not sure I can put them down in words in a forum post. I might just make up a simple demonstration scenario if I can find the time.
To put it shortly, I would use individually designed AI cards for each unit in a given scenario. The player(s) would still use order markers, but the AI would not. The AI would also use an abstracted form of movement based on zones rather than spaces. Basically if you've ever played any games in the Castle Ravenloft/Legend of Drizzt etc series I would use that sort of simple AI system. The downside is this wouldn't simply scale to include any enemy and any map. A map would need to be divided into zones, and a unit would need it's own personal AI routine that accounts for its special powers and such. |
#23
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Re: Coop/Solo Rules - Brainstorming
A system that abandoned Order Markers would definitely be simpler. But it would also not be Heroscape. Feel free to design such a thing. If I design and work on one, I prefer that it would include Order Markers.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#24
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Re: Coop/Solo Rules - Brainstorming
I'm not entirely decided on whether I'd axe order markers on the AI side or not. I do foresee problems with players bringing units that e.g force the AI to decide if it wants to remove an order marker to avoid an effect. I don't like "roll the dice to decide for the AI" systems, that just turns into the AI routinely making boneheaded decisions on obvious moves. I also don't like going "choose the most optimal course of action for the AI", in my mind that's not an AI at all, that's just complicated soloscape.
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