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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#181
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
How did the tests make you feel about clear sight during shootout?
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#182
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
I played with a clear sight restriction, and it was fine. It didn't come up very often, though. Maybe twice in the 4 games.
In most cases, I think a figure's powers should involve the figure itself in some way. As it is, Clayton's basically giving a free activation power to every single Lawman while he's alive. I think it hits theme better, and follows precedent better, if he has to see them. |
#183
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
Taking a fresh look at this; I've decided to comment without looking at previous discussions to avoid the echo chamber effect.
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On the power set, I feel like you're a bit too constrained in OM arrangement here. Clayton gets every OM1 for maximum figure rearrangement, then you run shootout turns as best you can by flipping OMs on the others. The order is forced and that's not ideal, IMO. I do like the idea that one figure can move on shootout turns. It feels like every old western where the action flips from one guy to another while everyone else stands and fires. Good work there. My suggestion is, don't allow attacks when moving with Posse. Posse can simply be a way to speed deployment of the army. The corollary of this is that you wouldn't allow posse and shootout on the same turn. This simplifies things considerably because now the powers aren't triggering on top of one another. So... SHERIFF'S POSSEThat's just a straight 2 activations per turn, as opposed to the 2, then 3, then 4 that the current version supports. And that first turn can't be So it's admittedly a bit of a nerf. There are other ways to play it, but I don't really like the 2->3->4 progression the current power set creates. |
#184
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
I do think dok's right about forcing the OMs. Almost every round I played across 4 games had the same OM configuration on team Lawmen, which was a bit wooden.
I disagree that a 2 turns per turn kind of deal is better, though. Been there, done that. EDIT: Also agree that 6 life is reasonable, but I'd turn to 3 defense first, and also change to 6 life from there if necessary. |
#185
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
That direction is something we did consider while designing in the discord server (where most of the designing took place), but it almost definitely wouldn't pass SoV, seeing as how that's....well, basically just bonding. Scy (and others) have said explicitly that it can't be just bonding, and that forced us to create a different (but still fun and understandable) sort of activation that felt true to theme. Also, just 2 activations per turn is simply not worth the effort. Planning and OM management/sacrifices should let you get the ramping-up effect of the firefight over the course of the round.
In addition, we also felt strongly that "printed" limits (such as "move 4 lawmen") were the inferior choice to something involving OMs. @NecroBlade pushed against a printed limit very strongly and we agreed with him. |
#186
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
You could move 1 lawman for each order marker on a lawman with posse. That gives you a max of 4 but it's not static.
As I said there are other ways to play it, but a straight 2->3->4 progression as written isn't going to fly for me. To be blunt, I think it's a mistake to take this through SoV as there must be a lot of give and take on this design. But if you insist on that route then you're going to need to be responsive to concerns from a large group... not just judges. |
#187
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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On the topic of bonding/the current reliance on Order Markers, I much prefer the current direction. We've seen plenty of other methods before, so something using OMs like this that still works thematically is much more preferable to me. I agree that you'll basically be getting 4 movement activations each round anyway, but this comes with the built-in cost of being forced to spread out your OMs each turn, which is an interesting aspect, especially if more Unique Lawmen are released. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#188
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
I know that dok has a special fondness for the Posse/Shootout concept, and I think his general point of getting a broader base of support within VC is absolutely the correct way to go.
Heck, I bet he'd be glad to join as a major collaborator on this, if you asked. I bet there's a way to tweak what you've got (that satisfies dok) in a way that's more interesting than "take two turns". Keep chugging |
#189
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
A mistake to take this through SoV....as opposed to a C3V project, do you mean?
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#190
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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That said, I hope you are willing an able to support an unusually open and collaborative process out in the open in an effort to compensate for the lack of easy workshopping once the formal SoV process begins. |
#191
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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1) What is an "unusually open and collaborative process out in the open"? 2) What exactly makes the 2-3-4 progression a no-go for you? Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#192
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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Most SoV submissions are the work of a single designer or at most a very small group that does their work largely in private. Other people may give feedback or suggestions but at the end of the day it comes down to the owner's call on what to submit. This is in contrast to C3V, where there are leads on a given design but they must take feedback from a pretty large group, and if they are intransigent the design won't go forward. I believe this design would benefit greatly from the sort of give and take that is characteristic of a C3V design. It is my hope (and I have no reason to suspect it won't be the case) that PK, et al, are willing to proceed in that spirit, where feedback is dealt with until something approaching a consensus can be reached, followed by fairly rigorous testing. I never called it a "no-go", but the current mechanics with their somewhat rigid OM requirements (and, IMO, needlessly wonky X marker reveal mechanic) don't feel right to me. I'm not tied to the 2 activations version I laid out, either. Rather, I think this is something we should continue to workshop, because I suspect there's a better option hiding somewhere. Semi-relatedly, I don't like how he can't work with common lawmen, and other versions of this could address that. |
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