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Battlefields of Star Wars Scape HoSS Maps and Scenarios |
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#49
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
I like it not being spread out. Swamps are dense and hard to move through. Also, no DO for the swamp creature. it makes it too complicated IMHO.
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#50
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
I think we need to keep any swamp creature special rules simple. We already have the neutral Wampas on a previous map, we can do something different here. The D20 roll for getting stuck or wounded when entering or exiting a swamp water space from before was a great starting point.
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#51
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
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If anything, we could also make moving through swamp water take 2 move like heavy snow (or slippery ice). Quote:
Anyways, this looked good: Quote:
Last edited by Sheep; August 16th, 2014 at 02:55 PM. |
#52
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
I wasn't aware of those Jungle piece rules, good to know. With that, here is my revision.
VS file As for the Swamp Creature special rule, that seems a little too simple. Something more like this seems more appropriate to me. Quote:
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#53
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
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As far as gameplay, there's no real strategy except for a race to the sides or to the glyphs. And the aesthetics are messy, IMO. |
#54
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
And yours is boring IMO and very unswamplike.
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#55
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
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If I can find some time I'll try to make a map showing what I'm talking about. |
#56
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
Crap typing from my ipod and fat fingered submit reply.
I'll type my thoughts from a computer. |
#57
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
Subjective statement.
As far as me saying that the aesthetics are messy, they are. Most people, including myself, try to cover up grass on maps including SotM. In fact, I recall playing a game on Phlegrean Fields and posting a pictured battle report in which I didn't use glyphs (so the 2 single-hex rock pieces were exposed) and typhon2222 posted this: Quote:
And how does a map with swamp and jungle not look swamp-like? Quote:
Then what would you do? And as I mentioned earlier, the bush pieces on the sides are illegally placed. |
#58
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
Last edited by Karat; August 17th, 2014 at 03:20 AM. |
#59
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
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I would remove the 24 hex rock spaces and MOVE the start zones to swamp (and possibly sand) tiles. Basically shrinking the map. As I said above, it seems too spread out right now--too long to move figures up AND cross the swamp. We still need start spaces of course, but there is no rule that they must be on their own separate 24 hex piece. |
#60
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)
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Also, while we are trying to balance our figures with Classic, I don't think we need to balance our maps with Classic. And I think that's obvious with maps like Death Star Hallways, Beggar's Canyon, and such. Therefore, 5 move and range is basically the metagame. I made a pathing map of my latest version of the map (updated SZs): As you can see, both sides are easily accessible, but going to the left from your respective SZ is slightly slower to height than going to the right (I've made a running change to this). With 5+ move figures, at least one glyph is accessible by the 2nd turn. Like I said, I'll post more later, but that's it for right now. I don't think it looks more like a swamp than it does an oasis. An oasis would have water instead of swamp, IMO. I mean, people that hallucinate in the desert don't see a bunch of swamp, they see water. |