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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3361
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Re: The Pre-SoV Workshop
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And yes, that does seem to be a theme. I would like to get a solid answer from some of the judges whether or not they think a much simpler version will pass. |
#3362
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Re: The Pre-SoV Workshop
A simpler design is more likely to pass, as long as it still captures enough of the gameplay and theme you're striving for. This is a general statement, not just for this unit.
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#3363
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Re: The Pre-SoV Workshop
I don't agree with the complaints about using "up to the number of the Order Marker" on Shootout. Yes, adding bells and whistles just for the sake of being different but achieving the same result is bad. If it was just a bunch of extra rules without much of an impact on gameplay, then I would 100% say that it's unnecessary.
However, no matter how I look at it, it does look like it will impact gameplay. This isn't adding arbitrary conditions about taking a turn with another Lawmen, it is directly impacting the number of Lawmen that you can attack with and at what times during the round. To say that it is mechanically equivalent to a static "take a turn with 3 Lawmen" just seems wrong to me. Perhaps @NecroBlade or @Pumpkin_King , who have the most experience with playing Clayton, can comment on this in practice (although I think they have already multiple times and had explained the benefits well before, but these complaints seem to be persisting). I don't want to create another Lao Xin/Kato/Kantono just for the Lawmen, especially when an interesting mechanic like this can be explored. On a broader topic, I don't think there can be a consensus for what direction to take Clayton, Pumpkin_King. Everyone has their own opinions of course, which is doubly true for a synergy leader for a bunch of unrelated official units. It's great info to probe and see everyone's thoughts, but I think you're just going to find increasingly different opinions the longer you search. In my opinion, the best course of action here is to settle on which version you like the most, polish it until you're happy, and then submit. I'm not convinced that you need to scrap what you've done so far, and there are a lot of things that I've liked about the various iterations of Clayton in the past. So long as you're doing something exciting or engaging, I think that you're on the right track. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3364
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Re: The Pre-SoV Workshop
I think some kind of OM spread would be nice, but Scy had it right a few posts up. There's lots of ways this could go which would be workable. I'm not going to sit here and say what the powers should be, because then it'll be my unit.
You care a lot more about this design than I do (and rightly so, because you have invested a lot in it). If you want some thoughts on what is acceptable to me, here's a short list: -Shootout chooses Lawmen up to the current OM number -Shootout chooses Lawmen with a revealed OM -Shootout chooses a static number of Lawmen -Shootout chooses Lawmen with any OM Ideas I haven't liked as much (not that I've seen all of these suggested): -Only Clayton starts a Shootout -Shootout is limited to normal attacks -Shootout allows full turns I really hope that is helpful, and I'm sorry this has been such a frustration recently. |
#3365
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Re: The Pre-SoV Workshop
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For any bell and/or whistle, one needs to consider the value it brings to the table. Is it intended as a weakness for a Clayton build? It's definitely weaker to get less attacks earlier in the round (you'd want the opposite in most situations). If that's the case, it makes sense to add it as a mechanic. If it's just there in an attempt to be different, I don't see what it's adding other than complexity. |
#3366
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Re: The Pre-SoV Workshop
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I do think that having a weaker turn, a normal turn, and then a strong turn each round has a much different effect than normal turn-normal turn-normal turn. I just don't think the two are the same at all. Say it's the last round of a game, and the cowboys are in the lead. The opponent is much more likely to stay in the game for a little while longer, perhaps long enough to wound a key target, take down a Lawman, and turn the tides. The other player will be keenly aware that the beginning of each round is his strongest chance to stop multiple attacks from being made, and play more aggressively as a result, perhaps placing OM1 on a heavy hitter instead of a glyph grabber or trying to secure more board control. The Lawmen player will be equally aware that he's weakest at the start of every round, which will affect his plans and timing, leading to different decisions. Placing OM3 on Guilty McCreech is probably a downright terrible idea, but what about James Murphy and Johnny Sullivan? Where OM3 is suddenly becomes a very important guessing game to the other player, since it can take away the strongest part of the Lawmen's round with guarantee if guessed well. Yes, you still want your OM3 to be on the guy who survives to the third turn in any case, but the weight of that turn is worth much more than the weight of OM1 or 2. Of course, the above works best if the mechanic is paired with another that encourages you to spread out OMs, but there are other effects as well. The fundamental timing of playing Clayton Pierce is different than other leaders. I don't think that this is just a superficial dressing, it feels very much like a defining factor of the unit to me. Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3367
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Re: The Pre-SoV Workshop
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#3368
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Re: The Pre-SoV Workshop
There is a ton to respond to in regards to Clayton Pierce. I’m going to quote a bunch of feedback, and not worry about who gave it, just respond to the ideas expressed. The forums may force me to put this much in separate posts.
