11-23-2021, 11:34 AM | #11 | |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Cards you want to see
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FWIW, I would think that there's a price point where an extra crew member becomes reasonable. One thought to experiment with might be to make a hybrid crew/vehicle cost card. You could even make it a proportion of the vehicle's entire crew/vehicle point budget. Does that general "all of these" include making driver/gunner cards for the characters from ADQ? I actually really like the notion of having crew who have some background. Might also help increase the sales of the ADQ fiction compilation.
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Dynamax Designs, Designing quality since 2035. Watch your handling and remember to Drive Offensively! |
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11-23-2021, 11:59 AM | #12 | ||
Join Date: Nov 2011
Location: Frederick, MD
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Re: Cards you want to see
Hmm, I am not seeing any compelling reason to bring back bumper triggers.
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11-23-2021, 02:40 PM | #13 | |
Join Date: Dec 2007
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Re: Cards you want to see
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How might this affect the game? Consider the _Hammer_ midsize -- VMG in turret, two RRs forward, one crew. A driver with two FAs could fire the RRs at a target in one phase, then in the next phase follow-in with the VMG. Of course, to have that high a Gunner skill, he'd need to slough off some other skills.... >;)
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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11-23-2021, 03:21 PM | #14 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Cards you want to see
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>> Not discussing the Bumper Trigger. << =========================== The extra crew member is feasible, but it's difficult to balance using the current in-game currency because, by design, there is a greater return on lower-cost weapons per BP spent. Let's look at an example: 1) At 3BP, firing three 1BP Light Recoilless Rifles yields an average of 5 hits.This math scales up similarly with higher-BP builds, meaning you will *always* choose to take three attacks. Reducing the BP by 1 for the player with three crew is not enough to offset the imbalance, and reducing it by 2 is too much. The Stability Controller tells you that 1BP=1CP, so swapping that currency makes no difference. We're forced to use currencies with highly-situational values (ace/control tokens, game mechanic changes, etc), and/or to outright ban a lot of specific weapons. That drains the fun out of the game and risks introducing game-breaking exploits. I don't believe a third attack adds enough to the game to justify fixing the problems with it...but as I said earlier, we have several ideas on how extra crew can work. I don't yet trust that it can work well, though, and the testing for cycles — which is far from done — is also informing some of these decisions. |
11-23-2021, 04:02 PM | #15 | |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Cards you want to see
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That said, I think that the key might be to reduce your overall BP (and/or CP) by a ratio to step the weapons that can be afforded down somewhat (with a minimum of a 1 BP reduction). Yes, someone could splurge all-out on weapons, but that means they will be skimping elsewhere. (Incidentally, the Stability Controller is almost always on my list of must-have items when the budget hits a certain point.)
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Dynamax Designs, Designing quality since 2035. Watch your handling and remember to Drive Offensively! |
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11-23-2021, 04:12 PM | #16 |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Cards you want to see
Heh, heh, heh.
I just had a notion of a way to add a 3rd character firing action that would let it be based on the cost of the weapons. We have turret versions of weapons, why not add Cupola versions of weapons as well? Incorporate the cost of the cupola gunner into the cost of the cupola weapon. Limit the cupola gunner to only firing the weapon in the cupola (and possibly sidearms), not being able to drive the car, and make the character otherwise like a gunner. That allows the weapon's effectiveness of not needing a firing action to be tunable to the specific weapon in the cupola.
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Dynamax Designs, Designing quality since 2035. Watch your handling and remember to Drive Offensively! |
11-23-2021, 04:32 PM | #17 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Cards you want to see
@MageSmiley
I used the simple comparison using the Stability Controller in my example, but a crew member's value is widely variable based on circumstance, and may be more valuable, less valuable, or equal to BP equivalent to their CP. That means that CP is not a currency we can reliably use to balance anything other than other crew members. Definitely not when the game-breaking element — a third attack — only requires a butt in a chair and 0BP crew members exist. Now, as for your comments about the cupola...hmm. I'm not gonna say that I'd do it by making a completely new card type that functions the way we want and can be balanced using it's own internal currency, but I'm also not gonna say it's not how I may or may not already be doing it (because that's how we intended expansion elements to work). I'm definitely not saying anything of the sort. ;-) |
11-23-2021, 04:38 PM | #18 |
Join Date: Mar 2016
Location: Southeast MI
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Re: Cards you want to see
Why have bumper triggers? Just equip the Flame Jets and the guaranteed stress you give your opponent in the next turn (if used strategically) is much more fun than any automatic damage could be.
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11-23-2021, 07:09 PM | #19 |
Join Date: Oct 2021
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Re: Cards you want to see
Multiple Crew Cards thoughts...
In our league rules, we are treating the driver and gunner cards as "skills" not as separate people. So over the league, you can have several gunner cards, but that just represents one gunner with several skills. It means we preserve the "two attacks' and the 3+3 (generally) durability of the crew. I am really not sure how broken this will get overtime. There is a part of me that is kind of eagerly looking forward to what kind of "brokenness" can be created by our group's players as they start "stacking" crew cards. :D I welcome any creative suggestions on ways to keep this from being too broken or ways to REALLY break it? Broadly, I have always liked the idea of naming the crew members and then seeing them get experience and get better over time. This multiple stacking of crew cards helps scratch that itch for me and my players. Are there any thoughts on how to let the "crew get experience" over time? |
11-23-2021, 07:59 PM | #20 |
Join Date: Mar 2016
Location: Southeast MI
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Re: Cards you want to see
At the end of a game, surviving crew members get N crew points that they can spend on their crew card, gear, or sidearms and that crew member is healed up for the next game. If that crew member dies (so no "unconscious" state), the points reset. You could also give points for feats like a perfect speed 5 D4, or a max damage roll on a decently-sized weapons, etc.
Or, [suggested by HeatDeath] surviving crew members get special ace tokens that they can use to re-roll a maneuver die or attack, depending on the type of crew member. Once spent, you have to re-earn them. Surviving to the next game makes crew cards to mitigate crew damage much more attractive. Mmmmm, tacos...
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AKA HowitzerExplosionGuy on Discord |
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