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  #1  
Old October 15th, 2018, 04:27 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Quote:
Originally Posted by Kinseth View Post
I haven't really seen your answer(maybe I missed it) are you planning on submitting these hounds to SOV. If so, I will be more vocal on my suggestions, otherwise, if it is just a fun custom... then carry on.
At some point, I would like to, but their current design is relatively new, so I wasn't expecting to submit it very soon.


All of the designs I post here are designs that I have an interest in potentially submitting, though I don't think I will submit all of them. The ones that I like the most, and that I think are ready, will be submitted, but some of them, either due to lost interest, or some other issue, will never reach a point where I feel that they are ready.
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  #2  
Old October 15th, 2018, 04:44 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Removing Bound to make room for a more complex Drag power is a perfectly reasonable design choice. I didn't feel like you needed to use mine, I just wanted to point out the importance of simplicity in this context, and you more than adequately persuaded me that you have it in mind.

The designs of the Age of Annihilation, and their ACES compatibility with VC
C3V "Easily the best quality classic customs I have ever seen."
= =
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  #3  
Old November 14th, 2018, 06:39 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Do you know the name of the miniature for the Vulcanmech Striker? I’d like to pick a couple up.
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Old November 15th, 2018, 04:55 AM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Quote:
Originally Posted by Son of Arathorn View Post
Do you know the name of the miniature for the Vulcanmech Striker? I’d like to pick a couple up.
It is a Mechwarrior figure, called Jackalope. There's about 8 color variants. I'm using variant #133, but #81 #82 and #84 also look sufficiantly Valkrill-ish.
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Old November 19th, 2018, 05:27 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Each night when I get in bad to sleep I try to come up with something interesting for a custom. I type the ideas that I come up with into my phone for reference later. The vast majority are never used, but it's nice to have a backlog of design ideas when I see a neat looking figure. I've been toying with a few ideas for squads over the last couple months, and I wanted to get some feedback on two ideas I had. I haven't attempted to price them, because when I'm tired I try to just focus on creating something interesting, and worry about pricing once the idea is more solidified.

In many turn based strategy video games such as X-COM, ranged units will have an ability that allows them to choose not to attack during their turn, and in exchange they are allowed to attack if an enemy moves within range on the enemy's turn. I have wanted to figure out how to implement this into Heroscape for a while, and this is the result of that.
Quote:
Common squad
Move 4
Range 6
Attack 2
Defense 2

Anticipation:
If none of [] attacked this turn, you may roll an attack die. If you roll a skull, you may place an Anticipation counter on this card. You cannot have more than 3 Anticipation counters on this card.

Reactionary Fire:
If an opponents figure that was not in clear sight of [] at the beginning of its turn moves within 6 spaces of a [] that is not engaged, remove 1 Anticipation counter, and roll the d20. If you roll a 12 or higher, and that figure receives 1 wound.
I like the choice that the player would need to make between choosing your target and going for the attack, or hoping for an auto wound on the whim of a d20. The d20 roll is lower because you have to give up an attack on your turn with multiple figures, and your opponent gets to choose when to risk the auto wound, and who to risk it with.

------------

I like the idea of Frenzy, and taking multiple turns, but it's inconsistency makes it frustrating at times. I wanted to create a more consistent Frenzy that wouldn't be over powered, but one that wasn't always the obvious choice. I wanted the player to really think about whether they wanted to use it, and when.
Quote:
Common squad
Move: 4
Range: 1
Attack: 3
Defense: 1

Furious Assault:
After revealing an order marker on [], you may choose to subtract 1 from the attack value of this card. If you do, at the end of this turn, you may take 1 additional turn. During this additional turn, subtract 1 from the attack value of this card. You cannot use focused assault if the X order marker has been revealed on this card.

Defensive stance:
After taking a turn with [], if none of [] moved this turn, you may reveal the X order marker on this card. If the X order marker has been revealed on this card, add 1 automatic defense die to all defense rolls made by any [] that you control.
I'm sure the wording could be improved, but the idea is there. Choose between taking two turns with 2 attack, or 1 turn with 3 attack, and getting an Automatic Shield. The low defense makes the auto shield very enticing, but the mobility options and the increased number of attacks makes Furious Assault enticing as well.
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Old November 20th, 2018, 11:53 AM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Hi Leaf_It,
I really like importing abilities from other games or characters and converting them into scape abilities. It is always a creative challenge, so kudos for going for it.

Concerning Reactionary Fire. It is very thematic and I really like the concept. There are some issues with it as-is, however.

One, it would be considered turn interruption which is typically frowned upon because of the many issues it may cause as far as when are things triggered. For instance, if a figure ends its move 6 clear sight spaces from a [] and it has an “after moving, but before attacking” ability, which ability is triggered first, the opponent’s unit or your [] unit? Or if an opponent’s figure emerges from behind ruins to be adjacent to 1 [] but not another, which triggers first, the attack from the opponent’s figure or the ability from the unengaged []? These are just some of the issues that can arise from turn interruption. It is the reason the original designers tried to steer clear of turn interruption.

I really like the idea for the ability. Maybe there is some way to change it mechanically while still remaining true to the theme. Anyone who is familiar with my design style knows that I love translating theme into abilities. Unfortunately, as I have found out on many occasions, sometimes theme does have to take a back seat to function.
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  #7  
Old November 20th, 2018, 03:51 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Quote:
Originally Posted by Lamaclown View Post
Hi Leaf_It,
I really like importing abilities from other games or characters and converting them into scape abilities. It is always a creative challenge, so kudos for going for it.

Concerning Reactionary Fire. It is very thematic and I really like the concept. There are some issues with it as-is, however.

