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#41 | |
Join Date: May 2012
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As I understand it, the "traditional ninja" was intended to be - and functioned quite well as - essentially a drop-in replacement for a MkV in the Smash-the-CP scenario: lighter-weight, but with a tactically interesting "stealth" game mechanic to compensate. If this Ninja is ill-suited to the "solo, deep strike against well defended target" mission profile of the core game, than of course playtesting it in that scenario is going to be less than entirely satisfying. I would love to see a scenario, or notes that can be used to build a scenario, depicting this thing's typical mission profile. As things stand I feel like a German admiral during WWI who's just been handed the specs for a newfangled contraption called a "battlecruiser". "So let me get this straight, it's armed like a battleship, but if I put it in a line it'll get cut to pieces. So what exactly do I do with this thing?" What exactly do I do with this thing? [And I really didn't mean to slam Car Wars as hard as it may have sounded like I did. I like Car Wars. It's just that the two games could not possibly be more different in tone, complexity, and, dragging in a technical term from architecture, "design pattern language" https://en.wikipedia.org/wiki/Pattern_language, and what works in one is just far from ideal for the other. It actually really says something about Steve that, during his career, he's been central to three games [Ogre, Car Wars, and Munchkin] so wildly, utterly divergent in their pattern languages.] Last edited by HeatDeath; 10-17-2016 at 09:17 PM. |
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#42 | ||
Join Date: Oct 2005
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That could inspire some victory conditions. "You can use the division ninja, but we need it elsewhere with at least M3, one decoy, and 4 missiles. It'll be ale to escape with M2. With M1 it'll get caught on the way out." A fighting withdraw is particularly hard in Ogre. Maybe that can be the ninja's specialty. Quote:
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#43 | ||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Ironically, even within "tiers" there are optional rules, and some have been around forever and still feel out of place/wrong (eg, mines are from Ogre, for crying out loud). It feels a bit like MtG and the barrage of expansion sets; at some point you have to stop trying to collect it all and live with what you have; even though the majority of your cards printed in the 90s would be wiped out by just about anything current. Full disclosure: I'm almost exclusively a "tier two" player. ;-) Quote:
The Ninja rules, on the other hand; are one-sided (fun only for the Ninja player), mysterious (in a bad way), and lead to weird mental gymnastics. To get back to Car Wars or MtG, building the Ninja is probably equal in fun to playing it. The "feel" of the Ninja is much more obtuse in a way that gets my Spidey-Sense tingling; Ogre should not be about building the Ogre, it should be about playing it.
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 10-18-2016 at 12:42 AM. Reason: added more potificating |
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#44 | ||||||||||
Join Date: Jul 2014
Location: Pennsylvania
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To my thinking, the NINJA is no different really than one player having an OGRE and the other only conventional forces like the MARK3/5 Attacks Scenarios for example. The NINJA vs everything else. The points for each sides forces will balance the seemingly unbalanced and unfair Scenario. I say seemingly because it is just that. It's a fair fight, only each side has different units and abilities. Such are my most sought after and enjoyed game experiences. I have nothing but luv and respect for individual preferences. So, here, this can be an example of two opposite views on the topic. I enjoy learning these rules as much as playing, and even more, the fun of mission editing of the NINJA I will be running in a Scenario. For myself that means huge game play enjoyment and replayability. Quote:
Sounds like the FanMade SHINOBI: https://www.flickr.com/photos/128248...posted-public/ Here compared to the NINJA: https://www.flickr.com/photos/128248...posted-public/ Which compliments the official background from the Timeline http://www.sjgames.com/ogre/lastwar/timeline.html: "2080: ...Ogre Ninja introduced." "2086: ... Paneuropean siege of Mexico City broken by the first field appearance of Combine Mark IVs." Quote:
FanMade idea ALERT: Maybe just have the NINJA be able to deploy decoy drones of itself. They can detect stuff as the NINJA. Once one is attacked, it is destroyed and removed from play. It would have a cool Battleship game vibe to it: "You sank my NINJA decoy drone!"...lol. The NINJA can carry up to 6? DDs and pays ? VP for each DD it carries. Up to 6 DDs may be actively deployed at one time. This limit is also how many can be stacked in a hex and for every DD in the same hex when detecting mines a +1 modifier to detect and avoid mines is added to the detection roll. So if you want to move your NINJA through a dangerous minefield, group up your decoy drones in the same hex as the NINJA and move out. The more you use this way, the better your chance of making it through unscathed. These can be called "ghosts" or decoy drones, technically they are drones that project a NINJA decoy. But having ghosts of ghosts, and all the other minutia, as interesting as it sounds is just too much. This is a distilled, concise, and manageable version of that. Quote:
