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AotV Customs A place for Arena of the Valkyrie Customs |
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#85
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
I think what we need to do here is first focus on something we all seem to agree on - some kind of traversal ability. Then we can focus on a potential defensive.
Options that have been thrown around for traversal: - a combo low Move/a 2-space blink that happens before or after their normal move - a mid-range teleport that replaces normal move entirely - a variation on Phantom Walk A quick idea I just had: - a Drop-like power that happens every round/turn - roll the d20, if successful all living Stalkers can move anywhere they like I’m also linking the two versions of Nightcrawler our friends at C3G have made - Bamf being somewhat similar of a teleport as we’re messing around with. http://heroscapers.com/c3g/released/...wler_comic.jpg http://heroscapers.com/c3g/released/...holme_mini.jpg |
#86
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
I'm actually not entirely opposed to grey hit-zones here, but I do think conditional removal of them is more interesting as it allows counter-play.
I also still don't see anything that fits my vision of them better thematically than short Blink + move. Teleportation doesn't strike me as a more "horrifying" power because there's no tension in it: the ability to almost combat something only to have it slip away, or almost escape from something only for it to get just ahead of you around the corner is much scarier than suddenly appearing out of nowhere and there was nothing you could do about it, IMO. A similar sort of logic applies to disappearing hit-zones, which is what gives that power set thematic consistency to me. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#87
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
Let it be known that’s my preference too, Blink/Move.
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#88
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
I have no actual preferences for which movement type we should go with, just the note that we have to figure out how they’re supposed to be used and testing in that role.
My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#89
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
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Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#90
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
I like the short blink+move as well. I think discussing which version of teleportation feels more "horrifying" is missing the forest for the trees. Suspense and horror aren't really relevant concepts when your opponent's movement range is a consistent and predictable threat zone. You can shoehorn in an interpretation to how different forms of teleportation work and how relatively spooky they are but it's a largely pointless exercise that isn't going to come across to most players.
A true horror concept would be giving the Phantoms variable movement that it isn't possible for the opponent to 100% predict. Something like Wild Pack Movement from the Marrden Hounds would be an example of this. "before moving, roll d20. If you roll X or higher, teleport." This would add an element of suspense to every turn, as it would mean that the threat zone of the Phantoms could be drastically different and much harder to account for (hilariously, this interpretation does cast Gilbert and the KoW as extremely suspenseful figures, but as a Nilfheim player I argue that that's 100% accurate). Last edited by All Your Pie; May 31st, 2019 at 08:44 PM. Reason: "It's a pointless exercise" I say, before proceeding to launch right into it myself with no sense of irony whatsoever |
#91
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
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(Having fought a Gilbert who averaged 5 Jandar symbols per turn one game, I'd agree that the knights can be downright horrifying, too. ) If people aren't interested in exploring variable moves, I think that this twist on the main design we've kicked around could work: Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#92
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
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Could definitely be open to this. I'd still like some form of defensive, though. |
#93
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
Still following along here My main concern with allowing blink to trigger off of a successful defense roll/special power is that they could easily start to feel too much like the ninjas of the northern wind, especially with 4A 3D stats and a defensive ability against ranged normal attacks.
If you do decide to go this way though, what if you required them to end their move adjacent to the enemy who tried to shoot them? Maybe you could even allow them to make an unblock able attack against the attacker... Something like Quote:
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#94
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
I can see that. It discourages ranged attacks without simply giving them stealth dodge.
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#95
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
I'm aware that there's a limit to what you can do in terms of gameplay to be unpredictable. But Teleportation is no more unpredictable than Blink, because anyone can read the card and figure out what spaces are currently within 10 and on the same level. Thematically, though:
You see Alien A out the corner of your eye and go to the window to get a closer look, but when you get there at first you don't see it, until you spot it already at the other end of the yard somehow. Deciding it's better to kill whatever this thing is than let it harm you, you grab a bat and plan to go outside and smite it. You open the back door, but when you do, it suddenly gets inside your house behind you. Despite your best efforts, Alien A gets to you first and you die. Alien B beams inside your house and kills you in your sleep without you even being aware of its existence. Intangible doesn't actually do anything for them defensively, and would at the very least need to be renamed. That said, like PK I too prefer a defensive power here. And as Captain Stupendous points out, both Intangible and Phase Shift make them feel like alternate Ninjas of the Northern Wind. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#96
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design
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I like your idea. I'd drop the range restriction and just place them adjacent to an attacker after the power is fulfilled to keep it simple, whether we add the attack die or not. Quote:
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I'm glad to see that you'd prefer for them to not feel like Ninja variants now, too. I'm not a big fan of them feeling too similar, especially since there's a lot of potential for the design in general. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
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