One, it would be considered turn interruption which is typically frowned upon because of the many issues it may cause as far as when are things triggered. For instance, if a figure ends its move 6 clear sight spaces from a [] and it has an “after moving, but before attacking” ability, which ability is triggered first, the opponent’s unit or your [] unit? Or if an opponent’s figure emerges from behind ruins to be adjacent to 1 [] but not another, which triggers first, the attack from the opponent’s figure or the ability from the unengaged []? These are just some of the issues that can arise from turn interruption. It is the reason the original designers tried to steer clear of turn interruption.

I really like the idea for the ability. Maybe there is some way to change it mechanically while still remaining true to the theme. Anyone who is familiar with my design style knows that I love translating theme into abilities. Unfortunately, as I have found out on many occasions, sometimes theme does have to take a back seat to function.
Thanks for the feedback.

Concerning Reactionary Fire's "Turn interruption" issues, I direct your attention the official scape designs known as Arkmer, and the Nakita Agents, and their Engagement Strike ability. As a secondary example, I direct your attention to the C3V design, Cathar Spearmen, and their Braced Spear ability. Reactionary Fire is just a ranged variation of these two abilities. The difference is that I gave a limiting factor by using counters, so that it wouldn't be over powered, and so that it would better fit the theme of reacting to the opponent.
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Old November 20th, 2018, 04:30 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Quote:
Originally Posted by Leaf_It View Post
Thanks for the feedback.

Concerning Reactionary Fire's "Turn interruption" issues, I direct your attention the official scape designs known as Arkmer, and the Nakita Agents, and their Engagement Strike ability. As a secondary example, I direct your attention to the C3V design, Cathar Spearmen, and their Braced Spear ability. Reactionary Fire is just a ranged variation of these two abilities. The difference is that I gave a limiting factor by using counters, so that it wouldn't be over powered, and so that it would better fit the theme of reacting to the opponent.
I stand corrected. That is what I get for being out of the game for so long. I had forgotten the Nakita Agents even existed.

I had more to say but I took so long to say this (that is what I get for doing this at work) that I was super ninja'd by super frog. I agree with SF and his rewording. It still carries the theme but does expedite game play.

Again, great thematic adaptation
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Old November 20th, 2018, 04:09 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

I think the issue here is with the pre-turn clear sight requirement. It basically means that every time your opponent takes a turn, you have to be aware of which figures are within clear sight of every one of these guys. That's a lot of checking. Probably too much, I think.

You can clean it up to something like this, perhaps:

Quote:
Reactionary Fire:
Once per turn, if an opponent's figure moves onto a space where it can end its movement within 6 clear sight spaces of an unengaged [], you may remove an Anticipation marker from this Army Card and roll the 20-sided die. If you roll a 12 or higher, that figure receives a wound.

Last edited by superfrog; November 20th, 2018 at 04:32 PM.
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Old November 20th, 2018, 04:48 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

I figure Anticipation will only be used at the start of the battle, while figures are still mobilizing. 2/3/4 attacks are much better than a single wound with less than a 25% chance of occuring (because you have to roll for the effect twice). This power seems stronger on a cheap, common hero because the choice is more important. On a squad, you’d only do it sparingly, like when you are giving up one potential attack vs Q9.

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  #11  
Old November 20th, 2018, 05:43 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Quote:
Originally Posted by superfrog View Post
I think the issue here is with the pre-turn clear sight requirement. It basically means that every time your opponent takes a turn, you have to be aware of which figures are within clear sight of every one of these guys. That's a lot of checking. Probably too much, I think.

You can clean it up to something like this, perhaps:

Quote:
Reactionary Fire:
Once per turn, if an opponent's figure moves onto a space where it can end its movement within 6 clear sight spaces of an unengaged [], you may remove an Anticipation marker from this Army Card and roll the 20-sided die. If you roll a 12 or higher, that figure receives a wound.
I knew this wording needed fixing up, and this is basically what I was trying to do. Thank you.
Quote:
Originally Posted by Lamaclown View Post
I stand corrected. That is what I get for being out of the game for so long. I had forgotten the Nakita Agents even existed.

I had more to say but I took so long to say this (that is what I get for doing this at work) that I was super ninja'd by super frog. I agree with SF and his rewording. It still carries the theme but does expedite game play.

Again, great thematic adaptation
Thank you.
Quote:
Originally Posted by flameslayer93 View Post
I figure Anticipation will only be used at the start of the battle, while figures are still mobilizing. 2/3/4 attacks are much better than a single wound with less than a 25% chance of occuring (because you have to roll for the effect twice). This power seems stronger on a cheap, common hero because the choice is more important. On a squad, you’d only do it sparingly, like when you are giving up one potential attack vs Q9.
I envisioned this on a 2 man squad of snipers. Anticipation has the 50% chance to place the counter just because I haven't playtested this idea, and I was worried that ranged Engagement Strike would be too good. Maybe I should just give the counters for free, and adjust the Reactionary Fire roll. Playtesting will probably be necessary to get a clearer answer. I would like to make this design universal enough that it could work on a hero just as well as a squad, like Engagement Strike does.
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  #12  
Old November 20th, 2018, 05:47 PM
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Re: Leaf_It's customs. [UPDATED: OCT. 1, 2018]

Quote:
Originally Posted by Leaf_It View Post
MI envisioned this on a 2 man squad of snipers. Anticipation has the 50% chance to place the counter just because I haven't playtested this idea, and I was worried that ranged Engagement Strike would be too good. Maybe I should just give the counters for free, and adjust the Reactionary Fire roll. Playtesting will probably be necessary to get a clearer answer. I would like to make this design universal enough that it could work on a hero just as well as a squad, like Engagement Strike does.
I much prefer dropping the 50% chance of even being able to place a marker and only adjusting the actual D20 roll as needed. That seems a lot cleaner and more broadly applicable to me.
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