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...which I would like to suggest the longer you leave stuff up before it "goes to press" the better. This is an enormous amount of stuff to be kicking around, who knows what may be reveled at the last moment. Just prolong that last moment as long as possible please. Quote:
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Some have suggested a simple -1 To-Be-Hit for OGREs equipped with Descartes Packages.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-28-2016 at 09:21 PM. |
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#45 | |
Join Date: Jul 2014
Location: Pennsylvania
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Don't touch my mines brah...lol
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-28-2016 at 09:11 PM. |
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#46 | ||||||||||||
Join Date: Jul 2014
Location: Pennsylvania
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***Throws hands up in air with a comatose look on his face while his eyeballs bleed and screams:
"I DON'T HAVE TIME FOR ALL OF THIS COOL STUFF!!!"*** Seriously, that's a treasure trove of some cool ideas. Thanks for sharing. I'll comment more when I can. An oldie but a goodie. ;) Quote:
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To clarify, this hits three hexes in a triangle shape, right? Not a line or anything. Quote:
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Range 5 sounds reasonable, and I think this should be in a straight line. Quote:
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Nice. This is a really cool option that should be an exception for the NINJA. Who knows what mission specific uses it may have.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-28-2016 at 09:11 PM. |
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#47 |
Join Date: Jun 2012
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It adds a bit of book keeping, but not too much, but I really like the Ghost concept. In a game where units are firing tactical nuclear munitions to target single vehicles within a 1.5 kilometer area I think "sensor ghosts" that spoof the enemy into thinking they have a target is great.
I will take another pass through the Ninja tool kit, but off the top of my head, I think it currently suffering from mission creep. I am not sure what it is supposed to do. It has stealth, new attacks, zombies, puppet master, ducklings, all sorts of missiles. It has lost a clearly focused role. |
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#48 | |||
Join Date: Jun 2008
Location: Charleston SC, USA
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Add up everything else, then add the percentage shown. Thus if you take a Ninja (150 VP) with say 60 VPs of extra, plus the Belisarius Descartes package your total VP cost is 210 + 33.333% or 210 + 70 = 280 total. AI's are cost multipliers, not additives. |
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#49 | ||
Join Date: Jun 2008
Location: Cheltenham, PA
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OK, I've had a little epiphany about the whole ghost concept after reading Francisco's idea about stripped down SHVYs rather than drones. The whole ghost concept is a good idea, but there's several flaws with the decoupling of location stealth and targeting stealth. If a Ninja has such good ECM/spoofing that it can hide which hex it's in (and even hide which hex it fired from), then how can long-range weapons target a specific part of something that might be a Ninja? Unless you've got close-range eyeballs on it, Ninjas should be untargetable by directed fire - and yes, this means they're effectively invincible since spillover doesn't affect Ogres. But spillover can be used for detection purposes, by potentially identifying ghosts.
Proposal 1: A Ninja's components cannot be targeted by direct fire unless there is at least 1 defender within close LOS Quote:
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Drone Swarm: Pro:Modified SHVY/Mk I: Pro:Clearly, there is no clear better way of doing things. That said, I kind of prefer using a modified SHVY or Mk I for a couple of reasons. First, once discovered it has a but more use on the battlefield than being a mobile bag of money waiting to be nuked. And second, as much as the idea of spawning new ghosts is nice, it adds more complexity to an already complex situation. Of course, if you use a modified Mk I you need record sheets for that too, but at least it can potentially fire back rather than just being a target sink that ultimately just goes poof... For reference, using the Cobb formula I came up with this as a modified Mk I: 1 SB, 2 AP, 12 Treads (M4), Ninja Stealth, 28VP. Given that without the Ninja Stealth the current Ninja proposal is 97VP, adding 2 of the modified Mk I's as the stealth system brings it back up to ~150VP. Just sayin' :P
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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#50 | |
Join Date: Jan 2005
Location: Minnesota
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I'm not a huge fan of the Vulcan. But I'm having very different reactions to the Vulcan and Ninja. The Vulcan changes stuff, but not in a way that leaves the opponent totally outmaneuvered. The Ninja, OTOH, put the defender in a box of developing entirely new strategies or not even knowing how to play the game. That's not fun for me. So, no, I'm not going to provide individual feedback on each "trick." My feedback is that having a huge menu of tricks breaks the game, or at least changes it to a new level that needs a new name. |
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