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Spawning, Victory Conditions and Gamey-ness

 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 12:34 am 
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Dave wrote:
Placing them like teleport gives the army a lot of flexibility with its battle plan. That would lend the army an air of surgical precision that doesn't really fit the flavor. The effect we're aiming for is Synapse Creatures finding and redirecting creatures that have come into their synapse range/creatures rapidly healing their wounds/sporadic reinforcements via mycetic spores.

This is what I hate most about this rule, this is exactly what the "leader" ability is supposed to reflect. And why does everyone turn into such nice guys fighting the nids, "don't shoot that one, boys? Its out of synapse range."


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 12:35 am 
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Oh, and zombo's d6-2 seems like a good idea


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 12:40 am 
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mnb wrote:
And why does everyone turn into such nice guys fighting the nids, "don't shoot that one, boys? Its out of synapse range."


The idea is that there are literally hundreds of nids out of range, running around on their own or dug down in ditches etc. Guys can kill them easily, but there are still a vast number left to be "spawned"


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 12:50 am 
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Still this messes up with BTS and tie-breaker.

If you use the above method (regardless if it is a fixed number of Spawn Points dependend on number/kind of Synapses, or a random number of Spawn Points) AND a separate Spawn Pool for each formation (again: perhabs dependend on number/kind of Synapses) then it would solve the BTS and tie-breaker issue.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 1:06 am 
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Yes, but that's too clunky.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 1:54 am 
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BlackLegion wrote:
Still this messes up with BTS and tie-breaker.

If you use the above method (regardless if it is a fixed number of Spawn Points dependend on number/kind of Synapses, or a random number of Spawn Points) AND a separate Spawn Pool for each formation (again: perhabs dependend on number/kind of Synapses) then it would solve the BTS and tie-breaker issue.


but if you add some degree of randomness via rolling to see if a fm can spawn, then the 'nid player can't game this to mess with BTS. Tie breaker less so, but I don't think people should get so hung up on that - if you go to tie break points then in all senses the game is a draw (not sure for tournaments though), plus something has to give if spawning is to be kept at all. Otherwise, for every single suggestion, naysayers will pop up and say "doesn't represent fluff", "breaks tournament play", "is too directed", "gamey" etc ad infinitum and nothing will get fixed.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 2:54 am 
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A spawning pool combined with D6 spawning (-2 for enemies within 30cm, +2 for brood mother) would be lovely.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 2:35 pm 
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How about an admittedly harsh "tyranids lose all tiebreaks"? Would remove the tiebreak spawning problem and act as a minor balance against potential spawning abuse.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 2:42 pm 
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MikeT wrote:
How about an admittedly harsh "tyranids lose all tiebreaks"? Would remove the tiebreak spawning problem and act as a minor balance against potential spawning abuse.


Hardly background representative; tyranids love a war of attrition.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 3:11 pm 
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how about changing the BTS goal into something akin to the old 2nd ed "Shoot The Big Ones" policy, make it something much easier to achieve than a normal BTS, but let tyranids automatically win tiebreaks.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Thu Mar 03, 2011 3:27 pm 
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One of the main reasons for changing the spawning rules is so tyranids can use the standard bts and tie breaker rules. Otherwise we might as well just stick with what we have.


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