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New types of powers are not a bad thing, either. For example, here’s something I just happened to come across while working on this response: Quote:
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On contradictory feedback…: Quote:
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On a sort of related note: Quote:
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#3369
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Re: The Pre-SoV Workshop
Let me clarify my position on a Lawman leader. I have no real love of the idea, but I agree that such a thing would be both fun and thematic.
I very much would like to see a version of a leader figure that is different than the sorts we have seen before which grant bonus turns to others in the faction. Unfortunately Lawman have zero synergy between them otherwise, and likely won't ever be able to hold their own without such a thing. So the reality is a Lawman leader will probably be similar to others that came before. If the design is to go the expected bonus turn route, uniqueness has to come from the faction design level, not just the leader itself. By that I mean the designers need a strong vision of how the faction is supposed to be played, not just how the leader affects it. A faction that strongly encourages spreading order markers around is such a way; so far leader figures are either order marker dumps or the bonders of order marker dumps. A faction that encourages order marker spread will naturally play differently than what came before, even if the leader itself is fairly standard. The easy trap to fall into is false uniqueness. By that I mean a mechanic put on the leader in an explicit effort to make it different than other leaders but does not make the faction play different than other factions. I see the numbered order marker mechanic as such a thing. Having a variable number of turns can be interesting; the Marro Drones and Thralls are interesting because of their unpredictability, for example. Outside of that, variable number of turns could be interesting if it's something the player has to make happen in some way, as its something they have to play around and something the opponent can attempt to counter. Basing the number of turns on the number of the order marker has an effect on gameplay, but not in terms of decision-making. It's just a variation on "X bonus turns." If a Lawmen leader goes with a bonus turn design, just admit that it's not that different than other leaders and focus on making it a good unit instead of trying to force uniqueness. If you really want a Lawman leader to be unique, don't focus on the leader itself, focus on the faction as a whole. Make that unique, and the "uniqueness" of the leader itself doesn't matter. |
#3370
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Re: The Pre-SoV Workshop
WANTED
At the start of the game, choose an opponent's Unique Hero to be Wanted. After an order marker is revealed on the Wanted figure's card, you may immediately move every Lawman figure you control 2 spaces. Figures moved with this special power will take any leaving engagement attacks. |
#3371
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Re: The Pre-SoV Workshop
@Scytale, as you say, the Lawmen have no existing synergy to speak of, so your point about uniqueness coming from the faction level is moot. They're just a bunch of Heroes, so it's up to the leader to tie them together in some way.
Just because he grants bonus movement and bonus attacks doesn't mean the OM# method isn't unique. It literally hasn't been done before, so no other faction has the same escalating playstyle. Also, neither Kato, nor Kantono, nor Lao Xin share the splitting of movement and attack. Finally, neither Clayton nor his Lawmen become OM dumps. I know you insist you'd only put OMs on Clayton, but as I point out every time there is value in putting OMs on other Lawmen that is different from the value of putting them on him. You do want to spread OMs around, what we don't have to do is be explicit about it to achieve that. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#3372
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Re: The Pre-SoV Workshop
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